Ezriilc

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Posts posted by Ezriilc


  1. 1 minute ago, Syrius said:

     The odd thing is I have not added any new mods to my game in months. And until a couple of weeks ago everything was fine.

    I uninstalled all mods except HyperEdit and Squad and the "Ship Lander" function is still not popping up. Is there a key that toggles the function?

     

    There is no toggle for that.  You just press the "Ship Lander" button, and that dialog should appear.

    Here's a weird thing:  Do you have more than one monitor?  It may be popping up off-screen.  To reset window placement, shutdown KSP, find the file at: "./GameData/Kerbaltek/HyperEdit/windowpos.cfg", delete it, then restart KSP.

    I hope this helps!


  2. @Cataclism,

    That's a fun video, and I quite like your base setup.  I can see how HyperEdit is useful in that situation.  Thanks for sharing!  :)

    I wonder if you knew that HyperEdit also has the "Orbit Editor" function to put your vessel into orbit around any body in the game.  And that is the recommended method of landing on a body other than the one you're on.  First you put the vessel in orbit with "Orbit Editor", then use the "Ship Lander" to put down on the surface.  When you do it that way, you won't see the warning about landing on another body.  The "Orbit Editor" even has a "Rendezvous" option to put you near any other vessel already in orbit.

    I'm glad to see you having fun with KSP and HyperEdit.  Your enthusiasm keeps the community alive!  :prograde:  Rock on!

    • Like 1

  3. 35 minutes ago, Cataclism said:

    Hello!
    Thank you, THANK YOU! for keeping this mod up!
    First time I´m going to try it but, for what I´ve seen around, it will completely help me to perform something like I would with Extraplanetary LAunchpads, without the entire "stuff", of course.
    I mean, one could built at Kerbin and then Hyper-it to another ground base they have on another planet.
    Great!

    :D

    You are most welcome!  It is appreciation like yours that motivates me, and I assume others that help me, to do so - that, and the fact that I use it quite a bit myself. ;)  I am constantly reminded of how great this community is.

    As always, @Cataclism, please feel free to contact us with any issues you may have.  I'm happy to hear from you. :D

    • Like 4

  4. 7 hours ago, FuzzyG said:

    Hi all....

    Is there a user manual that explains all the "ins & outs" for HyperEdit. I had a future contract that was utilizing a MK1 plane that was vortexed into my current contract (save) while I was about 300 km. I had to reload a previous save. On previous games, HE would stick me on the sun's surface with no way out and subsequently caused that particular save to crash the game all together. Nevertheless, I am trying to reposition a communication satellite (current contract) with an AP of 317.666 meters and PE at 299.494 meters, with a 0 degree inclination. Some might know what I am referring to when I also mention that the communication core has to be module 3 and frequency set to 21.5.... I can disregard HE all together and see if I can align everything manually, but hey ... just thought I would try HE despite the unusual bugs...  Then again, maybe someone out there might have a better way... 

     

    No, I'm sorry.  There is no comprehensive manual for HyperEdit, but much of it is common sense - except the complex orbit settings that I suspect you need.  There is a help view and many things have pop-up info to help you.

    I don't know what you mean by "vortexed" as vortex is not a verb as far as I know.  Also, HyperEdit will never stick you on the sun's surface unless you tell it specifically to do just that.  However, if you have other mods installed, then all manner of crazy can manifest.

    As for repositioning a satellite in orbit, I'm pretty sure there is a way to do it with HyperEdit's Complex Orbit Editor, but I honestly don't know how to go about it.  I'm sure that someone here knows, and hopefully will jump in here to help you.


  5. 1 minute ago, MaximumThrust said:

    I tried editing the "lct" field, and it worked for the time, not for the position on the Tracking Station. I solved the problem changing the rotation of a part, but I'm still curious how to change the order the vessels are displayed in the Tracking Station. May need in the future :P

    I suspect there may be some arbitrary serialization of the items showing in the Tracking Station.  Could it be the vessel's "pid" or "persistentId"?

    • Like 1

  6. I've uploaded a new BETA build (just recompiled) that corrects the .PNG image file output.  I plan to add some new items as suggested by linuxgurugamer, and then do a full release.  I'm not sure when that will be.

    As always, please let me know if you experience any issues with this build.

    EDIT: Oh yea.  Here:  http://www.Kerbaltek.com/graphotron

    • Like 2

  7. 7 minutes ago, MaximumThrust said:

    Thanks! I'll switch the ships and try to adjust the time in the savegame file.

    I want to match the time to remove any evidence of what I did, and to order the vessels correctly in the Tracking Station. It won't affect anything directly,  but if the time isn't right it will be a constantly reminder of what I did and that isn't the correct vessel. I play with only one savegame, Strategia and Final Frontier, the order the vessels were launched and new bodies reached are relevant for role-play. Maybe you'll understand, maybe not :sticktongue::)

    I messed a little with the epoch time, but it seems to edit the time since I started the game.

    I like how specifically strict you are being with yourself and your universe.  It adds a level of importance that I thoroughly enjoy.  :D

    • Like 1

  8. 10 hours ago, MaximumThrust said:

    Can I edit the time a vessel was launched using HyperEdit? If not, any suggestions?

    I placed a RTG wrong on a relay, want to make another craft with it right, put it in the same place, and adjust the time and delete the old one.

    Thanks!

     

    2 hours ago, JH4C said:

    Build the ship as it should be, then edit your save to replace the wrong ship with the right one? I'm pretty sure Hyperedit just works on the ship as it is, rather than on any of the data about where it's been and when.

    I think that will work, but if one is not up to editing a save file directly - which can be tricky - here's what I recommend.  However, I don't quite understand what your goal is regarding the time.

    Build the ship as it should be, then HyperEdit the corrected ship into the position you want.

    I hope this helps.  Please let us know how it goes!

    • Like 1

  9. 1 minute ago, Someone2018 said:

    Actually the interaction issue is with principia, and it seems to be that i either get put at the initial orbit around a planet that i see for a split second. Or inside the planet.

    Any tips on how to debug this? Like how does hyperedit change the location.

    I'm sorry, but I don't have any tips to offer - I'm not The Creator, and not fully fluent in C# or the KSP API.  I do, however, know a little bit, and I maintain the code on GitHub: https://github.com/Ezriilc/HyperEdit

    I'm quite open to making changes to improve integration with other mods or whatever, so if you learn anything helpful, please come back and let us know, either there, here, or on my site.  Thanks in advance!  :D


  10. 9 hours ago, Someone2018 said:

    When using the landing feature on Earth (RSS) i always get put 653KM above the earth, for any altitude. Any clue what could be happening?

    Well, my instinct is that it may have something to do with RSS.  I don't use mods, so I'm no expert.

    Do you have any other mods installed?  Have you tried it without them?  Maybe with just HyperEdit and RSS.


  11. 2 hours ago, sslaptnhablhat said:

    Hmm, thanks for the help, but it seems I can't replicate my issue either. I did uninstall and reinstall a whole bunch of mods (not Hyperedit) before updating to 1.5, though I don't know what that could've done, if anything.

    14 minutes ago, thelukeshow said:

    Turns out I'm a bit of a doofus too.  I removed the old config files, opened KSP, re-edited the orbits of the Mun and Minmus, saved, exited KSP, restarted, and voila!  It worked!  Don't know why it didn't work before, but all's good now!  Crisis averted!  (Oh, and thank you so much for your feedback!)

    Well, feel free to let me/us know if you have any other input.  It is interesting that 2 peeps experienced it.

    EDIT:  And thank you both for taking the time to report and follow-up.  :science::D

    Good launching!  :prograde:

    • Like 1

  12. @sslaptnhablhat and @thelukeshow,

    So, even after installing fresh copies of KSP and Making History (both v1.5.1), and HyperEdit (v1.5.8), I still can't reproduce the problem of Planet Editor not reloading the config files.  :unsure:  Specifically, I've changed Kerbin to have no atmosphere, and then after saving the config files, shutting down the game, and restarting it, my altered Kerbin settings are automatically loaded as expected.

    But I don't want to dismiss this out of hand if ya'all are still having trouble.  Please let me know if you learn anything new.

    • Like 1

  13. @sslaptnhablhat and @thelukeshow,

    I am so far unable to reproduce the issue of Planet Editor failing to reload changes on game start-up and when manually reloading the config files.  Are you sure that you're using the latest HyperEdit (v1.5.8 as of this post)?  If so, please try making some new changes and then saving them.

    We moved the config files a couple versions back, so I wonder if it's just reading the wrong file location.  When in doubt, please try an entirely new install of the latest KSP and HyperEdit without any other mods.

    EDIT:  I'm a complete doofus!  I was still using KSP 1.4.5.  I'm updating now and will re-test.

    EDIT EDIT:  Even after updating, I still can't reproduce this problem.