Teilnehmer 472 Posted December 24, 2015 Share Posted December 24, 2015 1 hour ago, Ezriilc said: To turn your vessel while landing, you can use your flight controls as if you were flying, so if you have torque wheels, the ship will rotate. OK, I do that way too. But it would be great if Hyperedit could also rotate the vessel. Quote Link to post Share on other sites
V8jester 1,151 Posted December 24, 2015 Share Posted December 24, 2015 Ezriilc, would you be willing to make Hyper edit Toolbar Compatible at some point? I know it's an inconvenience to make your mods compatible with another mod maker. But It's really nice to be able to streamline all the mods Quote Link to post Share on other sites
Ezriilc 593 Posted December 24, 2015 Author Share Posted December 24, 2015 3 hours ago, V8jester said: Ezriilc, would you be willing to make Hyper edit Toolbar Compatible at some point? I know it's an inconvenience to make your mods compatible with another mod maker. But It's really nice to be able to streamline all the mods That is NOT a terrible idea. It's been a while since this was raised last, and I think it might be time. I will pass it on to our development team (khyperia), now that we (I) have one. Thank you, and Happy Saturnalia! Quote Link to post Share on other sites
V8jester 1,151 Posted December 25, 2015 Share Posted December 25, 2015 4 hours ago, Ezriilc said: That is NOT a terrible idea. It's been a while since this was raised last, and I think it might be time. I will pass it on to our development team (khyperia), now that we (I) have one. Thank you, and Happy Saturnalia! Right on, thanks for beeing willing to have a look at it. Quote Link to post Share on other sites
Guest Posted January 1, 2016 Share Posted January 1, 2016 You should fix the thread... Quote Link to post Share on other sites
Ezriilc 593 Posted January 1, 2016 Author Share Posted January 1, 2016 16 hours ago, CliftonM said: You should fix the thread... Yep... Quote Link to post Share on other sites
NeoMorph 268 Posted January 3, 2016 Share Posted January 3, 2016 Has anyone else noticed that Hyperedit leaves deployed aerials behind... You can have the craft deployed fine on the pad... deploy one aerial and leave another stowed and when you hyperedit to orbit.... the deployed one is just... GONE! This is especially annoying if you are running Remotetech. If you don't deploy the aerial before it reaches orbit you lose connection... I was trying to test out lander and every damned time I put the thing in orbit I would lose control of it... This really needs a fix... Quote Link to post Share on other sites
Ezriilc 593 Posted January 3, 2016 Author Share Posted January 3, 2016 5 hours ago, NeoMorph said: Has anyone else noticed that Hyperedit leaves deployed aerials behind... You can have the craft deployed fine on the pad... deploy one aerial and leave another stowed and when you hyperedit to orbit.... the deployed one is just... GONE! This is especially annoying if you are running Remotetech. If you don't deploy the aerial before it reaches orbit you lose connection... I was trying to test out lander and every damned time I put the thing in orbit I would lose control of it... This really needs a fix... I am unable to reproduce this. All tests I've done work as expected, with deployed antennae still intact. Please try it again without any other mods, and report every step you're taking from the beginning. Please include a copy of your .craft file or .sfs save file. Quote Link to post Share on other sites
linuxgurugamer 17,472 Posted January 4, 2016 Share Posted January 4, 2016 I'm testing some new stuff. I'm using Hyperedit to put ships in orbit, but apparently that doesn't set the following function (in ContractConfigurator): bool HaveReached() Nightngale suggested I notify you about this Quote Link to post Share on other sites
Ezriilc 593 Posted January 4, 2016 Author Share Posted January 4, 2016 3 hours ago, linuxgurugamer said: I'm testing some new stuff. I'm using Hyperedit to put ships in orbit, but apparently that doesn't set the following function (in ContractConfigurator): bool HaveReached() Nightngale suggested I notify you about this It sounds to me like that should be the desired behavior, no? Quote Link to post Share on other sites
gilflo 241 Posted January 10, 2016 Share Posted January 10, 2016 Hi I got always the same problem when using hyper edit to launch to orbit. First launch is always ok. Let say i launch to a 100km orbit around Kerbin, when I select it, Reference body is Kerbin and 100km is preselected. I launched, it's ok Make some maneuvers in orbit and back to launch For the second launch when i select Orbit editor, he ask me to select the currently editing planet, then I select Kerbin and I got an Orbit editor window where the reference body is sun. I select again Kerbin in place of Sun and hit Apply And i get always the same error making loops and loops so that I must force to quit [EXC 23:31:42.491] MissingFieldException: Field '.TemperatureGagueSystem.showGagues' not found. I don't know what is this Gauge reference, Ileft the Nanogauge mod, but the error is still there, I got no special mod for temp.... Quote Link to post Share on other sites
Ezriilc 593 Posted January 11, 2016 Author Share Posted January 11, 2016 16 hours ago, gilflo said: Hi I got always the same problem when using hyper edit to launch to orbit. First launch is always ok. Let say i launch to a 100km orbit around Kerbin, when I select it, Reference body is Kerbin and 100km is preselected. I launched, it's ok Make some maneuvers in orbit and back to launch For the second launch when i select Orbit editor, he ask me to select the currently editing planet, then I select Kerbin and I got an Orbit editor window where the reference body is sun. I select again Kerbin in place of Sun and hit Apply And i get always the same error making loops and loops so that I must force to quit [EXC 23:31:42.491] MissingFieldException: Field '.TemperatureGagueSystem.showGagues' not found. I don't know what is this Gauge reference, Ileft the Nanogauge mod, but the error is still there, I got no special mod for temp.... I'm not entirely sure what it is you're trying to do, but that doesn't sound like HyperEdit is the cause. Try a fresh download and install of KSP and HyperEdit. Quote Link to post Share on other sites
Warzouz 633 Posted January 12, 2016 Share Posted January 12, 2016 Hi Thx for this useful testing mod. There is 2 things I fail to do properly with HyperEdit Landing : what is the proper procedure to land a ship with HyperEdit without messing with orientation ? In the end, I put the ship in orbit a do a manual landing, but I waste a lot of time. How to simulate interplanetary trajectory in Kerbin SOI ? I can extend a ellipse to the border of SOI, but I fail to create hyperbolic trajectory to test reentry vehicles at high speed Thx a lot for any help ? Quote Link to post Share on other sites
Ezriilc 593 Posted January 12, 2016 Author Share Posted January 12, 2016 4 hours ago, Warzouz said: Hi Thx for this useful testing mod. There is 2 things I fail to do properly with HyperEdit Landing : what is the proper procedure to land a ship with HyperEdit without messing with orientation ? In the end, I put the ship in orbit a do a manual landing, but I waste a lot of time. How to simulate interplanetary trajectory in Kerbin SOI ? I can extend a ellipse to the border of SOI, but I fail to create hyperbolic trajectory to test reentry vehicles at high speed Thx a lot for any help ? You're welcome, and I'll do my best to help. Landing: You can use your craft's flight controls to orient it while the ship is slowly lowering to the surface. If you need more time, then set your landing to be at a higher altitude - like 50 meters or more. As for an interplanetary trajectory, that's a bit more complicated, HyperEdit isn't designed for that, specifically, but there may be a way to do it in Orbit Editor. Some others here might be more well versed in such things. Good luck! Quote Link to post Share on other sites
Warzouz 633 Posted January 12, 2016 Share Posted January 12, 2016 Thx, I'll try that. I've noticed the ship was slowing down, but I never had the time to roll it correctly. Would it change to align the ship in orbit on a normal orientation first ? A for interplanetary, do you have how I could test Kerbin reentry vehicles quickly ? Quote Link to post Share on other sites
Ezriilc 593 Posted January 12, 2016 Author Share Posted January 12, 2016 7 minutes ago, Warzouz said: Thx, I'll try that. I've noticed the ship was slowing down, but I never had the time to roll it correctly. Would it change to align the ship in orbit on a normal orientation first ? A for interplanetary, do you have how I could test Kerbin reentry vehicles quickly ? Aligning the ship in orbit will work if you are currently over your planned landing site. For testing Kerbin reentry, I would just do it for real. Setup your ship for reentry, then put it into orbit with HyperEdit, then do your reentry for realz. Quote Link to post Share on other sites
NateDaBeast 98 Posted January 13, 2016 Share Posted January 13, 2016 (edited) Does this not work with RSS ? http://i.imgur.com/9cZJjVi.png The white box is texture replacer,black hollow box is filter extensions,snacks is snacks and the blue icon is something called PQS Maps. Basically I don't have the icon anymore for whatever reason and I double checked and it's installed. NVM I got it working Edited January 13, 2016 by NateDaBeast Quote Link to post Share on other sites
gilflo 241 Posted January 15, 2016 Share Posted January 15, 2016 Here is a picture of what happen to me every time I try a second launch to orbit with hyper edit, once I have selected the currently editing planet et reference body and click "apply". I got the turning apple icon, the game does not respond It's a brand new gme only with Squad and Hyperedit in the game folder. Mac OS Yosemite. Here is the log after selection of an aircraft in the SPH [LOG 00:57:14.694] [FLIGHT GLOBALS]: Switching To Vessel Osprey ---------------------- [LOG 00:57:14.694] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 00:57:14.694] Reference Frame: Rotating [WRN 00:57:14.725] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'. [WRN 00:57:14.744] [Part]: PartModule TransferDialogSpawner at Mark2Cockpit, index 7: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [WRN 00:57:14.744] ...no TransferDialogSpawner module found on part definition. Skipping... [WRN 00:57:14.744] PartModule is null. [LOG 00:57:15.016] [Osprey]: landed - waiting for ground contact to resume physics... [LOG 00:57:15.017] Camera Mode: AUTO [LOG 00:57:15.023] stage manager resuming... [LOG 00:57:16.143] all systems started [LOG 00:57:16.167] Reloaded override drag cube for zeroed cube root part Mark2Cockpit (Osprey) on vessel Osprey [LOG 00:57:16.171] [Progress Tracking]: Posted anonymous data to server successfully. Server Reply: KSP PROGRESS DATA OBTAINED [WRN 00:57:16.192] HighlightingSystem : Edge Highlighting requires AA to work! [LOG 00:57:16.194] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 00:57:16.196] Loading Depletion Nodes [LOG 00:57:16.196] DepNodeCount: 0 [LOG 00:57:16.196] Loading Biome Nodes [LOG 00:57:16.196] BiomeNodeCount: 0 [LOG 00:57:16.196] Loading Planet Nodes [LOG 00:57:16.196] PlanetNodeCount: 0 [LOG 00:57:16.220] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 00:57:16.341] [PlanetariumCamera]: Focus: Osprey [WRN 00:57:16.377] [CurrencyWidgetsApp]: No live widgets to Despawn! [LOG 00:57:16.530] Flight State Captured [LOG 00:57:16.530] Saving Achievements Tree... [LOG 00:57:16.547] Game State Saved as persistent [LOG 00:57:17.542] [Osprey]: ground contact! - error: -0.142m [LOG 00:57:17.542] Unpacking Osprey [LOG 00:57:17.575] [Progress Node Reached]: RecordsSpeed [LOG 00:57:31.380] [AsteroidSpawner]: New object found near Kerbin: Ast. KEQ-511! [LOG 00:57:44.753] SCREENSHOT!! [LOG 00:57:46.412] [AsteroidSpawner]: New object found near Kerbin: Ast. HXV-796! [LOG 00:58:14.879] HyperEdit: Orbit "Kerbin" changed to: inc=0 ecc=0 sma=13599840256 lan=0 argpe=0 mep=3.14000010490417 epoch=0 refbody=Sun [LOG 00:58:14.879] Limits for Kerbin: 1x after above 0.0m 5x after above 30000.0m 10x after above 30000.0m 50x after above 60000.0m 100x after above 120000.0m 1000x after above 240000.0m 10000x after above 480000.0m 100000x after above 600000.0m [LOG 00:58:14.879] Limits for Kerbin: 1x after above 0.0m 5x after above 30000.0m 10x after above 30000.0m 50x after above 60000.0m 100x after above 120000.0m 1000x after above 240000.0m 10000x after above 480000.0m 100000x after above 600000.0m [LOG 00:58:14.881] HyperEdit: Set body "Kerbin"'s parameters to: Kerbin { GeeASL = 1 ocean = True atmosphere = True atmosphereContainsOxygen = True atmosphereDepth = 70000 atmosphereTemperatureSeaLevel = 288 atmospherePressureSeaLevel = 101.324996948242 atmosphereMolarMass = 0.0289644002914429 atmosphereAdiabaticIndex = 1.39999997615814 rotates = True rotationPeriod = 21549.4251830898 initialRotation = 90 tidallyLocked = False inclination = 0 eccentricity = 0 semiMajorAxis = 13599840256 LAN = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 3.14000010490417 orbitEpoch = 0 orbitBody = Sun } [LOG 00:58:16.676] HyperEdit: Orbit "Kerbin" changed to: inc=0 ecc=0 sma=13599840256 lan=0 argpe=0 mep=3.14000010490417 epoch=0 refbody=Sun [LOG 00:58:16.676] Limits for Kerbin: 1x after above 0.0m 5x after above 30000.0m 10x after above 30000.0m 50x after above 60000.0m 100x after above 120000.0m 1000x after above 240000.0m 10000x after above 480000.0m 100000x after above 600000.0m [LOG 00:58:16.676] Limits for Kerbin: 1x after above 0.0m 5x after above 30000.0m 10x after above 30000.0m 50x after above 60000.0m 100x after above 120000.0m 1000x after above 240000.0m 10000x after above 480000.0m 100000x after above 600000.0m [LOG 00:58:16.677] HyperEdit: Set body "Kerbin"'s parameters to: Kerbin { GeeASL = 1 ocean = True atmosphere = True atmosphereContainsOxygen = True atmosphereDepth = 70000 atmosphereTemperatureSeaLevel = 288 atmospherePressureSeaLevel = 101.324996948242 atmosphereMolarMass = 0.0289644002914429 atmosphereAdiabaticIndex = 1.39999997615814 rotates = True rotationPeriod = 21549.4251830898 initialRotation = 90 tidallyLocked = False inclination = 0 eccentricity = 0 semiMajorAxis = 13599840256 LAN = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 3.14000010490417 orbitEpoch = 0 orbitBody = Sun } [LOG 00:58:16.714] [AsteroidSpawner]: New object found near Kerbin: Ast. QKA-529! [LOG 00:58:30.642] HyperEdit: Orbit "Kerbin" changed to: inc=0 ecc=0 sma=261680000 lan=0 argpe=0 mep=0 epoch=0 refbody=Sun [LOG 00:58:30.642] Limits for Kerbin: 1x after above 0.0m 5x after above 30000.0m 10x after above 30000.0m 50x after above 60000.0m 100x after above 120000.0m 1000x after above 240000.0m 10000x after above 480000.0m 100000x after above 600000.0m [LOG 00:58:32.679] HyperEdit: Orbit "Kerbin" changed to: inc=0 ecc=0 sma=261680000 lan=0 argpe=0 mep=0 epoch=0 refbody=Sun Quote Link to post Share on other sites
Superfluous J 15,222 Posted January 15, 2016 Share Posted January 15, 2016 @gilflo that looks a lot to me like you're editing the orbit of KERBIN, not the active ship. I know I've tripped over that before but don't remember the steps it took or what to do instead. Quote Link to post Share on other sites
Stone Blue 1,957 Posted January 15, 2016 Share Posted January 15, 2016 (edited) @gilflo Yeah... You changed Kerbin's orbit around Kerbol...(the sun...) Orbit Editor seems to be for changing the orbits of PLANETARY bodies... To put a ship in orbit, you need to use the "Ship Lander" button... When I first started using HyperEdit, I did the same thing, and ended up completely blowing Kerbin to nothingness.... Knocked it right out of the game... I know, the "titling" on the buttons can be very confusing and unintuitive.... "Ship Lander" is what you want tho... It "lands" the craft in any orbit, or anywhere on any planetary surface.... "Ship Placer" might be better wording... Edited January 15, 2016 by Stone Blue Quote Link to post Share on other sites
Drew Kerman 2,130 Posted January 15, 2016 Share Posted January 15, 2016 52 minutes ago, Stone Blue said: Orbit Editor seems to be for changing the orbits of PLANETARY bodies... To put a ship in orbit, you need to use the "Ship Lander" button... Nope, Orbit Editor changes orbits for any game object - vessels and bodies. You could use Ship Lander to place a vessel at 75km but it would just fall back towards the surface. @gilflo you are on the right track, but @5thHorseman is correct and you edited Kerbin. You want to click the first button at the top of the window to select what you want to edit. It's usually defaulted to Active Vessel, so I'm not sure how you ended up editing Kerbin. Quote Link to post Share on other sites
Ezriilc 593 Posted January 15, 2016 Author Share Posted January 15, 2016 Thanks, everyone, for picking up the slack. Quote Link to post Share on other sites
Warzouz 633 Posted January 15, 2016 Share Posted January 15, 2016 BTW, after tweaking with HE, I managed to find how to emulate hyperbolic orbits. Here are the steps in the Orbit Editor Put your test ship in orbit using "Simple" option (lets say 100 000m) Add velocity up to the desired value with "Velocity" Use "Graphic" to change "Mean" value so you can set your ship before the body Pe. Now you have few minutes to set your ship at the correct Pe altitude (I was testing 30km) KER gives some extra information : you can predict the speed at PE Results : My return ships supports 5000m/s (7000 with a bigger shield) and will land if PE altitude is not higher than 30km. Quote Link to post Share on other sites
gilflo 241 Posted January 15, 2016 Share Posted January 15, 2016 GAIIDEN and 5TH HORSEMAN Thank's you're right. It works know and i am trying to do it on my modded game to see if it' works... Quote Link to post Share on other sites
Ezriilc 593 Posted January 15, 2016 Author Share Posted January 15, 2016 8 hours ago, Warzouz said: BTW, after tweaking with HE, I managed to find how to emulate hyperbolic orbits. Here are the steps in the Orbit Editor Put your test ship in orbit using "Simple" option (lets say 100 000m) Add velocity up to the desired value with "Velocity" Use "Graphic" to change "Mean" value so you can set your ship before the body Pe. Now you have few minutes to set your ship at the correct Pe altitude (I was testing 30km) KER gives some extra information : you can predict the speed at PE Results : My return ships supports 5000m/s (7000 with a bigger shield) and will land if PE altitude is not higher than 30km. Thanks a lot for coming back in to share that. Quote Link to post Share on other sites
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