katateochi 3,627 Posted March 31, 2016 Share Posted March 31, 2016 I think I've run into a bug, I'm not 100% sure if it's hyper edit, but I can't re-create the same test setup without hyper-edit. If I hyper edit the craft below into orbit, decouple the docking ports and switch to the part with the large RCS tank, when I try to time warp it says "can't time warp while moving over the terrain". If I then switch back to the part with the probe core and battery it will time warp, but the debris part will either just vanish, or will appear to zoom away (actually it's staying perfectly still, locked in place above a point on the surface). I've found this happen with several configurations of parts, noticed it when trying to HE a station into orbit and in that case no parts where decoupled, I just couldn't time warp, so I started disconnecting parts until I could. At which point the "problem parts" all vanished. The "problem parts" seem to be debris modules, ie sets of parts without a probe core. This is my example test craft, it's just a probe core with a battery on one side, two docking ports and a large RCS tank on the other exploded view If you HE that into orbit, you will be able to timewarp as expected, but if you decouple the ports then you will get odd behaviour. If you switch to the debris you won't be able to timewarp, if you try to timewarp from the probe core the debris will vanish. I've tried launching that module normally on a rocket, and when doing that I can't get the bug to happen. So either having the other parts changes the setup or it's hyper-edit. Quote Link to post Share on other sites
Ezriilc 594 Posted March 31, 2016 Author Share Posted March 31, 2016 katateochi, Thanks for the detailed report. Lemme see if I can reproduce this, but we really need to try it without using HE to see if it's related. I'd like to know if it happens when HE is installed but not used, and also without HE installed at all. It should be easy enough to launch a ship into orbit and then decouple some parts - shouldn't that work? Oh yea, which version of KSP and HE are you using? Quote Link to post Share on other sites
katateochi 3,627 Posted March 31, 2016 Share Posted March 31, 2016 @Ezriilc In my completely mod free setup I launched the same module on a rocket but was unable to replicate the issue. In my setup with HE (and MJ) installed I did the same (regular launch) but couldn't replicate the issue, both rocket and debris module separated fine and I could timewarp after switched to each one as expected. In the same setup I then HE'd the whole rocket into orbit, this time, when I separated the rocket section (which does have a probe core) it vanished. However when separating my test module it didn't cause the bug. ? (the only difference was that in this setup I'd flipped the probe core around so it was the right way up on the rocket, don't know if that's significant or not). Quote Link to post Share on other sites
Ezriilc 594 Posted March 31, 2016 Author Share Posted March 31, 2016 1 minute ago, katateochi said: @Ezriilc In my completely mod free setup I launched the same module on a rocket but was unable to replicate the issue. In my setup with HE (and MJ) installed I did the same (regular launch) but couldn't replicate the issue, both rocket and debris module separated fine and I could timewarp after switched to each one as expected. In the same setup I then HE'd the whole rocket into orbit, this time, when I separated the rocket section (which does have a probe core) it vanished. However when separating my test module it didn't cause the bug. ? (the only difference was that in this setup I'd flipped the probe core around so it was the right way up on the rocket, don't know if that's significant or not). Great work. That is very strange, and worse, I cannot replicate it. I suspect this may be something getting triggered by HE rather than actually being caused by it directly, but I can't be sure so I'll call it a bug until we learn more. Out of curiosity, what happens when you go to the Space Center and then back? Quote Link to post Share on other sites
katateochi 3,627 Posted March 31, 2016 Share Posted March 31, 2016 3 minutes ago, Ezriilc said: Great work. That is very strange, and worse, I cannot replicate it. I suspect this may be something getting triggered by HE rather than actually being caused by it directly, but I can't be sure so I'll call it a bug until we learn more. Out of curiosity, what happens when you go to the Space Center and then back? oh bugs, they're such fun aren't they! I'll see if I can make a save file for you with it setup to happen, but I've not tried to see what happens over a quicksave or a switching to space center, so not sure if that's possible. Quote Link to post Share on other sites
Ezriilc 594 Posted March 31, 2016 Author Share Posted March 31, 2016 We both keep forgetting: what versions of everything? Are you using the 1.1 pre-release? Quote Link to post Share on other sites
katateochi 3,627 Posted March 31, 2016 Share Posted March 31, 2016 5 minutes ago, Ezriilc said: We both keep forgetting: what versions of everything? Are you using the 1.1 pre-release? doh! sorry! yes 1.1 pre- build 1174 - on windows 7 I just tried undocking and the quicksaving and reloading before trying to timewarp, but if I do that then all works normally (which at least provides a workaround, but not helpful for tracking the bug!). Quote Link to post Share on other sites
katateochi 3,627 Posted March 31, 2016 Share Posted March 31, 2016 not sure if this will help, here a little vid showing what I'm doing https://www.dropbox.com/s/no8lxxqc2d67u7a/KSP_x64%202016-03-31%2018-37-21-92.avi?dl=0 HE to orbit, time warp a bit to show that you can, decouple, switch to "debris" part, try to time warp a couple times, no dice. switch back to probe section, timewarp, other section vanishes (except it doesn't, as I pan up you can see it about 30km away) switch to map mode, and you can see the debris part is not moving relative to the surface while I timewarp Quote Link to post Share on other sites
Ezriilc 594 Posted March 31, 2016 Author Share Posted March 31, 2016 (edited) 21 minutes ago, katateochi said: doh! sorry! yes 1.1 pre- build 1174 - on windows 7 I just tried undocking and the quicksaving and reloading before trying to timewarp, but if I do that then all works normally (which at least provides a workaround, but not helpful for tracking the bug!). That might be why I couldn't replicate it. Sure enough, in 1.1 I did see the un-commanded section vanish. EDIT: I used a probe core that was the proper way round. I will pin this as something to look at for sure. Thanks again for the great report. Please let us know if you learn anything new. Edited March 31, 2016 by Ezriilc Quote Link to post Share on other sites
katateochi 3,627 Posted March 31, 2016 Share Posted March 31, 2016 ah cool, nice 1!. I'll let you know if I find anything else. Quote Link to post Share on other sites
RYU AZUKU99 44 Posted April 2, 2016 Share Posted April 2, 2016 Just out of curiosity does the 1.0.5 version of hyper edit work with 1.1? Quote Link to post Share on other sites
Ezriilc 594 Posted April 3, 2016 Author Share Posted April 3, 2016 5 hours ago, RYU AZUKU99 said: Just out of curiosity does the 1.0.5 version of hyper edit work with 1.1? No, it wasn't designed to. The BETA works fine, though. Quote Link to post Share on other sites
Fury1SOG 88 Posted April 3, 2016 Share Posted April 3, 2016 (edited) Hi @Ezriilc, Thanks for the beta release! I am experiencing a weird problem with the Navball that only occurs immediately after a Hyperedit orbit change: 1. Build a small vehicle (Mk1-2 CM, X200-32 tank, Poodle engine, RCS, solar panels, Mechjeb AR202 case) and send it to Duna 100000km orbit using Hyperedit Orbit Editor (Simple). 2. Send an identical vehicle to Duna 200000km orbit using Hyperedit Orbit Editor (Simple). 3. With the 2nd vehicle active, in the map, select the 1st vehicle as the target and use Mechjeb Rendezvous Autopilot to RV with the 1st vehicle. 4. Mechjeb will start to setup the RV, but the Maneuver Node marker in the navball starts to wobble. The wobble gets so bad that Mechjeb starts to fly the vehicle in circles. I have found that the navball wobble does not affect Mechjeb if you return to KSC immediately after using Orbit Editor. HyperEdit_Beta3_v1.1.DLL KSP v1.1.0.1183 Mac OSX Edited April 3, 2016 by Fury1SOG Added HE, KSP, OS info Quote Link to post Share on other sites
Ezriilc 594 Posted April 3, 2016 Author Share Posted April 3, 2016 Fury1SOG, You're very welcome, and thanks for the detailed report. Since we're pretty busy lately, could you do some more testing for us? How many times has this happened? Have you tried a simpler ship? What if you don't use MechJeb to do the flying? What about other planets? Any more info you can gather is appreciated. Thanks! Quote Link to post Share on other sites
Fury1SOG 88 Posted April 4, 2016 Share Posted April 4, 2016 17 hours ago, Ezriilc said: Fury1SOG, You're very welcome, and thanks for the detailed report. Since we're pretty busy lately, could you do some more testing for us? How many times has this happened? Have you tried a simpler ship? What if you don't use MechJeb to do the flying? What about other planets? Any more info you can gather is appreciated. Thanks! Hi @Ezriilc, 1. The problem seems to happen for every launch. However, i just noticed that if you go back to KSC, and then select the vessel again from the Tracking Station, all further HyperEdit Orbit Editor changes will not exhibit the wobbly maneuver node in the Navball. Perhaps there is some problem with the initial orbit after transitioning from the launch pad. 2. The problem also occurs with a Mk1 CM, FL-T200 tank, Terrier engine and RCS. 3. I am not a very good manual pilot, so I haven't tested too much, but the problem also seems to occur without Mechjeb. The wobbliness occurs during the last 0.5 m/s or so of Delta-V during a burn. However, a human controller can just ignore the wobbliness, so I suppose the problem is less severe. 4. The problem doesn't seems to occur in LKO. The problem is particularly noticeable in Duna and Mun. Quote Link to post Share on other sites
merlinux 36 Posted April 4, 2016 Share Posted April 4, 2016 (edited) @Ezriilc I found a bug in 1.1 beta linked to a part from UKS mod, the scan-omatic soil sample system. Have this part on your ship and when you hyperedit It will throw your ship where it should be except its status is landed and no orbit lines are created, it is at correct altitude though while shaking violently. Took me forever to figure which part was causing the trouble here. And yes this is reproduceable, just put this part on a pod and hyperedit to orbit... And thank you for the fast release edit: map view screenie Edited April 4, 2016 by merlinux Quote Link to post Share on other sites
Ezriilc 594 Posted April 4, 2016 Author Share Posted April 4, 2016 merlinux, I need more info about what you're trying to do. Please give us a step-by-step path to reproduce this. Quote Link to post Share on other sites
merlinux 36 Posted April 4, 2016 Share Posted April 4, 2016 16 minutes ago, Ezriilc said: merlinux, I need more info about what you're trying to do. Please give us a step-by-step path to reproduce this. okie 1- install 1.1, hyperedit and uks 2- go to vab and create a craft 3- add the scanomatic soil sample system anywhere on this craft 4- launch and use hyperedit to get in orbit around wahetever body at whatever altitude 5- observe bug I just spoke about. Quote Link to post Share on other sites
Ezriilc 594 Posted April 6, 2016 Author Share Posted April 6, 2016 Don't worry, merlinux and Fury1SOG. We've not forgotten about these 2 potential issues. Quote Link to post Share on other sites
EVA_Reentry 95 Posted April 13, 2016 Share Posted April 13, 2016 Hi! How to get stationary/geosynchronous orbit over ksc using hyperedit? (Speed, orb. period, etc.) Quote Link to post Share on other sites
Ezriilc 594 Posted April 13, 2016 Author Share Posted April 13, 2016 1 minute ago, EVA_Reentry/Strangelove II said: Hi! How to get stationary/geosynchronous orbit over ksc using hyperedit? (Speed, orb. period, etc.) Hi, EVA...! Believe it or not, I don't rightly know exactly how to do that, but I'm pretty sure it's possible and easy. I'm sure someone will correct me if I'm wrong, but... You can find details on Kerbin and the other planets in the Wiki.http://wiki.kerbalspaceprogram.com/wiki/Kerbin Then punch the numbers into the Orbit Editor in HyperEdit. I hope this helps! If not, please tell us. Quote Link to post Share on other sites
EVA_Reentry 95 Posted April 13, 2016 Share Posted April 13, 2016 Aha! Quote Link to post Share on other sites
methodermis 8 Posted April 13, 2016 Share Posted April 13, 2016 (edited) Using KSP 1.1.0.1203 and Hyperedit Beta3. Trying I noticed when using the orbit editor to throw a ship into space, the vessel will consider itself still landed. The view wobbles and all sorts of stuff is broken. As a workaround, I have to 'hack gravity', nudge the ship off the landing pad until kerbal engineer tells me the vessel situation goes from 'landed' to a flying state, then i can use the orbit editor freely. Seems like the vessel doesn't realize it's in flight after an orbit change and gets stuck in some broken state. Edited April 13, 2016 by methodermis add version info Quote Link to post Share on other sites
Ezriilc 594 Posted April 13, 2016 Author Share Posted April 13, 2016 3 minutes ago, methodermis said: I noticed when using the orbit editor to throw a ship into space, the vessel will consider itself still landed. The view wobbles and all sorts of stuff is broken. As a workaround, I have to 'hack gravity', nudge the ship off the landing pad until kerbal engineer tells me the vessel situation goes from 'landed' to a flying state, then i can use the orbit editor freely. Seems like the vessel doesn't realize it's in flight after an orbit change and gets stuck in some broken state. I'm not aware of any issue like this. Please give us more information. What other mods are you using? Have you tried it with just HyperEdit and no others? Provide a step-by-step guide to reproduce the behavior, and a copy of your .craft file or .sfs save file. You can the Contact form on our site. What OS are you on, and which versions of everything are you using? Quote Link to post Share on other sites
merlinux 36 Posted April 14, 2016 Share Posted April 14, 2016 (edited) 6 hours ago, Ezriilc said: I'm not aware of any issue like this. Please give us more information. @Ezriilc This sound like the same issue I referred to you a few posts up. Same symptoms anyway(getting thrown out at an altitude while the status still remains at "landed" and everything wobbling/shaking and broken) My guess is that it is due to some parts (not sure which as it only happened on one of my vessel), probably only modded parts (I can confirm it happens with the scanomatic soil sample system from UKS) I did some testing and Hyperedit appears to work normally for vessels built with stock parts (aka I never encountered this bug using stock parts only). @methodermis It would be useful if you could debug your craft and see exactely which part is causing this problem. Ive managed to isolate the problem in my case, by slicing my craft in 2 in the VAB and checking which slice wouldnt hyperedit correctely. And then continuing the process until you are left with the culprit Edited April 14, 2016 by merlinux Quote Link to post Share on other sites
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