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Everything posted by Ezriilc

  1. Good news, everyone! Our heroically enthusiastic contributor @fronbow has been working feverishly to improve and update HyperEdit, and chase down those nasty bugs. This great effort can be seen in the BETA builds provided frequently for your testing pleasure. Please test with our latest BETAs, and if you find something interesting (or even not), let us know by posting here, contacting me on the site, and/or commenting in our GitHub repo. All relevant info can be found on our site. Thanks in advance! http://www.Kerbaltek.com/hyperedit
  2. I've never seen permissions being an issue with HyperEdit saving files or anything.
  3. I feel ya - I'm a boat guy too. Random explosions are generally accepted as "normal" for HyperEdit, so trying it again may help. As for attitude on Landing, we have an issue that addresses that, and pointing at a specific compass bearing may be possible. I'll add a note. https://github.com/Ezriilc/HyperEdit/issues/11
  4. There does seem to be a time factor (still?), but the behavior is as I've come to understand the Lander. By the time I had teleported and landed a 2nd ship on Moho, via Kerbin orbit, then Moho orbit, then using the Lander, I ended up roughly 2.1km away. I don't think this behavior is at all intentional, nor do I think it should be, but it's been like that for some time, I think. I've created a new issue to track it. https://github.com/Ezriilc/HyperEdit/issues/41
  5. I'm not sure, but more testing seems to be in order. By my memory, the Lander has always been a little jenky with where it puts you. I would say that if it gets you anywhere near where you intended, then it's "working" but, that certainly doesn't mean there isn't room to improve it. If we can get some more data about this through testing, I'll know better if we need a new issue for it. Time to play some KSP!
  6. I don't actually know. I didn't create Graphotron and I don't completely understand the code, but we added a third altitude calculation recently, and I still don't know exactly what any of them represent. I'm sorry I can't be more help. Feel free to eyeball our code: https://github.com/Ezriilc/KSP-Graphotron
  7. That is a worthy idea. I'll make an issue for it. EDIT: I've added this point to an existing issue here. https://github.com/Ezriilc/HyperEdit/issues/10 I was worried that I was missing something. Can you fix me up? As for the PluginData folder inside Kerbaltek/HyperEdit, I just left that out to avoid excessive directories.
  8. Finally, is this worthy of a patch release? EDIT: I just decided to go ahead and publish.
  9. Well, that's good enough for me. Without objection, I will change it back. It looks like the suggestion came via/with a pull request from @blowfish.
  10. I honestly don't know, and it appears I've deleted my archived emails. It's certainly not hard to put it back, if everyone thinks it's important.
  11. Well the directory structure was changed due to a suggestion by someone - I can't remember who - and I think it was related to Module Manager or a similar mod that looks at all the contents of GameData, and was tripping up on our text files. I didn't see any issue with the change, so I went ahead with it. I need to look back over this thread and my emails to figure out who and why I did this for.
  12. Well, first off, you are not "irrelevant, as a current stock player". I too play almost entirely vanilla - except for MechJeb and HyperEdit (both still used in limited circumstances). As a result, I may not have understood the gravity of this change. Secondly, I'm not married to either position, and I look forward to hearing any and all input on this issue. @swjr-swis, please elaborate your argument, as in my holiday-addled condition, I don't feel I understand it completely, but it does seem compelling. I therefore open debate to both sides of... leaving our data files where they were; or moving them to /PluginData.
  13. Yes. This was done to keep our mods' data (text) files out of the GameData folder, where actual game components are kept. EDIT: The relevant note for this version: "Moved config and info files to [KSP_root]/PluginData."
  14. Good news, everyone! With the help of the excellent KSP community, yet again, I'm pleased to announce the long awaited HyperEdit 1.5.5 for KSP 1.3.1. This stable release fixes the Lander's coordinates problem, and touches a couple other issues. http://www.Kerbaltek.com/hyperedit As always, please let me know if you have any issues.
  15. I'm so relieved to have you all on-board. Really, this is a giant load off my mind.
  16. Well, by that logic, you'll never go back to WoW. hehe https://github.com/Ezriilc/HyperEdit/issues EDIT: Some of those are quite old now.
  17. I see that our current/latest BETA-3 has been downloaded 25 times, and I was about to ask if we are ready for a full release. Then @fronbow started fixing things again. If you've got more fixy to mixy, then I guess I'll wait on the release.
  18. Actually, @wile1411, now that I re-read your post, I think maybe you're on to something. Have you read this issue? https://github.com/Ezriilc/HyperEdit/issues/14 and possibly even this one: https://github.com/Ezriilc/HyperEdit/issues/34
  19. I don't mean to be dismissive, but I don't believe HyperEdit is intended to work with time warp at all. I highly recommend you don't do that. I don't recall anyone mentioning that before. However, that doesn't mean you haven't found a bug. I just can't think of what it might be.
  20. Good news everyone! I've published a new BETA-2 version of HyperEdit for testing, in the "Experimentals" section. We are still working on some annoying piddly stuff, but this one should work as expected with KSP 1.3.1. Please try it and tell me if it works for you. Big thanks go out to @eXigentCoder , @chrisverwey , and @fronbow for doing everything. The conversation about this fix can be found in our GitHub repo. https://github.com/Ezriilc/HyperEdit/issues/29 Downloads are here: http://www.kerbaltek.com/hyperedit