Alarm Clock System to remind you of important things and prevent Kerbal’s overflying destinations at high warp. Version 126.96.36.199 – Compiled against 0.23.5, and adjusted time formats – added time halting code to SC and TS – fixed automannode config storage. Full details on the forum page
Plugin that can be used to kill the warp rate and fire alarm messages as you approach a given time.
With the Kerbal Alarm Clock you can create alarms for the following situations:
* Raw time alarms – created for either a specific date/time or a specific period in the future;
* Manuever node – create an alarm based on the next maneuver node on the current ships flight path. This node will be stored and can be restored when you come back to the ship;
* Other flight plan nodes – Apoapsis, Periapsis, Ascending Node and Descending node (Target and Equatorial). These can be configured to track changes as they approach as well
* SOI Point – create an alarm manually based on when the next SOI point is on the flight path, or set the alarm clock to continually monitor the active flight path and add alarms as it detects SOI changes (there is also a backround check you can enable for ships to notice simple name changes in the SOI for any background vessel, but it will not slow time before hand and will miss the SOI change by a fair margin under warp);
* Closest Approach – create an alarm based on the closest Approach of this Vessel to the targetted Vessel. Select how many orbits into the future to look for the closest approach;
* Target Distance – create an alarm based on distance to target vessel of altitude above planet
* Transfers – create an alarm based on Interplanetary Transfer Phase Angles – ie. When should I launch to planet X – Based on Kosmo Not’s post and used in Olex’s Calculator;
* Crew – Set an alarm for a Kerbal so that you can come back to them after a set time – regardless of the vessel they are in.
* “Earth Time” – create an alarm based on the time in the “Earth” alternative Universe (aka the Real World);
For all alarms you can give them :
* A short name to show in the list;
* Some more detailed message information;
* An action to take when the alarm is reached – message only, cancel time warp or pause the game;
* For Event alarms – eg Maneuever’s, SOI events, Ap, Pe, AN, DN, etc. you can also set a margin – ie. How long before the event should the alarm fire;Set the alarms to kill the warp rate in the game so you don’t go flying past them, or to pause the game so you can be AFK;
Other useful features/notes are:
* Edit the details of the alarm up until the point when it fires;
* Jump back to the ship that the alarm is related to when it fires;
* Save and Restore Maneuver Nodes and Targets associated with Alarms;
* No need to add a part to any vessel;
* Alarms are persisted between sessions and independent for each save game you have;
More details can be found on the forum thread http://forum.kerbalspaceprogram.com/showthread.php/24786-Kerbal-Alarm-Clock
Documentation Site: https://sites.google.com/site/kerbalalarmclock/
Source Code link also in Forum
Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.
The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.
The KSP Folder contains the following subfolders:
NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)
Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:
To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.
Craft files are saved ships created in the game. These files can be placed in a few different folders:
In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.
Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.
It is also possible to make craft files available to only one saved game:
Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.
The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.
To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.
The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.
To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.
Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.
Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:
Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:
To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.