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A time management and utility plugin for Kerbal Space Program

License: MIT License

C# 98.14% PowerShell 1.86%

kerbalalarmclock's People

Contributors

aelfhe1m avatar dak180 avatar dexen avatar jplrepo avatar jrossignol avatar jslater89 avatar kerbas-ad-astra avatar mjn33 avatar mwerle avatar nanathan avatar natsnudasoft avatar neilser avatar ntwest avatar reeseglidden avatar taniwha avatar triggerau avatar ts826848 avatar zatricky avatar

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kerbalalarmclock's Issues

Asteroid alarm refinements

Issues

  • Unowned Asteroids can be jumped to (Source: katateochi at Forum)
  • Alarms hang around for Asteroids that have become untracked and disappear

Restructure Plugin Builder for v2

  • Remove Plugin files from folder with source
  • Remove Scripts from folder with source
  • Adjust Script to handle all relative paths
  • Add to script to upload to release on GitHub

One Click Alarms

From Codeplex user mvy

Hi!

I would like to suggest the addition of a quick way to add alarms with the default parameters.

The reason for that is I find myself doing quick maneuvers like multiple burns at periapsis for orbital changes. Having a menu to quickly add a new alarm for peri/apo-apsis, closest approach, or such would be perfect. We don't need to see the whole window each time for small things.

Nice plugin by the way, thanks;.

BUG: Quicksave / load while alarm is active breaks physics

  1. Add one or more alarms to the current ship. This commonly happens for me with maneuver node alarms, which I have set to be automatically created. I believe the node has to be set to kill warp.
  2. Quicksave (F5).
  3. Leave the game running until the alarm passes.
  4. Quickload (Hold F9).
  5. The next time Time Warp is enabled, it will refuse to warp past 5x and go back down to 1x warp, and will not will not allow warp again "while the ship is under acceleration"
  6. If you look carefully, the current ship is indeed accelerating very slowly precisely away from its orbiting body. The effect is most dramatic at about 250km above Kerbin.
  7. Other weird things will happen too, like the ship not actually being able to escape Kerbin despite the fact that its trajectory suggests it should.
  8. These effects will not go away until the game is restarted.

This happened to me on 23.5, but I'm now running Alarm Clock 2.7.7.0 on KSP 0.24.0.549. I'm not good with C#, so I can't quite pick apart the code, but I guess the way the alarm kills warp is with a tiny bit of acceleration?

Restructure Plugin Builder for v3

  • Remove Plugin files from folder with source
  • Remove Scripts from folder with source
  • Adjust Script to handle all relative paths
  • Add to script to upload to release on GitHub

Clamp Main Window to Screen

Probably leave other windows alone as they are positioned based on main window

Although maybe clamp the message ones as well?

Change alarm storage method

Store these in the save file using ScenarioModule logic

Also remove regular saving trigger - only save on save events

Add resource threshold alarm

I've lost a few probes due to running out of power. It would be nice to wake my craft when the fraction of a particular resource remaining is at an absolute or percent threshold.

Transfer Alarms Enhancements

  • Lookahead - schedule alarms for more than the next immediate alarm
  • Calendar view of alarms/transfers (but what is a Kerbal week??)
  • Add alarm and remain open

Might need a rethink of the whole transfer alarms thing

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