TriggerAu Posted September 30, 2013 Author Share Posted September 30, 2013 Quicksaves rewind the persistance file as the quicksave is nothing but a copy of it. I'm sure of this because I can rewind MJ settings the same way and they are saved the same way too (atleast the per craft ones) in the persistance file.Edit: You should also add KAC to the Space Center screen now as time passes on there and therefore alarms too.Maybe a gap here - they aren't saved in the persistance.sfs file, but a persistent file called Alarms-<SAVENAME>(<GAMEMODE>).txt in the plugindata path. I debated (with myself admittedly) about catering to load/save in the past and decided against it. So the alarms should be independent of loading and saving.I do want to do a display for the non-space scenes too, would be a good idea Quote Link to comment Share on other sites More sharing options...
Hrdina Posted October 1, 2013 Share Posted October 1, 2013 It saves them in a peristence file per save game (ie. the thing you choose at the main menu) and is (should be) independant of the quicksave/load functions. The only time I can think of the alarms getting adjusted on quickload is some checking about whether the alarm is in the past.If I can confirm some steps to replicate it I'll have a look, but I haven't been doing much in dev on KSP while I wait for a fix to the scene and SOI translation delays (which should be fixed in 0.22 from the latest devstream)So steps - do these look right:Quicksave gameCreate a new alarm (what type?)Quickload gameand alarm is gone?If you can let me know if thats the right steps, and perhaps pastebin your alarms file before and after as well as the output log that would be aceWhat I think I was doing was this:1. Create a new alarm2. F5 QuickSave3. Do something incredibly stupid and/or Kerbal4. F9 QuickLoad5. Alarm gone!I could have sworn that in the past I would see my alarm come back at step 5. From what you've written above, it seems that if the alarm triggers/expires as part of Step 3, the alarm is deleted from the KAC file (Alarms-Hrdina (Sandbox).txt in my case). Is that so? Then it's working as designed an my memory is at fault here. I'll capture my log files the next time I play with alarms and post them.Thanks. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 2, 2013 Share Posted October 2, 2013 What I think I was doing was this:1. Create a new alarm2. F5 QuickSave3. Do something incredibly stupid and/or Kerbal4. F9 QuickLoad5. Alarm gone!I could have sworn that in the past I would see my alarm come back at step 5. From what you've written above, it seems that if the alarm triggers/expires as part of Step 3, the alarm is deleted from the KAC file (Alarms-Hrdina (Sandbox).txt in my case). Is that so? Then it's working as designed an my memory is at fault here. I'll capture my log files the next time I play with alarms and post them.Thanks.i think alarms are only deleted if you choose deletion when switching to the ship or ifyou manually delete from list...yup testing now:1. create alarm2. quicksave3. do something4. quickload5. alarm is still there even if expired6. ???7. PROFIT! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 2, 2013 Author Share Posted October 2, 2013 i think alarms are only deleted if you choose deletion when switching to the ship or ifyou manually delete from list...yup testing now:1. create alarm2. quicksave3. do something4. quickload5. alarm is still there even if expired6. ???7. PROFIT!That is my experience too, and how it should work. If Hrdina is having different behavior though am happy to look into it Quote Link to comment Share on other sites More sharing options...
Hrdina Posted October 3, 2013 Share Posted October 3, 2013 That is my experience too, and how it should work. If Hrdina is having different behavior though am happy to look into itOK, I think I know where I was confused.At some point, I checked the "Delete on Close" button in the settings, so that was the default whenever an alarm popped up. Every time an alarm expired, I was deleting it. I guess I did not realize that the alarms were stored in a file separate from the saves, so thought that the non-expired alarm would be in the quicksave.sfs file when I reloaded.Thanks for the help, Trigger Au, Starwaster, and others. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 4, 2013 Author Share Posted October 4, 2013 Good to hear its working OK for you Hrdina. If I get some time I'll look at what MJ does nd see if it can be linked to the save files themselves somehow as well. Quote Link to comment Share on other sites More sharing options...
DerekL1963 Posted October 4, 2013 Share Posted October 4, 2013 I don't know if you've heard Trigger, but the excessive scene change times appear to be caused by a bug - slated to be fixed in .22. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 4, 2013 Author Share Posted October 4, 2013 I don't know if you've heard Trigger, but the excessive scene change times appear to be caused by a bug - slated to be fixed in .22.Yeah, been waiting a while, will be good Quote Link to comment Share on other sites More sharing options...
Gristle Posted October 5, 2013 Share Posted October 5, 2013 Is it possible to change the location of the KAC icon on the flight screen? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 5, 2013 Author Share Posted October 5, 2013 Is it possible to change the location of the KAC icon on the flight screen?Sure can. In the <KSP_OS>GameData\TriggerTech\PluginData\KerbalAlarmClock folder you will find the config.xml file.It contains a section as per below. Edit the xmin and ymin values (highlighted below) and it will place the icon at the x and y pixel position - you can ignore the max ones - it will set those on load <rect name="IconPos"> [COLOR="#00e000"]<xmin>152</xmin>[/COLOR] <xmax>184</xmax> [COLOR="#00e000"]<ymin>0</ymin>[/COLOR] <ymax>32</ymax> </rect> Quote Link to comment Share on other sites More sharing options...
maltesh Posted October 5, 2013 Share Posted October 5, 2013 (edited) I would never have considered flying a twenty-spacecraft fleet to Duna without this mod. It was invaluable in setting up SOI Escorts, saving mid-course corrections, and setting reminders for all the maneuvers necessary to get twenty spacecraft into their desired orbits around Duna and Ike.That said, having done so, I probably wouldn't do it again. Managing 20 spacecraft is a lot ofwork.Two things I noticed:I let Kerbal Alarm Clock autogenerate the SOI -crossing alarm, autopausing one minute before the boundary of the Dunar SOI. Every time I hit that alarm and the game paused, KAC would immediately autogenerate and set off a second one-minute alarm to the SOI boundary. After clearing the second alarm, things would proceed as normal.It would be really nice of you could restore a maneuver node longer than one minute after passing its alotted time. When the saved maneuver node is a course-correction to intercept the Mun or Minmus, missing it by several minutes isn't much of an issue. A burn of the same amount will still do almost exactly what you want it to do. On interplanetary flights, being late on the burn by hours, possibly days, might not be particularly problematic.The former tends to be more common than the latter. When assembling some of my Earlier Minmus and Munar Stations, I tended to find myself in situations where my choices were: A) Complete this docking in 3+1 minutes, Leave the docking undone and switch to the spacecraft whose burn is scheduled, or C)Complete the docking, then switch and plot a new maneuver node for the other ship. Edited October 5, 2013 by maltesh Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 5, 2013 Author Share Posted October 5, 2013 I would never have considered flying a twenty-spacecraft fleet to Duna without this mod. It was invaluable in setting up SOI Escorts, saving mid-course corrections, and setting reminders for all the maneuvers necessary to get twenty spacecraft into their desired orbits around Duna and Ike.That said, having done so, I probably wouldn't do it again. Managing 20 spacecraft is a lot of work.Two things I noticed:I let Kerbal Alarm Clock autogenerate the SOI -crossing alarm, autopausing one minute before the boundary of the Dunar SOI. Every time I hit that alarm and the game paused, KAC would immediately autogenerate and set off a second one-minute alarm to the SOI boundary. After clearing the second alarm, things would proceed as normal.It would be really nice of you could restore a maneuver node longer than one minute after passing its alotted time. When the saved maneuver node is a course-correction to intercept the Mun or Minmus, missing it by several minutes isn't much of an issue. A burn of the same amount will still do almost exactly what you want it to do. On interplanetary flights, being late on the burn by hours, possibly days, might not be particularly problematic.The former tends to be more common than the latter. When assembling some of my Earlier Minmus and Munar Stations, I tended to find myself in situations where my choices were: A) Complete this docking in 3+1 minutes, Leave the docking undone and switch to the spacecraft whose burn is scheduled, or C)Complete the docking, then switch and plot a new maneuver node for the other ship.Firstly, WOW that picture and what it represents is pretty epic I'll have to have a look at the regenerating thing as that shouldn't be happeningFor the restoring of the nodes, the time when the option disappears is the time of the node, so in your case as you have a 1 minute buffer thats how long it hangs around. If I restore the node after that time is passed you just get the little delete option and no markers from memory, but I'll have a play - maybe I can move the node, like you say on mid course corrections the exact time is not that critical.and lastly, WOW - love that screenshot Quote Link to comment Share on other sites More sharing options...
John FX Posted October 7, 2013 Share Posted October 7, 2013 Firstly, WOW that picture and what it represents is pretty epic I'll have to have a look at the regenerating thing as that shouldn't be happeningFor the restoring of the nodes, the time when the option disappears is the time of the node, so in your case as you have a 1 minute buffer thats how long it hangs around. If I restore the node after that time is passed you just get the little delete option and no markers from memory, but I'll have a play - maybe I can move the node, like you say on mid course corrections the exact time is not that critical.and lastly, WOW - love that screenshotI had a similar one when I did my grandmaster but I didn`t take a screenshot. I had seperate flights leaving kerbin going to every planet and moon to land a Kerbal there. The challenge was just to land a probe or rover but I decided to visit in person so I was the first person to plant a flag on every body of the system because flags came out halfway through my attempt. People asked me how I did it so quickly and one of the things that helped (apart from not sleeping much) was Kerbal Alarm Clock. It would have been impossible without it. Quote Link to comment Share on other sites More sharing options...
wasmic Posted October 7, 2013 Share Posted October 7, 2013 I'm also in the process of doing a grandmaster. I've just launched to Eeloo, but before that mission arrives I'll have launched to every single body, and all of the probes will have arrived at their target SOI before the Eeloo one does. I was lucky to find a lot of near-perfect launch windows right after each other, within a very short time span. I'm going to need this mod, as my planned Duna arrival is exactly 1 day before my planned Eve arrival. Quote Link to comment Share on other sites More sharing options...
NeoAcario Posted October 11, 2013 Share Posted October 11, 2013 Trigger Au,I have no idea why I kept forgetting / putting off getting this mod.... I almost always fly multiple ships at a time. This has made the effort mindless. Now I fly double the ships at a time!CHEERS!~Steve Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 17, 2013 Author Share Posted October 17, 2013 Just to let people know I have started working on an update for 0.22 and including some extra bits. I might work those out first and just do one release as its only one more day to the weekend here. Quote Link to comment Share on other sites More sharing options...
Dweller_Benthos Posted October 17, 2013 Share Posted October 17, 2013 Cool, though the old version seemed to work OK on .22, but I didn't actually use it, just popped open the GUI. Quote Link to comment Share on other sites More sharing options...
MedievalNerd Posted October 17, 2013 Share Posted October 17, 2013 Just to let people know I have started working on an update for 0.22 and including some extra bits. I might work those out first and just do one release as its only one more day to the weekend here.Awesome! I just found this mod a week ago, and it's lovely! Great work sir! Quote Link to comment Share on other sites More sharing options...
Sorcie Posted October 17, 2013 Share Posted October 17, 2013 Thanks for the hard work. Just started using this a week ago. Definitely a change in play style. Thank you thank yoU! Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted October 18, 2013 Share Posted October 18, 2013 Just came here to check status, great! This is no. 1 on my must have mod list, I've decided to plod thru with no mechjeb for a bit longer but can't live without this one! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 18, 2013 Share Posted October 18, 2013 Just came here to check status, great! This is no. 1 on my must have mod list, I've decided to plod thru with no mechjeb for a bit longer but can't live without this one!why plod? Even the last version(non dev) of mj works in .22it doesnt yet have support for the tech tree but it works. Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted October 18, 2013 Share Posted October 18, 2013 To remind myself both that I can... AND why I went to mechjeb in the first place! I'm going to do one Mün landing & return (successfully) by hand then slap the 202 back on & go back to rolling my eyes at the haterz, lol Quote Link to comment Share on other sites More sharing options...
Shisouka Posted October 18, 2013 Share Posted October 18, 2013 One of the extremly useful mods for KSP, so Kudos to you!Haven't read the last 29 pages .. But I have a suggestion (don't know how hard to implement it may be):Launch Windows.- let the user select a launch Window (ex. best launch window from Kerbin to Duna)- maybe a "from" & "to" planet selection Quote Link to comment Share on other sites More sharing options...
PrivateFlip Posted October 18, 2013 Share Posted October 18, 2013 One of the extremely useful mods for KSP, so Kudos to you!Haven't read the last 29 pages .. But I have a suggestion (don't know how hard to implement it may be):Launch Windows.- let the user select a launch Window (ex. best launch window from Kerbin to Duna)- maybe a "from" & "to" planet selectionYou'll be pleased to know this is already in the mod! And I agree with you, this is really a must have mod especially when doing interplanetary missions. Quote Link to comment Share on other sites More sharing options...
Shisouka Posted October 18, 2013 Share Posted October 18, 2013 You'll be pleased to know this is already in the mod! And I agree with you, this is really a must have mod especially when doing interplanetary missions.Ok .. Since when?I may have played hundreds of hours without using this feature .. Quote Link to comment Share on other sites More sharing options...
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