The easiest, fastest, and most convenient way to set an alarm on any computer is to use a free online alarm clock. All you need to use this alarm clock is an internet connection. You don't need to download an app.
You can use the default alarm clock app on mobile phones or download a free one from the App Store or Google Play Store. On iPhone, tap alarm at the bottom of the Clock app to set an alarm. Set a time, day, and frequency for the alarm.
The online alarm clock is a digital alarm clock you can use for free via your internet browser on any computer or mobile device. You can use the alarm to wake up in the morning and to help with daily routines like studying, exercising, cooking, or completing practice exams.
The online alarm clock simply runs via an internet connection. It's completely free, and you don't need to download any apps or software to use the internet alarm clock. Once you've set your alarm for your chosen time, the webpage will sound an alarm at the volume your computer is set. Make sure your volume is turned up to hear the alarm.
Once set, a live countdown will appear on-screen. You can end the alarm early by clicking Stop. Once the countdown hits zero, the alarm will sound. You can snooze the alarm for 10 minutes by clicking the Snooze button.
Finally, you can also view alarms you've previously set under Alarm Clock Data. Click Export to CSV to download the data or Clear Data to reset or forget the information. To set multiple alarms, open another tab and repeat the steps.
No, the online alarm clock only has a limited selection of pre-selected sounds. You can pick from several types of loud alarms, like a buzzer, bell, or white noise. Unfortunately, YouTube Music or Spotify links cannot be used for alarms.
Yes, this online alarm clock is loud and can be heard even if your computer's volume is low. The site uses your computer's volume to sound the alarm, so you can increase or decrease its volume using your computer's sound volume functions.
No, the computer alarm clock does not work if you close the browser tab. However, the tab doesn't need to be active for the set alarm to sound. You can switch tabs or use another desktop application, and the alarm will still function.
No, an alarm on the computer will not work if your device is in sleep mode. However, if your display is turned off, so the screen is dark, the online alarm clock will still play on most devices. If you are unsure whether your operating system will play the alarm with the display turned off, leave it on as a precaution or carry out a quick test of the alarm before using it overnight to wake up.
3. why isn't it suggesting the type of alarm you want to set? It seems to think I only ever want to set manual time alarm. KAC used to guess which type of alarm I wanted to set, and it was right 95% of the time.
It's a naming convention issue.
In KSP MAP MODE it's where your current orbit path crosses the path of the target craft and is labeled either "Intersect 1" or Intersect 2" depending whether or not you actually have two crossing. One is orange, the other purple.
In KAC, the same symbology is used and labeled "Closest/Target Distance", but only in purple.
If you want to make your rendezvous quicker/cheaper/easier you fine tune your intersects so they happen at below 0.0km. This is a little unrealistic IRL like at the ISS because it means there is a risk of collision if there is later an engine problem, but in KSP it's actually quite good as if you time the braking burn right you can end up less than 100 meters away from your target and start docking immediately.
Yeah... I haven't played very much with this feature, but so far I much prefer the old mod. Much easier to use, much "cleaner", and much better implemented than what they added to 1.12. I really can't think of a single reason why they didn't just copy a mod that was danged close to perfect, instead of messing it up this badly.
It's definitely not useless. It's better than nothing if you've never used KAC or are on console (which is why I really assume they're including it for the eventual console upgrade). It's just some of the functions just aren't there at all or aren't quite as good as they are in the original.
I've mostly switched over to using it because I'm hoping the issues I have with it get fixed in the next patch.
It's definitely better than nothing, but absolutely has room for improvement. I launched a small fleet of rockets in 1.11 and found just how horrible the tracking station UI is when you need to find the next maneuver of any ship. I couldn't have executed all the burns without quicksaves; had to quickload twice. 1.12 came soon after that and alarms helped tremendously for the next mass flight, but adding and especially updating the alarms was still a bit unpleasant. Maybe I should have 'just' made a monster ship which separated once it got to Jool, but as I get more ships in flight, (and with my plans, I will,) I'm going to need to know the next burn for any craft without looking through a list which puts all the burns in small text and hides them half the time.
There seems to be a basic rule in KSP development that a feature that copies a mod function has to fall well flat of the original mod... Or the developers are afraid to violate the original "only one mission at any given time" paradigm.
"Very close" is a relative term. Since it's actually trivial to create intersects within less than 100 meters those are what I use every time and generally speaking I tweak them at least an order of magnitude below that.
As long as you actually have an intersect lined up and aren't searching for one blindly, it works perfectly.
Game can show intersect markers with millions of meters between the two craft. All that's required for the game to show the intersect mark is (I believe) paths crossing at any time in within the patched conics calculations.
As I said though, it's trivial to get 0.0km intercepts. I mentioned I tweak those an order of magnitude lower, but nowhere did I say I was just using the stock interface to do it. For the record, KER shows intersects measured in millimeters.
And I specifically avoid 0-distance intercepts because they're stupid, they offer little advantage in saving time or fuel compared to sub-1km intercepts and are a good way to frustratingly collide with the target if you miscalculate the orbit matching burn
Your experience may vary from mine. I can accept that. I wish other people could accept the opposite viewpoint.
BTW, you're no "safer" with an intercept that is simply (stock) 0.0 km than you are with a (modded) 0.0m intercept since that 0.0km intercept doesn't indicate whether you are on the prograde, retrograde, normal, anti-normal, radial-in, or radial-out side of the target.
IRL (for ISS anyway) you'd want to be 100 meters radial-in (aka below) for the if engine failure, then intended miss case, but there's no actual way to see that in KSP with any mod as far as I can tell.
As for advantages in a 0.0m intercept, actually there are advantages as long as you have a procedure, working engines, and maybe a bit of programming via kOS.
Another thing is the modability of it (awesome, based on my brief look at the dev docs) but also leads to an issue.. if I, for example, create a new alarm for my long-running science experiments, and another modder does the same, etc etc, soon you have dozens of different science alarms all plugged into the stock alarm clock. Unless the modding community comes together and standardises a bunch of additional alarm types, it'll be a right royal mess. KAC sidestepped this by adding additional alarm types which all mods could then use. Of course, as a mod, it could do that. As stock, it can't since it won't be updated all the time.
for example, create a new alarm for my long-running science experiments, and another modder does the same, etc etc, soon you have dozens of different science alarms all plugged into the stock alarm clock.
Maybe. I also think that's not much different than multiple part reskinning mods or life support mods though and gets self-selected for correction by users. For instance, there are multiple life support mods from SNACKS! to MKS. It's cool that players can pick the one suitable for their specific style of play, but using more than one would not be a great experience.
That said, I agree that the "proper" feature set on release should be on-par with the existing mod which thee player base has come to agree sets the standard. In this case, KAC.
Maybe. I also think that's not much different than multiple part reskinning mods or life support mods though and gets self-selected for correction by users. For instance, there are multiple life support mods from SNACKS! to MKS. It's cool that players can pick the one suitable for their specific style of play, but using more than one would not be a great experience.
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