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Ezriilc

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Everything posted by Ezriilc

  1. Having said that, I did seem to notice more frequent crashes after this update, but that's just my subjective experience, and it may not be related.
  2. I've done a test with HyperEdit 1.2.3 (the latest) on KSP 0.20.0, and it's fine. The "Edit an orbit" button opens the "Orbit editor" window, and I'm able to set my orbit to any body in the system. Since I can't duplicate your issue, I'm stumped. Hopefully, your testing will tell us more.
  3. Edit: HyperEdit 1.2.3 (the latest) works fine on both KSP 0.21.0 and 0.21.1. I see no reason why KSP 0.21.1 should be any more laggy than 0.21.0. Updating is always very important. As always...: Make sure you have the right versions to work together. Download fresh copies of everything. Do a fresh install of KSP without any plugins. Test KSP. If not working, there's something wrong with your PC. Install HyperEdit per instructions - unzip to your KSP root folder, next to KSP.exe. Test KSP. Report back here.
  4. Dangerous_Beans, Your questions and comments got me thinking about jets again, so I'm trying some combinations of turbos and basics to see if there's something to be gained, and it seems there is since basic jets are so much more efficient. Please feel free to pass on anything else you've learned. I love hearing about what others have done, because sometimes I feel like I'm not creative enough to come up with the really good stuff. Having said that, this rocket is my best work to date, and I think it's pretty great, actually. ... I'm curious to hear what anyone else who flies my ship thinks about it...
  5. No way! I knew something?! Woot! I've found some errors in the way HyperEdit calculates current position regarding the Landing tool, but I haven't investigated yet, and I don't know if it's related to what you're experiencing. Sorry, I don't have any experience with the Complex Orbit Editor, and I'm still learning all the finer details of orbital mechanics, so I'm not much help there. That's awesome! Thanks for taking the time to post. I fell in love with HyperEdit for moving my water craft to the beach from the runway, and I admit to a bit of cheat-exploring of Kerbin's surface. Since it seems you use HyperEdit a lot, feel free to offer any suggestions or other feedback you may have. Wow, look at all those ribbons. ... BTW, I've started re-posting copies of my favorite ship .craft files on our site, under "Downloads". My latest ship is called "Leviathan". It's a jet, SRB, and liquid hybrid, with interplanetary orbiter, and a heavy lander on top. The orbiter-lander combo is a 4-way module that can be assembled into larger ships of infinite size. All in all, it's a very efficient ship, that performs quite well for many different tasks. A kind of SUV - Space Utility Vehicle. If anyone would like to share what you're working on, I'd love to see them. I'm working on a website interface for sharing and displaying stuff like .craft files, screenshots and whatnot. Until I get it perfected, just copy/paste the text of your .craft file into our Contact form.
  6. A good question that I asked as well. In my one-for-one tests, turbojets left me with more fuel in orbit than basic jets, meaning they pushed me farther/faster. There may be some combo that is ideal with both, but I also wanted it as simple as possible. Ha! Yes, I fully agree. I do hate lag and such complexity, so since they were from an older version, I ripped off ALL the radial air intakes, ALL the canards, and some struts, to make her lighter and sexier, and since she seems no worse for that, I added a small tank between the skipper and the orange tank to eliminate over-heating. The performance might be just as good, and it's a bit less laggy now, with 433 parts instead of 512. I also discovered the parachute glitch where it won't deploy after being repacked and/or staged and not used - I think. I added the chutes to the Brakes Action Group, since there aren't any wheels, and it's logical, but I also moved them to a separate stage, just in case. I haven't done a lot of chute testing yet. If anyone learns more about that, please let me know. Did you guys fly it? How did it do? How about now with fewer intakes?
  7. The Kolsys Hybrid is just one ship, but it covers a lot of uses, and does the work of many. It's a great, long range explorer, and can also be assembled into larger ships. Hybrid Lifter, with Turbo Jets, SRBs and Nuclear Rockets. Interplanetary Orbiter with 8 Nuclear Rockets and a Poodle for optimum power, flexibility and range. Heavy Nuke Lander with room for 3 Kerbs, and easy surface access. Each module is self contained, with its own lander, yet the larger ship is nice and rigid. That is, if you can dock both ports, which can be tricky. 2 sets of 4-way symmetrical docking ports allow 2-dimensional stacking, and thus very compact and powerful motherships. Action Groups for engine groups and light sets Remote Control Units for unmanned flights. Carries 125 tonnes into stable orbit at 200km. Heavily tested to the Mun and back. Launch tips: Spin up the jets to ~110kn thrust before releasing the launch clamps - they have plenty of fuel. The first 4 stages must be done manually, at the moment of flameout. Don't be tempted to drop the solids too early. Turn off the orbiter's Skipper engine (Action Group Key "1") for maximum efficiency in total vacuum. It's a lot of parts at 610, and laggy on the pad, but it has only what it needs to do everything you'd ever want. Get it on Our Downloads Page.
  8. Just click "Land" a second time to release it to gravity. You won't have forward motion, but you will have physics so if you nose over you should be able to get airborne. I intend to clarify how this works in the future, by having the "Land" button change to show "Release ship" or something. Does that do what you need?
  9. I've updated and uploaded HyperEdit to version 1.2.3, with the F11 hotkey removed as promised, and using the new KSPAddon attribute instead of UnityTest. This version tested well on Windows Vista 32, with KSP 0.21.1. As always, please report any problems and feedback, here or on our site. Note: There is no need to update to this version, unless you're having problems, and/or require the F11 key for other uses. Version 1.2.2 should still work fine, even on KSP v0.21.1.
  10. Finally, I got around to updating our website with Forecaster's new design and graphics. It's not really done yet, and may never be, but it's pretty close, and looks much better. Thanks to Forecaster for the artwork, and helping me to use it. www.Kerbaltek.com
  11. HyperEdit v1.2.3 I've made some minor changes to the code, and re-created the repo after screwing it up again (really hating Git right now). I'd like to get everyone's feedback. I've removed the "messy UnitTest" and replaced it with "KSPAddon", and included Majiir's, "KSPAddonFixed". I've also added some more descriptive info about the SI units in the Help window, and removed the F11 hotkey, as promised. https://github.com/Ezriilc/HyperEdit Barring any objections, I plan to release this new version in the next couple of days. UnitTest vs. KSPAddon Someone on IRC asked why I'd remove UnitTest, and the reason is because I thought KSPAddon is preferred for a plugin to load w/o a part. If anyone knows why we should or shouldn't make this change, please let me know. big bear, I'm glad! What was the "extra" file that you removed named? SolarLiner/HyperEdit v1.3, I'm learning more and understanding the code a little better now. Let's you and I hammer out a solid plan for what to include in the next version. I can meet you on IRC #kspmodders. A more intuitive interface should be at the top of our list, I think. I think the DMS conversion is well within our ability, but I'd like to include both options. The coords system actually makes some sense when you take out the SI Metric multiplier suffixes, which I think are throwing a lot of users. Those SI suffixes may be more trouble than they're worth. If every box were straight Meters or kMeters, or whatever, then it would be far simpler and perhaps easier to grasp. I mean, NOBODY is going to use Yatta to add 24 zeros to anything they're likely to enter into HyperEdit. But most importantly, and I see this throughout the plugin, we need to make things more user-friendly. If a value the user entered is being changed in the code - like reverting to a minimum or maximum, or whatever - it should warn the user and possibly offer options, as I believe this is where a lot of confusion arises. I realize this makes for more complex code, but I think it's worth the effort to provide a truly professional grade product.
  12. I've created a little AutoHotKey script that does the following: Launches KSP with -popupwindow. Moves the resulting KSP window to the top-left of the desktop And minimizes KSP when it's inactive. It also includes a HotKey for ultra-fine mouse movements - very handy when editing ships in the VAB and SPH. If anyone wants to use this, but doesn't want to install AutoHotKey, I'll put a stand-alone executable version on my site (siggy). ;; Ezriilc's KSP AutoHotKey script. ;; To engage fine mouse movements, press the Mouse4/Thumb1/Back button while holding CTRL; release CTRL to disengage. ;; WARNING! This temporarily changes your Windows mouse settings. ;; If for some reason it crashes, you may need to set it back in the Control Panel. #SingleInstance force #Persistent SendMode InputThenPlay #UseHook KSP_path := "C:\MyDocs\Games\Kerbal Space Program\ksp-win-0-21-1" win_title := "Kerbal Space Program ahk_class UnityWndClass" IfWinNotExist, %win_title% { Run, "%KSP_path%\KSP.exe" -popupwindow, "%KSP_path%" } WinWait, %win_title%,, 30 DllCall("SystemParametersInfo", UInt, 0x70, UInt, 0, UIntP, RatSpeedOrig, UInt, 0) ;; Set RatSpeedOrig to existing mouse speed from Windows (0x70 gets, 0x71 sets). RatSpeedRetard = 1 IfWinActive, %win_title% { WinMove, %win_title%,, 0, 0 SetTimer KSP_active, -1 }else{ SetTimer KSP_inactive, -1 } SetTimer StartAnnounce, -1 Return ;;;;;;;;;;;;;;;;;;; End of auto-execute ;;;;;;;;;;;;;;;;;;; KSP_active: WinWait, %win_title%,, 30 WinRestore, %win_title% WinMove, %win_title%,, 0, 0 WinWaitNotActive, %win_title% Goto KSP_inactive Return KSP_inactive: IfWinNotExist, %win_title% ExitApp WinWait, %win_title%,, 30 WinMinimize, %win_title% WinWaitActive, %win_title% Goto KSP_active Return StartAnnounce: note_start = 37 ;; Min: 37 note_stop = 5000 ;; Max: 32767 (don't) note_step = 200 note_length = 3 note_span := note_stop - note_start if(note_span < 0){ note_span -= note_span * 2 } note_count := note_span / note_step GoSub UpSound GoSub DownSound ; GoSub UpSound TrayTip Ezriilc's Smart Rat's got it goin' on!, CTRL + Back Thumb = Fine mouse control. `n Back Thumb only = Shift., 15 Return UpSound: note_curr := note_start Loop % note_count{ SoundBeep note_curr, note_length note_curr += note_step } Return DownSound: note_curr := note_stop Loop % note_count{ SoundBeep note_curr, note_length note_curr -= note_step } Return TicSound: SoundBeep 840, 5 Sleep 100 SoundBeep 840, 5 Return #If WinActive(win_title) ~*XButton1:: ;; Back thumb button. GetKeyState, CTRL_state, Control, P if(CTRL_state = "D"){ DllCall("SystemParametersInfo", UInt, 0x71, UInt, 0, Ptr, RatSpeedRetard, UInt, 0) GoSub UpSound SetTimer UpSound, -1 SetTimer TicSound, 2000 KeyWait Control DllCall("SystemParametersInfo", UInt, 0x71, UInt, 0, Ptr, RatSpeedOrig, UInt, 0) SetTimer TicSound, Off GoSub DownSound SetTimer DownSound, -1 }else{ DllCall("SystemParametersInfo", UInt, 0x71, UInt, 0, Ptr, RatSpeedOrig, UInt, 0) Send {Shift Down} SetTimer UpSound, -1 SetTimer TicSound, 2000 KeyWait XButton1 Send {Shift Up} SetTimer TicSound, Off SetTimer DownSound, -1 } Return #If WinActive("ahk_class Notepad++") ~^s:: Reload Return
  13. I'd also like to find out about this. It seems there must be something simple, but I can't think what.
  14. It sounds like you've left your cursor in an input box, and/or your mouse is pointing at the stages stack on the left, or another interface box, instead of the background, or your rocket. Make sure you have clicked on the grass or something near your ship, and that your mouse isn't pointing at any boxes. Also, make sure your ship has electrical power, and/or a pilot to drive it. I hope this helps! EDIT: I plan to someday make the HyperEdit interface more intelligent, like MechJeb has gotten. Invalid characters being typed should not register in HyperEdit, and clicking a button should send focus back to the scene. I still forget to click the scene background and end up putting a string of "t"s in a box, from trying to toggle SAS. DOH!
  15. So true. I insisted on doing it several times by hand, before I allowed myself to use MechJeb. After all, Neil Armstrong had to.
  16. Yea, sure. Whatever helps you sleep at night. ... About removing the F11 key. I was hoping to hear from Devo, but it's pretty clear that nobody wants it left in, so I'll make sure it gets removed. Is it important enough to make this change now and do another release?
  17. Actually, Our website is new, and you may have downloaded from the Space Port. Thanks for the heads-up. DNS hiccups do happen, and it could have been caused by anything between you and our site, from your PC's NIC or OS, to your router, cable-modem, ISP, their equipment, or even the 'net itself. So long as you're able to see it now, I'm happy! Re: Germany: . I've always wanted to visit. Awesome.... I plan to remove the F11 hotkey in the next release. I didn't just chop it out already because I wanted to be sure everyone approves of this change. You're always very welcome, but I'm not The Creator, and I haven't really done anything beyond packaging and presenting other people's work. Also, I agree. I use HyperEdit to position my Water Speed crafts for racing, and many other awesome tasks.
  18. I did some more testing, and I was able to complete a transfer to Mun with maneuvers while HyperEdit is installed and working. However, the maneuver editor GUI is... twitchy, to say the least. I find it quite difficult at times to finely edit maneuvers in the orbit view, but that's KSP, and isn't affected by HyperEdit. Even with it jumping all over and randomly deleting my nodes, I was able to make a "landing" on Mun (Kerbs would have walked away, but not returned). In other words, I'm not able to replicate your issue. If you discover anything else to add, let us know. I'm curious to see what is causing it. Just a hunch (his hunches are good): Is your MET clock counting up properly, or perhaps counting down? If you've edited the time with HyperEdit, then you may have the clock bug I found which seems to wreak havoc with the SAS toggle, and who knows what else. Something worth checking. [shrug] Sorry I'm not more help.
  19. This is what I think you mean. Please let me know if it's correct. I used HyperEdit to put me in a circular orbit of Kerbin @ 6 million meters, and then created a maneuver node to hit Mun, and it did what I expected.
  20. I'm sorry ya'all are having trouble. I'll do what I can. Are you referring to KerbaltekAerospace.com (now Kerbaltek.com)? !!!! There shouldn't be any problems for anyone, and if so, I need to get it fixed. What error do you get? What country are you in? Has it ever worked for you? Are you on a direct internet connection or through a LAN? I believe it was working fine for me, but I will attempt to replicate your issue again. When you say Mun transfer, do you mean to Mun orbit from a lower Kerbin orbit? Sorry, I'm not completely up on the terminology. This is a rather major problem, so I will see what I can figure out right away.
  21. hellion13, re: ship wobble. I used to have this problem a lot, and I've learned that it is primarily due to excessive flexibility of the ship structure between the control surfaces and the controlling pod or part ("Control from here"). By stiffening the ship, MechJeb's control inputs become more precise, thereby eliminating wobble. I'm not sure if this is the issue you're having, but it's made my life a ton easier, and I hope it helps. However, SAS does have it's purpose and I agree with you that disabling it isn't wise. Unless the update to 0.21 has changed the way it works, my recently acquired understanding of what it actually does - and doesn't - means that it makes good sense for MJ to use it as much as possible. I used to look at the SAS light flickering and call it "MJ's happy light", meaning that when it's on, the steering error is about zero. If I'm not mistaken, SAS is useful only for stopping the ship's rotation. That tells me that if MJ is rotating to a particular heading and needs to slow rotation as it comes close to it, that is when SAS makes sense, and it seems logical for MJ to use it. On the other hand, slay_mithos makes a valid point that what SAS is doing to slow the rotation can also be done with control inputs. The thing is that I've discovered MJ doesn't actually use the entire range of input (I think), meaning it won't push the stick all the way in any direction - I can do more manually than MJ can - which seems like a flaw to me. MJ should have full control and be able to push to all stops, but there have been times when taking manual control, but still in the same direction MJ is trying to go, saves the ship from crashing. I feel like I'm not making any sense, so if I'm not, I apologize.
  22. After a question from a user, I've updated our website to include previous versions of HyperEdit and other stuff, so that anyone who hasn't updated KSP can still get the compatible one. For those still using KSP v0.20.x, HyperEdit v1.2.1 is now on our website. I also plan to add pages for our developers to house their own stuff, and even for users to submit theirs. So send us your screenshots, ship .craft files, or anything else you'd like to make available. Don't worry, you'll get full credit and retain copyright and ownership of your submissions.
  23. I'm not sure why they call it a "pre-release" since it has been released and seems completely functional, but that new version works fine with KSP 0.21, and it's all I've ever used.
  24. Were glad to do it, of course. Just don't get too used to getting updates so quickly. This time was an easy fix, but there's no guarantee it will always be.
  25. And with the recent update to MechJeb (a few mins ago), we're now back up to speed with v0.21. [does his happy dance]
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