thyriel Posted December 7, 2014 Share Posted December 7, 2014 Burntime/2 before the alarm though is a hard one as I havent gotten to writing some code to calc that and KSP doesnt expose the value to read at the momentEngineer Redux would have that burntime/2 already, perfectly working Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted December 9, 2014 Share Posted December 9, 2014 how do i get the menu up? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 9, 2014 Author Share Posted December 9, 2014 Engineer Redux would have that burntime/2 already, perfectly working A cross mod call for that would be good, but it is a lot of code to mirror - same with the mechjeb stuff too - as I looked a while agohow do i get the menu up? Which Menu do you mean Starslinger? Quote Link to comment Share on other sites More sharing options...
teohoch Posted December 15, 2014 Share Posted December 15, 2014 Thanks for the log lextacy. Looking in it there I did notice one thing that rang a bell - http://forum.kerbalspaceprogram.com/threads/24786-0-25-0-Kerbal-Alarm-Clock-v3-0-5-0-%28Nov-19%29?p=1521654&viewfull=1#post1521654Can you try removing TarsierSpaceTech and let me know if it then works? That mod hasnt been updated for 0.25 yet (no one has heard from toby in a few weeks) - with respect to KAC I found a scenarioModule error in the tarsier code a little while ago when someone had a similar issue and submitted a pull request to fix it, but as toby is not around its yet to be included.Someone did make a new version of it that might work - http://forum.kerbalspaceprogram.com/threads/62941-v0-24-Tarsier-Space-Technology-%28v4-5c-Now-with-GALAXIES%21%21%21%29?p=1549788&viewfull=1#post1549788 but its not by the author so not sure of the changesI can confirm that the new version of Tarsier works and doesn't conflict with the Alarms ! Hurray! I can use my alarms again ! Quote Link to comment Share on other sites More sharing options...
hakan Posted December 15, 2014 Share Posted December 15, 2014 @TriggerAu, would it be possible to set an alarm for changes between "low" and "high" space, and possibly from "in-atmo" to "outside-atmo", like you have with the SOI change alarms? Quote Link to comment Share on other sites More sharing options...
Mokmo Posted December 16, 2014 Share Posted December 16, 2014 @TriggerAu, would it be possible to set an alarm for changes between "low" and "high" space, and possibly from "in-atmo" to "outside-atmo", like you have with the SOI change alarms?You can use the distance alarm for these, the values are in the science page on the wiki Quote Link to comment Share on other sites More sharing options...
Ruedii Posted December 16, 2014 Share Posted December 16, 2014 Anyone test this with KSP 0.90 yet? Quote Link to comment Share on other sites More sharing options...
Haguruma Posted December 16, 2014 Share Posted December 16, 2014 its working for me ish in .90 Quote Link to comment Share on other sites More sharing options...
Barklight Posted December 16, 2014 Share Posted December 16, 2014 Same, confirmed working at the moment. Quote Link to comment Share on other sites More sharing options...
hollyfeld Posted December 16, 2014 Share Posted December 16, 2014 (edited) Good morning, TriggerAu! I just posted this to DMagic's thread:Hi, DMagic! I think I found a new bug (in v0.25, that is). Working on a new career game, I get my first magnetic field survey contract (requiring magnetometer and RPWS data from low & high orbits). Upon building my probe and going to launch it, I discover a two-fold bug: one part has to do with interacting with another mod (Kerbal Alarm Clock), and I will be mentioning this on their forum thread as well; the other part, however, has to do with maneuver nodes and the navball. Any ship that has the magnetometer boom on it (tested on two different probes and added to a previous manned ship design) will cause the KAC window to disappear as long as the scene is on that ship (i.e. the KAC window reappears when going to another ship without the boom, or back to the KSC). Also, whenever a maneuver node is created for a ship with the boom, the display of ÃŽâ€vnumbers only never appears (the little 'x' for deleting the node shows up by itself).Very strange bug, and with my admittedly modest knowledge of programming, I can't imagine why only the one part is causing it. If I take the magnetometer boom off the same ship that first showed this problem (the one with your RPWS antenna still), all is back to normal. So it seems pretty clear that the boom is the sole culprit. I believe this is the first career game I had started since the 0.25 update; at any rate, my last career game had no such problem.If this actually was brought up before, sorry for repeating.Hope this proves to be useful to you! Edited December 16, 2014 by hollyfeld clarifying reason for off-thread post Quote Link to comment Share on other sites More sharing options...
Gryphon Posted December 16, 2014 Share Posted December 16, 2014 (edited) Any ship that has the magnetometer boom on it (tested on two different probes and added to a previous manned ship design) will cause the KAC window to disappear as long as the scene is on that ship (i.e. the KAC window reappears when going to another ship without the boom, or back to the KSC).I use DMagic and KAC (among other mods) and I cannot confirm this. I did have a ship with the Universal Storage magnetometer boom in 0.25, and I did not see this behavior. Which boom were you using, US or non-US?(I suggest we carry on further discussion on the DMagic thread, rather than having a crosspostfest.) Edited December 16, 2014 by Gryphon crosspostfest Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 16, 2014 Share Posted December 16, 2014 Is this compatible with the 0.90 update? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 16, 2014 Author Share Posted December 16, 2014 A few people above mention it works, but no assurances on 3.0.5 for 0.90recompile and bug fixing to come today for an update. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 16, 2014 Share Posted December 16, 2014 I just tested, it is not working well (3.0.5) on 0.90, will wait for update Quote Link to comment Share on other sites More sharing options...
Leszek Posted December 16, 2014 Share Posted December 16, 2014 It works for me, however if you don't have conics unlocked yet it will fail to find things like apoapsis. I don't know that that is a bug though. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 17, 2014 Share Posted December 17, 2014 It works for me, however if you don't have conics unlocked yet it will fail to find things like apoapsis. I don't know that that is a bug though.Ah, that would explain it. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 17, 2014 Share Posted December 17, 2014 It works for me, however if you don't have conics unlocked yet it will fail to find things like apoapsis. I don't know that that is a bug though.Yeah, from what I understand, certain things are just not exposed in code outside of the Sandbox now. At least not until they are unlocked. The Tracking Station itself apparently has to be updated to unlock things like normal/radial points. And probably apoapsis, periapsis and the ascending/descending nodes too.... Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 18, 2014 Author Share Posted December 18, 2014 v3.0.6.0 Now Available - Download from GitHub or Download from Curse* or Download from Kerbal Stuff * Once it's approvedRecompiled for 0.90Couple of code changes for 0.90 changesAdded Delete Confirmation optional Dialog (Issue #82)Adjusted Top Clamp value to be off screen slightly (Issue #79)Changed KACBackup savenames to start with z so they go to the bottom of the listThis fixes any bugs that may be in there and deploys a couple of bits that were mostly done already.I will go back through the code to look at things like unlocked functions and display different messages in career mode. But figured best to get something out now Quote Link to comment Share on other sites More sharing options...
Alewx Posted December 18, 2014 Share Posted December 18, 2014 v3.0.6.0 Now Available - Download from GitHub or Download from Curse* or Download from Kerbal Stuff * Once it's approvedRecompiled for 0.90 Couple of code changes for 0.90 changes Added Delete Confirmation optional Dialog (Issue #82) Adjusted Top Clamp value to be off screen slightly (Issue #79) Changed KACBackup savenames to start with z so they go to the bottom of the list This fixes any bugs that may be in there and deploys a couple of bits that were mostly done already.I will go back through the code to look at things like unlocked functions and display different messages in career mode. But figured best to get something out nowMy hero Quote Link to comment Share on other sites More sharing options...
eddiew Posted December 18, 2014 Share Posted December 18, 2014 Nice, thanks for the update, Trigger Quote Link to comment Share on other sites More sharing options...
Zalym Posted December 18, 2014 Share Posted December 18, 2014 Thank you for the update! Quote Link to comment Share on other sites More sharing options...
Ignath Posted December 18, 2014 Share Posted December 18, 2014 Hey TriggerAu when I load up KAC in Blizzy's Toolbar, I get a purple square where your KAC icon should be:I installed via CKAN and the Mod seems to work, I just get that strange purple box instead of the alarm clock. Also don't see any errors in the KSP.log relating to this. Quote Link to comment Share on other sites More sharing options...
nlight Posted December 18, 2014 Share Posted December 18, 2014 Hey TriggerAu when I load up KAC in Blizzy's Toolbar, I get a purple square where your KAC icon should be:I installed via CKAN and the Mod seems to work, I just get that strange purple box instead of the alarm clock. Also don't see any errors in the KSP.log relating to this.Hey, this is a CKAN issue, we're working on it but at the moment KAC is not installed in the correct location by CKAN and the Toolbar can't find its icons. The current install location is KSP/GameData/KerbalAlarmClock while it should be KSP/GameData/TriggerTech/KerbalAlarmClock Quote Link to comment Share on other sites More sharing options...
Ignath Posted December 18, 2014 Share Posted December 18, 2014 (edited) Hey, this is a CKAN issue, we're working on it but at the moment KAC is not installed in the correct location by CKAN and the Toolbar can't find its icons. The current install location is KSP/GameData/KerbalAlarmClock while it should be KSP/GameData/TriggerTech/KerbalAlarmClockAhh, thanks for the update nlight and sorry for the erroneous bug report Trigger!I was wondering if that was the problem or if Trigger split off his folders from TriggerTech folder. Not sure how his KSP Tips is supposed to be packaged, but that is OUTSIDE the TriggerTech folder as well when downloaded from CKAN.Edit: KSP Tips is installed properly via CKAN...for some reason just not KAC. Edited December 18, 2014 by Ignath Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted December 18, 2014 Author Share Posted December 18, 2014 Thansk nlight.I plan to add some extra stuff in here to be more lenient on install locations, but I am super short on time at the moment sorry.KSP Tips will actually work installed anywhere in gamedata. I wrapped it all into a single file so it could be the most foolproof install if a new user had to install it as their first mod. so yeah is intentionally not packaged with the TriggerTech folder. Quote Link to comment Share on other sites More sharing options...
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