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Posts posted by Ezriilc
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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.
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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
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"?
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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
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6 hours ago, Drew Kerman said:
so.... maybe an easy fix?
Regarding the PNG image save, yes! I plan to do a release right after this holiday weekend. I'd like to roll in the new recommended items in the same release, or I may just do a BETA with the fix.
Watch this space!
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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
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.
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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!
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23 minutes ago, linuxgurugamer said:
Think about more. Take a look at my mod KSP Logger for ideas. Essentially, you should be able to graph anything, KSP Logger will show you what to do
I will! Thanks again.
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EDIT: deleted, because something went wrong.
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1 minute ago, linuxgurugamer said:
I never used this before, it's an interesting mod. But I think you can/should add more sources. For example:
- Throttle %
- Elevator % or angle in degrees
- Rudder % or angle in degrees
- Airelons % or angle in degrees
Great idea! I can even do this myself, I think - I added some others previously and it seemed to work fine.
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6 minutes ago, linuxgurugamer said:
I just cloned it, compiled against 1.5.1 and ran it, it worked perfectly, including making a png
Check to be sure you are compiling against .Net 3.5
Yep, I have been, and thanks! I'll do some more testing to see if I can break it again.
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7 minutes ago, Drew Kerman said:
still looking for help on the PNG output issue? Giving this a bump for some visibility if so
Yep, I still am, and thank you!
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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!
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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.
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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.
Good launching!
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@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. 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.
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Questioning others' update habits while forgetting to check my own is a delicious form of failure - public and egregious.
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@sslaptnhablhat and @thelukeshow,
I'm a complete doofus! I was still using KSP 1.4.5. I'm updating now and will re-test. Sorry!
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@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.
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3 hours ago, thelukeshow said:
I can confirm having this issue also. I had a beta version of Hyperedit prior to transitioning over to KSP 1.5, and I discarded it in lieu of the latest official version, and now the celestial bodies' positions aren't being loaded. (Unfortunately I already deleted the old .dll) The configuration files are still there, it's just like Hyperedit isn't reading them for some reason.
I will investigate this. Thanks for the reports, both of you!
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8 hours ago, sslaptnhablhat said:
Just updated KSP to 1.5, and disappointingly, all edited celestial bodies returned to their original positions. Extremely frustrating because I had several probes on encounters with edited planets. Also odd, as I seem to recall their positions being saved after updating from 1.3 to 1.4.
I would not have predicted that. I'm pretty sure that nothing about the Planet Editor was changed from KSP v1.4 to 1.5, so I'm stumped. Unless you've deleted the configuration file, I can't think of why that would happen.
Sorry I can't be of any help.
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1 minute ago, maja said:
Just stopping here to say, that this mod is invaluable during testing phases of Bon Voyage
I'm glad that you get good use of it. Testing is almost all I do with HyperEdit.
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13 hours ago, PTGFlyer said:
You're fine. I don't want to bring it to the ground, just set it up in a circular 80km orbit because I want an asteroid space station but also don't want to go through all the hassle of capturing it.
Please come back and tell us about your exploits.
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17 hours ago, PTGFlyer said:
Can I use HyperEdit to move an asteroid? If so, how? I want a refueling station but I also really don’t want to drag an asteroid all the way back to Kerbin.
I’m using 1.1.3 if that matters.
You can edit the orbit of any body on the list, which includes asteroids, and my tests do allow me to move them. However, the Lander only works on the current vessel, which cannot be switched to an asteroid, so it's not possible to bring one all the way to the ground.
Keep in mind, my tests are only with the current versions of KSP (v1.5) and HyperEdit (v1.5.8).
Sorry for the delay, and I hope this helps.
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3 hours ago, THEdragon said:
Just dropping by to say that this tool has been very, very useful in play-testing Making History missions! Since cheats are disabled in mission testing, it is great to have a tool that allows me to teleport my vessels to their destination and refill resources at will. It takes a lot of the tedium and frustration out of the testing process.
I'm glad you find it useful!
[1.12] HyperEdit [v1.5.8, July 10, 2018] - Cheat, Teleporter, Orbit/Planet Editor, & More
in KSP1 Mod Releases
Posted
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.