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Ezriilc

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Posts posted by Ezriilc

  1. 19 hours ago, Antelyon said:

    I have an issue with Hyperedit - The button on the side has disappeared, even though the usual "Lander" menu always pops up! What can i do to fix this?

    Welcome to the KSP forum!  :D

    There is a checkbox to turn the "H" button on/off in the main view, and there is an "Auto Open" checkbox at the top of the Lander view.  The "Auto Open" option currently defaults to the ON setting, but that has been fixed for the next release.

  2. 2 minutes ago, Voodoo8648 said:

    yea, I can terminate them and just throw them back up with...... hyper edit, was just concerned it might be a regular problem in the future... I'm pretty early on in a new career.

    There is a new issue with the release of KSP 1.3.1, so you may wish to read back a page or so in this thread to see if it applies to you.  And as always, save often, and with unique names.  :wink:

  3. 2 minutes ago, Voodoo8648 said:

    I don't know if this is the appropriate thread to post my problem, but the problem arose while using Hyper Edit. I sent up a 3 communication satellites in a geo sync orbit of Kerbin. While I was flipping back and forth between comm sats, perfecting the positions with Hyper Edit, I noticed that the part models of 2 of those 3 satellites had warped and got distorted. I have tried restarting KSP and that didn't help. One of the 3 satellites is unaffected. My other satellites around the Mun and Kerbin are also unaffected. Here is a link to my Output_Log:

    https://1drv.ms/t/s!AvUWxjgM4SuQhc5xdR3DYGahlxF00A

    The things sticking out of the satellites in the pictures are the tiny little ENGINES!! LOL

    ...

    ...

    Yes, this is the right place.  However, I'm afraid I can't give you anything solid, and I cannot be sure HyperEdit didn't cause this.  It may have, and/or it may not have.  I'm sorry that I'm not much help.  Perhaps someone else here has more insight.

    Generally, I would advise that you try it again, if that's an option.  :/

  4. 7 hours ago, wile1411 said:

    ...allow you to select ingame sources to be plotted against a single axis? Rather than each source having it's own min/max axis on the graphotron chart[.]

    I'm not sure if I understand what you mean.  Also, I don't know how to do much, really, so I'd likely need help and/or a pull request.

    I will add an issue to our repo for this.  https://github.com/Ezriilc/KSP-Graphotron

  5. 2 hours ago, Gameslinx said:

    Not trying to come across badly, but usually there is always a problem with the lander.

    Absolutely true.  You don't come across badly - I appreciate your candor.  The lander has always been jenky, and I'm sure my own experience doesn't include all possibilities.

    As for the rest, I just can't translate it into C# code.  Is there any chance I could get you to comment on this issue in our repo?  https://github.com/Ezriilc/HyperEdit/issues/29  Any description you may offer is fine.

    Or, I/you could create a new issue with your input in it.

    Thanks again!  :)

  6. 2 minutes ago, ThirdHorseman said:

    Maybe 1.3.1 changed how the coordinates are determined?

    I'm 99% sure this is the problem.

    2 minutes ago, ThirdHorseman said:

    As for ships exploding when teleporting, always ALWAYS set your initial altitude to 10000 or something very high because if you teleport under the terrain layer you will explode.  Always start high and work your way down once you know you are in the right location.

    I've never had this problem.  The lander almost always works as expected with "normal" altitude settings.

    Thanks for your input!  Every bit helps.

  7. 2 hours ago, TheEnderman said:

    I made a ribbon, how do I add it to my profile?

    While you're logged into this forum, click your name at the top-right, then click "Account Settings", and then click "Signature" on the left.

    In your signature settings, click the "Insert other media" button at the bottom-right, and then click "Insert image from URL".  Then paste the URL to your ribbons that you got from my site, and click the "Insert into post" button.  When you're done editing your signature, click the "Save" button at the bottom left.

  8. 1 hour ago, PrathamK said:

    Downloader: 403 Forbidden! Sorry, no direct access.

    Can't Download HyperEdit, it's on my 2nd device too, I'm from India.

    Used a 3G and now 4G mobile device will try the PC, If got, A ton of thanks , If not a request for backup or Temporary Link for many others too.

    If you continue to have trouble, please contact me directly from my site.  http://www.Kerbaltek.com/contact

    By The Way, why would you download to a mobile device, does KSP run on them?

  9. 14 minutes ago, Gameslinx said:

    Same issue.

    I've found that with a stock install, setting the altitude to 0m has a high chance of explosion. Usually I have it around 1000.

    Also, is there any reason why 89 is the latitude limit for the ship lander?

    @GalileoThe version of Hyper Edit I use has a broken ship lander and only 'land here' works. I can't tell my ship to land somewhere specific so I've not encountered this in quite a while.

    I imagine its the same problem, though. Definitely not Kopernicus.

    @Ezriilc A possible reason as to why this happens is because PQS hasn't activated. As soon as "land" is pressed, the planet state goes from Scaled to PQS, without any fading or time to load. therefore, as far as Hyper Edit is concerned, the terrain altitude is 0 (no PQS, no terrain - just a solid sphere). When the ship arrives at altitude 0, the terrain loads and now the craft is stuck under it, causing it to explode.

    A solution would be to tell KSP to load the target planet's PQS BEFORE sending the ship there. 

    It sounds like you know far more than I.  I'm not good with C#, or the KSP API.  I didn't create HyperEdit, I'm just the custodian.

    89 is the limit because the game seems to hate a setting at either pole (90).

  10. 17 minutes ago, Galileo said:

    We don’t use stock and just hyperedit though. That’s probably part of the issue. The new issue of hyperedit not placing you at the coordinates you defined in the ship lander window isn’t exactly new either. I have had that since 1.3 or before as well. Typically happens after a lot of use and teleporting from one bodies surface to another, skipping going to orbit. I just figured my unusual use of hyperedit was to blame for the issue so again, I’m wasn’t going to inundate you with bug reports that are likely my fault. I don’t know why other users of hyperedit haven’t reported things like this until now, but perhaps I should be more proactive with bug reports. But testing will also have to be done with planet packs installed if you want to see what we are talking about. 

    I understand.  Explosions and odd behavior are pretty common when using the Lander, especially if you don't go to orbit between bodies (never advised).  The real problem with such issues is that I just cannot reproduce them reliably, or I promise you, I would get after that bug.

    Regardless, please don't worry about bothering me by reporting issues, no matter how trivial.  I do this because I love it, and I genuinely want to know about anything that isn't right.  Please also feel free to contact me personally by any means - through a PM here, or on my site's Contact page, with anything at all.  Seriously, no worries.  :cool:
    EDIT:  I'm OK with installing other common mods if needed to chase a bug.

    Also, I promise that I will find and fix this new bug, one way or another, it just may take some time.  The more input from you all, the better.

  11. Just now, StarCrusher96 said:

    Yes, I'm now used to set the altitude at ~500m. 

    I'm sorry, but with a clean install using only HyperEdit, I cannot reproduce any teleport explosions with simple ships.  They can be more common with large, complex ships, but usually stiffening them helps.  The new issue with the new KSP 1.3.1 is not directly related, and the behavior is completely different.

  12. 1 minute ago, Galileo said:

    It’s the exact same issue, I just don’t ever bring insignificant issues that I can circumvent to other mod devs. I just wanted to confirm the latest reports. I have used hyperedit probably more than most people on the forums thanks to the mods that I maintain and have been experiencing exploding crafts when the altitude is set to 0m, which is the default hyperedit is set to. Now out of habit, I set it to 150m to avoid the problem. Sometimes, the altitude needs to be more than that, but 150m seems to be ok in most situations.

    I'm sorry for your frustration.  The current issue as I've seen it is completely different than other teleport explosion issues - those that don't happen with a 1 part ship right on the pad, and can be rectified by using a higher altitude.  The current behavior simply did not exist prior to KSP 1.3.1.  There may be some sort of indirect connection, but there is definitely something different about KSP 1.3.1 that is causing this new behavior.

    I suspect your issue may be due to something else.  I cannot reproduce it with KSP 1.3.0.  All my tests in versions prior to KSP 1.3.1 work as expected, with no explosions.

    1 minute ago, StarCrusher96 said:

    same issue.

    On a version prior to the new KSP 1.3.1?

  13. 25 minutes ago, Galileo said:

    I have been having to set my altitude to 100-150m in order to land since 1.2.2, or whatever the version was when I started working SSRSS. I think 1.1.3. It may be a thing with kopernicus though I never run stock anymore with hyperedit.

    I don't think this is related to the new problem.  Others have not reported such issues with KSP 1.2.2, and my testing has all worked as expected up until KSP 1.3.1.

    2 minutes ago, linuxgurugamer said:

    Not really, although I haven’t seen any significant issues with 1.3.1.  Rather busy now, but I’ll keep it in mind

    Fair enough.  I appreciate your attention.

  14. @stonewall72 and @tomf, you are correct that there is something wrong with HyperEdit.

    I've discovered that there has been some change in KSP 1.3.1 that is borking HyperEdit's coordinates in some very strange way.  I am only able to keep from exploding when using the Lander by using a very high altitude, but then I'm still somehow inside the planet with a very strange view.

    I will look into this right away, but I suspect I'm again going to need help.  Sending the Bat signal to @linuxgurugamer - if you have the time, we could use your help.

  15. On 10/11/2017 at 3:38 PM, Ezriilc said:

    Random explosions is definitely a known risk when teleporting anything anywhere with HyperEdit, but I'm afraid there is not always an easy solution.

    Generally, if I get such behavior, I try the following things:

    • Land in a slightly different spot.
    • Make sure the ship is properly rigid and structurally sound.
    • Point the ship differently prior to teleporting.
    • Try it with and/or without SAS and/or RCS on or off.
    • Try it multiple times even without changing anything.

    I hope some of this helps.  If not, feel free to contact me again.  :)

    I'm sorry to be repetitive, but these steps are the best way to go after explosions on teleport.  If none of this works, try using a different ship, and/or send me your craft file or save file so I can do some testing.  To send me your file, please go to our Contact page and attach it to a message using the form.  http://www.kerbaltek.com/contact

  16. 3 minutes ago, Ty Tan Tu said:

    I have run into a strange glitch. First I am new to Hyperedit, so maybe I am just doing something wrong. When I place a base on say Minmus the first landing goes flawless. But then if I press Esc and go back to the hanger to fix a glaring flaw in my design, and then try to land the base at the same spot, the ship explodes. If I pick a new spot it works fine. All I can think is Hyperedit still thinks the first instance of the ship is still on the ground in the same spot.

    Random explosions is definitely a known risk when teleporting anything anywhere with HyperEdit, but I'm afraid there is not always an easy solution.

    Generally, if I get such behavior, I try the following things:

    • Land in a slightly different spot.
    • Make sure the ship is properly rigid and structurally sound.
    • Point the ship differently prior to teleporting.
    • Try it with and/or without SAS and/or RCS on or off.
    • Try it multiple times even without changing anything.

    I hope some of this helps.  If not, feel free to contact me again.  :)

  17.  

    Gah! Yep, that was it.  I feel dumb now.  It's been staring at me in the face every time lol

    Why is that option there? I can't see why you would want that window to pop up every time...

    Thanks

    That's a perfectly good question.  I added that feature so that I - and I assume others - can easily move my craft to wherever I'm doing my testing, without all the extra mouse clicks.  For instance, I like to build water craft, and I use HyperEdit to put them in the water immediately after launching to the pad or runway.  Having it pop up right away, and remember my previous coords, is very convenient for that kind of repeated use.

  18. 7 minutes ago, xtoro said:

    The Landing window always opens whenever I switch to a ship or go to the tracking station.  I can close it, but the next time I switch to a ship or go to the tracking station, it opens again.  I'm using the latest version on KSP 1.3 and it also did this with the 1.2 versions in both Windows and Linux.

    Also, anytime I click on the "H" in the bar, or press ALT+H, the main window opens, but so does the Landing window.

    How do I get rid of this?  I don't even ever use it...

    You have selected the "Auto Open" option in the Lander.  Just click it again to turn it back off.  :wink:

  19. Yes, that does help, I think - thanks!

    It might be nice to get some knowledgeable authority to confirm whatever we're thinking, but I see no harm in adding this calculation to the list of available sources.

    Now, do I publish right away, or is there more we might like to do first?

    On 9/18/2017 at 9:56 AM, wile1411 said:

    I think Lift and Drag are on a per part value and not single number for a vessel to track in a graph.

    I'd bet there is a way to calculate an average or something, but I'm just speculating.  Perhaps there is already something in the API that we could tap into.

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