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Posts posted by Ezriilc

  1. 8 hours ago, USB4 said:

    Is there a way to set the speed boost defaults through the config (Both key binding and speed)?

    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


    2 hours ago, blowfish said:


    @Ezriilc if the settings are going to be moved back to GameData, they should be within some PluginData directory.  Probably GameData/Kerbaltek/HyperEdit/PluginData.  Also, I think that the code I added to migrate the settings to the new location is instead deleting them on each KSP startup after your most recent change (since the "old" and "new" settings locations are now the same).

    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.

  2. 2 minutes ago, linuxgurugamer said:

    What @Poodmund and others have said.

    The ONLY thing I would consider being ok to save elsewhere is if a file is being saved in the directory of the save file.  Other than that, all files for a mod should remain in the mod's directory in the GameData directory.

    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.

  3. 2 minutes ago, Stone Blue said:

    MIght have been due to the closing of "loopholes" in MM syntax/logic, in the 3.0.x MM updates... if thats the case, NOT really a good reason to change the folder structure of a mod, as this would just be an MM workaround, which would ultimately fail...

    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.

  4. 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.

  5. 1 hour ago, swjr-swis said:

    At the risk of being a lonely (and rather irrelevant, as a current stock player) voice: is there any way to reverse this decision?

    We had accepted those root directories being nothing more than vestigial remains that can be safely assumed empty and useless; any actual plugin data being contained in the plugin directories themselves is as close to a standard as we have seem to come with KSP modding.

    Why break convention? Why force players to now have to consider that mods may choose other places to store their data - potentially causing file overwrite conflicts if more than one mod decides to place a similar named data file in that one root dir?

    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.

  6. 8 hours ago, selfish_meme said:

    The plugindata directory in the zip seems to have migrated out from under GameData, is that intentional?

    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."

  7. 2 minutes ago, fronbow said:

    Yeah, sorry, I was intending to play a bit of WoW for a break from space :wink: but then saw the problem with time warp so thought I might as well sort it out!

    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.

  8. 2 minutes ago, wile1411 said:

    Think I found one more edge case where the coords jump a bit over 90degress in Longitude each attempt.

    replication step: 

    HyperEdit a craft using the LANDing tool on Minmus Flats at about 4000M ALT (reason for high ALT: because I haven't built up my trust with this version yet)

    while the craft is slowly descending, give it 1 tick of Time Warp (as there is no atmosphere like Kerbin, it won't be Phys-warp)
    (Craft will jump a massive LON coordinate of at least -90 from current)

    immediately go back to normal time.

    Is repeatable any time after warp has settled and the Hyperedit slow decent resumes.

    Version being used: HyperEdit-BETA-3.dll

    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.

  9. 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

  10. 13 hours ago, Fyrem said:

    my version checker says there is a out... but nothing shows on the download page.... ?

    We are working on an update that should fix the problems with the Lander in KSP 1.3.1.  I've updated the GitHub repo, but not yet published the binary.

    :blush:  I am sorry for the mixed signals, and I hope to have a new BETA to publish today or very soon.

  11. 3 hours ago, Bluecrafter07 said:

    hi! i got hyperedit and it's pretty cool, but i would like to address an issue: if i edit the orbit of a body, let's say the mun, i can add or subtract the number, press apply and it's fine, but if i edit it again, KSP goes unresponsive. no matter what i do, editing something twice makes the game unresponsive. just wanted to let you know so you could fix the issue! it may just be my laptop though, but it's pretty good. i'm not sure, look in to it! 

    EDIT: whoops! it was only because i set the target object and the reference objet to the same body over and over... how silly! great mod though!

    Well, I'm glad it's working, and thanks for the follow up.  :)

  12. 6 minutes ago, Kerbital said:

    Looks like it's not just HyperEdit. Mech Jeb also lands at wrong coordinates in 1.3.1. I can't have it land reliably as it used to. I wanted to land on the Mun at 0:0:0 N and 0:0:0 E. the ship ended up at 0:0:0 N and 179:54:30 E. And the blue and red lading marks are on the opposite side of the Mun. Something is different about coordinates in 1.3.1.

    Oh?  Well, that's not good either, but it does make me feel less inadequate for not being able to fix HyperEdit yet.  Thanks for the input!  Every bit helps.

  13. 16 minutes ago, TheBritishEmpire said:

    How do I make this work? I press Alt + H, and nothing happens.

    I'm sorry that you're having a problem, and I promise to do all I can to help.

    First, make sure you are following the installation instructions:  http://www.Kerbaltek.com/hyperedit  Make sure you see the Kerbaltek folder inside KSP's GameData folder after installation.  There are no known issues with HyperEdit starting when properly installed.

    Second, make sure you have the proper version of HyperEdit for your version of KSP.  The current version of HyperEdit (1.5.4) is best with KSP v1.3.0.  There is a problem with HyperEdit's Lander in KSP v1.3.1, but it will still start - read back on this thread to learn about that.

    Third, try it without any other mods, and/or describe step-by-step exactly how you're installing and using HyperEdit.

    Finally, if you still have trouble, please feel free to contact me directly via a PM here, or on my site.