SirJodelstein Posted September 21, 2014 Share Posted September 21, 2014 There is a minor mod conflict between Kerbal Alarm Clock and ModuleManager >= 2.3.1. Both plugins use "Alt+F11" as a shortcut in the spacecenter scene (KAC: toggle dialog, MM: show "reload/dump database dialog") . Is it possible to configure that shortcut somewhere? If not, could you make it configurable? Quote Link to comment Share on other sites More sharing options...
StrandedonEarth Posted September 22, 2014 Share Posted September 22, 2014 (edited) I had a Moho mission running in warp with a nice encounter set up, when KAC threw an "SOI catch" alarm. After closing the alarm, my encounter was lost. Any idea why? When I terminated the offending obsolete probe, I was able to warp normally to the encounter and enter orbit.Output Log: https://www.dropbox.com/s/axmq08ns7k23gk8/output_log.txt?dl=0 Edited September 22, 2014 by StrandedonEarth Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 22, 2014 Author Share Posted September 22, 2014 I had a Moho mission running in warp with a nice encounter set up, when KAC threw an "SOI catch" alarm. After closing the alarm, my encounter was lost. Any idea why? When I terminated the offending obsolete probe, I was able to warp normally to the encounter and enter orbit.Output Log: https://www.dropbox.com/s/axmq08ns7k23gk8/output_log.txt?dl=0 The orbit issue is caused by KAC dropping you from high warp to 1x instantly - I thought I had all those sorted. If you have the "Throw alarm on background SOI Change " option enabled I highly recommend turning that off - if not let me know and I'll dig deeperThere is a minor mod conflict between Kerbal Alarm Clock and ModuleManager >= 2.3.1. Both plugins use "Alt+F11" as a shortcut in the spacecenter scene (KAC: toggle dialog, MM: show "reload/dump database dialog") . Is it possible to configure that shortcut somewhere? If not, could you make it configurable?We should have a cage fight to work out which mod is tougher - "two mods enter, one mod leaves - lets get ready to rumbllllllllllleeeeee" . TBH that was in v1 and I forgot it was there till you mentioned it. Sadly its hard coded, but I'll make sure that's sorted for the next release.BTW - I'll be away for about a week - so wont be answering stuff - not being rude Quote Link to comment Share on other sites More sharing options...
StrandedonEarth Posted September 22, 2014 Share Posted September 22, 2014 The orbit issue is caused by KAC dropping you from high warp to 1x instantly - I thought I had all those sorted. If you have the "Throw alarm on background SOI Change " option enabled I highly recommend turning that off - Sure enough that fixed it, thanks. I think that was causing trouble with my Jool Tour too. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted September 24, 2014 Share Posted September 24, 2014 TriggerAu,Hopefully you see this before you build. Would it be possible to request a change to the folder structure to match that of ARP and TWP? That is put everything in a KAC folder.I realize that requesting such a change can be a bit presumptuous, but I really think it is called for in this case. If you so choose not to, so be it. Your mod. Your rules. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 27, 2014 Author Share Posted September 27, 2014 TriggerAu,Hopefully you see this before you build. Would it be possible to request a change to the folder structure to match that of ARP and TWP? That is put everything in a KAC folder.I realize that requesting such a change can be a bit presumptuous, but I really think it is called for in this case. If you so choose not to, so be it. Your mod. Your rules.The folder structure matches for v3 - am tidying stuff up at the moment to try and get a dev release out nowv2 will probably get a simple check for the KSP 0.25 and then the new codebase from then on Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 28, 2014 Author Share Posted September 28, 2014 v3 Beta is availableFor those adventurous people there is a Beta available of the next major release - things going well the last v2 release will be with the next major release of KSP as well as a production release of v3 shortly thereafter.Download from Github: https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.0.0.2-betaImportant things to note: For v3 the alarms are stored in the KSP save file - no separate text file.There is currently no alarm converter - so this version will not load your old alarms currently - it is on my list of things to doYou should not install this version alongside v2The installation structure is different to v2 in that all of the mod is inside the KerbalAlarmClock folder - not in the TriggerTech folderThe documentation for this will be on a new website - hopefully tomorrow - with new installation pics tooThe list of changes is belowAbility to choose from 3 visual SkinsAlarm Saving - now in the games save file - only saves and loads on game/save and loadQuickAdd option for contextual AlarmsQuickAdd and Warp optionAdded Kill Warp with No Message action and restructured buttons/code behindAdjusted settings tabs to better layout optionsAPI for Alarm Creation/Modification and eventsApp Launcher integration this is now the defaultHas input locking options for when mouse is over the panels - this prevents action groups from occuring when mouse is over windowsNew Common Toolbar Wrapper - official oneRemoved periodic save of alarms file now that alarms are in the save filesScreen clamping on main windowSorted the multiline alarm display stuffWindow Resizing for better displayFont changes to make more readableF11 keystroke disabled - can be reenabled via settings valueRestructure settingsRestructure plugin foldersI have a list of a few things that I want to get in here too, but haven't gotten it done yet - will add a list to the website of planned features Quote Link to comment Share on other sites More sharing options...
Felbourn Posted September 29, 2014 Share Posted September 29, 2014 Feature request...If you select "automatic SOI change alarms" then do it for all craft EXCEPT those marked as Debris. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 30, 2014 Author Share Posted September 30, 2014 Feature request...If you select "automatic SOI change alarms" then do it for all craft EXCEPT those marked as Debris.Good point - is in v3 Beta 3 - out later today Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 30, 2014 Author Share Posted September 30, 2014 v3 Beta 4 is now available - https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.0.0.4-betaHas an alarm importer for v2 alarm files and also has the don't create SOI alarms for debris option in itAlarm Import Instructions can be found here: http://triggerau.github.io/KerbalAlarmClock/install.htmlIgnore the incorrect front page Quote Link to comment Share on other sites More sharing options...
Felbourn Posted September 30, 2014 Share Posted September 30, 2014 v3 Beta 4 is now available - https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.0.0.4-betaHas an alarm importer for v2 alarm files and also has the don't create SOI alarms for debris option in itAlarm Import Instructions can be found here: http://triggerau.github.io/KerbalAlarmClock/install.htmlIgnore the incorrect front page Installing now. Thanks a lot! Quote Link to comment Share on other sites More sharing options...
lipatden Posted September 30, 2014 Share Posted September 30, 2014 (edited) Feature request...If you select "automatic SOI change alarms" then do it for all craft EXCEPT those marked as Debris.Good point - is in v3 Beta 3 - out later todayHold on a second. I purposefully ditch my debris once on a collision course during transfers, and follow the debris to the surface after the SOI change (which is also useful for seismographic impactor experiments I don't use, but others might) to ensure warp doesn't mess their orbits up to a non-collision or warp them through the target body. Besides the SOI alarm only appears when you transfer craft focus, random debris (and other objects) are ignored if not focused.Does this default to present behaviour? Edited September 30, 2014 by lipatden dumbassery Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 30, 2014 Author Share Posted September 30, 2014 Hold on a second. I purposefully ditch my debris once on a collision course during transfers, and follow the debris to the surface after the SOI change (which is also useful for seismographic impactor experiments I don't use, but others might) to ensure warp doesn't mess their orbits up to a non-collision or warp them through the target body. Besides the SOI alarm only appears when you transfer craft focus, random debris (and other objects) are ignored if not focused.Does this default to present behaviour?I think the default is that debris is excluded, but its a simple check box in the settings - once you change it you wont need to set it again if you maintain your settings file for each upgrade.Happy to have people give me a quick response for what the default should be... Quote Link to comment Share on other sites More sharing options...
Felbourn Posted September 30, 2014 Share Posted September 30, 2014 I think the default is that debris is excluded, but its a simple check box in the settings - once you change it you wont need to set it again if you maintain your settings file for each upgrade.Happy to have people give me a quick response for what the default should be...My opinion as a Game Developer IRL is you could have made this the default before shipping, but now it's in use by many people. It should default to a state that means people don't need to do anything at all when upgrading (to maintain the old behavior). In other words, I wish the default was "debris SOI off" but I think you need to make it "debris SOI on" by default and let me turn it off. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 30, 2014 Author Share Posted September 30, 2014 My opinion as a Game Developer IRL is you could have made this the default before shipping, but now it's in use by many people. It should default to a state that means people don't need to do anything at all when upgrading (to maintain the old behavior). In other words, I wish the default was "debris SOI off" but I think you need to make it "debris SOI on" by default and let me turn it off.As its a beta release with very few downloads it should be safe to set it either way - I do usually maintain the previous experience when adding options, was just trying to fit this request in as quickly as possible. Was hoping for more feedback today though and then I could set the "wanted" default in another release tonight Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted September 30, 2014 Share Posted September 30, 2014 (edited) I think the default is that debris is excluded, but its a simple check box in the settings - once you change it you wont need to set it again if you maintain your settings file for each upgrade.Happy to have people give me a quick response for what the default should be...I don't care about the default, so long as it holds between updates like all the other settings.Incidentally, is this supposed to include tracked asteroids? I recently had a nasty miss on an asteroid because I forgot speeding time acceleration would cause its orbit to jump when it entered Kerbin's SOI. This was before this update but was in the past couple weeks. Edited October 1, 2014 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
TMS Posted September 30, 2014 Share Posted September 30, 2014 Was hoping for more feedback today though and then I could set the "wanted" default in another release tonight Default to off, imo.Potentially intrusive setting default to on. It's one of those setting that should be discovered as you explore the mod. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 30, 2014 Share Posted September 30, 2014 My two cents - default to exclude debris from SoI transfer alarms. If the small percentage of people who it affects want it, they can go looking for it.Anyway, just a heads up - V3, with stock toolbar support, means it's inaccessible from the Tracking Station. Didn't I read somewhere that the App Launcher (ugh..) will be in the TS in 0.25? I hope that's the case. There's nothing really to fix or that can be done, except wait until KSP lets you show it there. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 30, 2014 Share Posted September 30, 2014 Didn't I read somewhere that the App Launcher (ugh..) will be in the TS in 0.25?Yup. I can't recall where either but it was definitely stated by Squad Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 1, 2014 Author Share Posted October 1, 2014 For the Launcher I'll see what 0.25 brings - if no Toolbar in TS then I'll add back the regular button in that scene so its not a show stopper. Thanks for the catch Quote Link to comment Share on other sites More sharing options...
Thanny Posted October 3, 2014 Share Posted October 3, 2014 Is the problem I describe here plausibly caused by KAC? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted October 3, 2014 Share Posted October 3, 2014 Is the problem I describe here plausibly caused by KAC?In my experience KAC FIXES that problem by stopping you on every SOI change. Though as you describe you're not going through an SOI change so I don't know what it is.I doubt KAC actually does anything to alter a ship's heading/orbit/whatever. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 4, 2014 Share Posted October 4, 2014 2.7.8.2 issue, haven't downloaded the v3 beta but it could still be present there. I accidentally clicked on the Earth Time display and it refused to stay closed when I dismissed it, popping back up every scene change. I had to go into the config file to re-disable it. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 5, 2014 Author Share Posted October 5, 2014 Is the problem I describe here plausibly caused by KAC?The problem sounds like what happens if you jam KSP between levels of warp with no transition period. There is one feature in v2 of KAC that can cause this as mentioned here. Check if thats on. I'm also going to be reworking the KAC warp handler shortly to try and cater to higher warp levels as thats problematic too.I suggest trying KAC3 which doesnt have that code in it - while its a Beta it is behaving quite well from all responses2.7.8.2 issue, haven't downloaded the v3 beta but it could still be present there. I accidentally clicked on the Earth Time display and it refused to stay closed when I dismissed it, popping back up every scene change. I had to go into the config file to re-disable it.Interesting one - will look at that shortly Quote Link to comment Share on other sites More sharing options...
hab136 Posted October 5, 2014 Share Posted October 5, 2014 For v3 the alarms are stored in the KSP save file - no separate text file.API for Alarm Creation/Modification and eventsWoohoo!I have a list of a few things that I want to get in here too, but haven't gotten it done yet - will add a list to the website of planned featuresI haven't seen this feature mentioned, so I'll ask - will "automatic transfer alarms" will ever be an option? I always keep the all the Kerbin->Moho/Duna/Jool/etc transfer windows listed in KAC, and for places I have manned ships, I keep track of the return window (for example Duna -> Kerbin). It's mildly annoying to constantly re-add them after they expire.I could see this being done one of two ways - one option is to have an "automatic transfer windows" option much like the "automatic SoI" option. Automatically populate alarms for transfer windows from one body to another. You'd have to select the source and destination windows planets. The GUI would probably be a mess.Another option would be to have a check box for "renewable" alarms. When you reach a transfer window/Ap/Pe/closest point alarm, auto-recalculate for the next transfer window/Ap/Pe/closest point and create another alarm automatically, with the same options (message vs stop warp, attached to vessel, etc).I don't know how hard either option would be, or if someone else could implement this via the API. Quote Link to comment Share on other sites More sharing options...
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