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Kerbal Alarm Clock

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  • Kerbal Space Program
  • 6,295 Monthly Downloads
  • Supports: 1.0.4
  • 183,687 Total Downloads
  • Updated 06/26/2015
  • Created 05/07/2014
  • 932 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: Custom License
  • Newest File: v3.4.0.0 Release

About Kerbal Alarm Clock

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. You can now also set the alarm clock to monitor for maneuver nodes and create alarms as these are created New in 2.6.3. Now has threshold for auto adds;
  • Other flight path nodes – Apoapsis, Periapsis, Ascending Node and Descending node. These can be configured to track changes as they approach as well;
  • Launch Rendezvous – Alarm that can be set to fire as your landed craft passes under the orbit of your target New in 2.6;
  • 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 background 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 a target vessel or altitude from the orbited (or next patch) planet New in 2.6;
  • 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 New in 2.6. Now stores Taregts and Maneuver Nodes;
  • "Earth Time" – create an alarm based on the time in the "Earth" alternative Universe (aka the Real World);

* Added Audio to Alarms - ie play a sound when an alarm fires (Issue #4)
* Added repeat option to Ap/PE alarms (Issue #128)
* Added an action for only showing a message if the associated vessel is not the active one (Issue #125)
* Added \"Create All Transfers\" option for transfer alarms so you can create all windows from a planet (Issue #123)
* Added \"Select Vessel\" option for TS so you can highlight the vessel when an alarm fires (Issue #100)
* Added VOID wrapper to do burntime from it as well (Issue #138)
* Redesigned the Alarm Actions to allow many more combinations of actions (Issue #146)
* Change WarpTo Display so buttons hidden if any Manuever Gizmo is active (Issue #148)
* Fixed Issue with incorrect time formatting on Model Transfers (Issue #149)
* Fixed issue where autoManNode Alarms weren't calculating/updating burntime (Issue #139)
* Extra checking to SetCurrentFlightStates to prevent NRE (Issue #147)
* Extra checking to isEditorVAB to prevent NRE (Issue #142)
* Reworked selection code in TS

```KSP Version: 1.0.4```


  • #10

    can we use this to get the ejection angle in a interplanetary transfer?

  • #9

    hello, I have trouble with this addon, seems it is conflicting with mechjeb somehow : mechjeb refuses to perform normal operations (it points the ship towards the maneuver direction, but doesn't perform the burn), and sometimes when clicking the "jump to ship" button strange things happen, like I get an asteroid instead of my ship as the controlled object.

    Also it's happened that at launch, my rocket is lying on its side near the pad.

    All these things went away after removing alarm clock, but it's one of the most useful mods I ever installed, so can anybody provide advice?" thanks


  • #8

    So I installed this .. and I honestly don't know how it works davidb737 says it works with the newest release but there is just a grayed out alarm clock in the top right of my screen, that when clicked does absolutelynothing ... You should really include instructions in the download on how to use this mod... simply installing it did nothing for me... from the orbital map I have no control of the alarm clock.. 

     edit: solved- the problem was a conflict with a previous and incompatible version of Kerbal engineering .. after uninstalling the kerbal engineering pack the alarm system worked perfectly.. even without proper instruction 

    Last edited by ThunderTwat on 1/7/2015 4:10:56 PM

  • #6

    Does it work with the newest release? (Beta)

  • #7


  • #5

    For about a year now I use this mod, which helps so much in planning and operating more complex or further out missions, or tell me when the life supports (ThunderAerospace) empties, or when my missions deadline come. Thank you for this, as well as keeping it maintained and more accurate over time.

    These last two uses of it that I mentioned, I have a question about. As I have to plan life support and mission deadlines manually, and not forget to delete them when accounted for, isn't it possible to integrate and auto-sync the life support dealine for the soonest to deplete of either food, oxygen or water (already calculated by the ThunderAerospace mod), per habitated vessel, into the Alarm Clock like the Mission Controller mod already does into Alarm Clock? Secondly, the same request for the ingame mission planner, to auto-integrate the active mission deadlines? It would make life even more easier, that of Kerbals more safe and that of our mission controller more controlled.

    Again, thank for such a genious, simple yet extensive mod.

  • #4

    great! Any chance you'll publish the source on github?

  • #2

    Does the part of the Readme that says to copy the contents of the gamedata mean to put TriggerTech in the KSP gamedata folder?

  • #3


    If a mod has a "Game Data" folder, then you can copy that folder into the the folder containing KSP.

    Otherwise you copy the mod folder(s) into the "Game Data" folder.

  • #1
    Alarm on Asteroid SoI change


    I'd like an option to be able to add alarms whil in the tracking station view, in particular for when Asteroids I am tracking come into Kerbins SoI.

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