purpleivan Posted November 24, 2019 Share Posted November 24, 2019 (edited) Just tried out the "go via the Tracking Station" work around and that works. Weird though that I've been using Hypedit for years with all sort of vehicles, always going straight from the pad to the planet I want to test around, with no problems. Just been lucky so far I guess. Thanks for the info @Ezriilc Edited November 24, 2019 by purpleivan Quote Link to comment Share on other sites More sharing options...
dprostock Posted January 29, 2020 Share Posted January 29, 2020 On 11/23/2019 at 9:21 AM, purpleivan said: Regarding issues with Hyperedit in 1.8.1 I have something to report. I'm seeing a problem with decoupling after using Hyperedit to reach bodies other than Kerbin. When decoupling a section of a vehicle on the launch pad, the behaviour is normal, as it is when I Hyperedit to Kerbin orbit. However if I use Hyperedit to reach the orbit of any other body, the decoupled part freezes in its orbital path (stationary above the planet surface). I've had this with both the Eve vehicle I first encountered the problem on, as well as a simple test vehicle (Mk1 capsule, fuel tank and a decoupler). At first I thought this was an issue with the Beta version of Hyperedit that I was using, but the behaviour was the same when I used te 1.5.8 version. Just in case I ran the test again with all other mods removed and the problem with decouplers persisted. Additionally, just to make sure, I flew My Eve lander to the Mun for a quick test of decoupling it without Hyperediting, and the decouple worked properly, but if I Hyperedited that test vehicle (booster and all) to the Mun and decoupled, the problem occured. Is there a more suitable version for use with 1.8.1? BTW... this only seems to be a problem when in orbit. If I Hyperedit to for example Eve orbit, then use the Ship Lander to put it on a vertical decent path, then Drop the vehicle, decoupling works fine. Best regards! I am a recent user of the mod, and I find it excellent to simulate final stages of some mission, avoiding losing hair after hours of simulation. I noticed the same problem mentioned, besides that there are problems with rendering the surface textures of the celestial object being orbited. I guess, the problem is due to the "tele transport" that "salteuates or avoids" certain operations necessary to make everything look good. That's why it's solved by means of the "Tracking Station" I hope I've been helpful. It's an excellent mod! Quote Link to comment Share on other sites More sharing options...
Natokerbal Posted February 20, 2020 Share Posted February 20, 2020 (edited) great mod! ive been using it for years and I just wanted to say thank you for making it. Edited February 20, 2020 by Natokerbal Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted February 20, 2020 Author Share Posted February 20, 2020 (edited) 5 minutes ago, Natokerbal said: I can't download hyperedit, the website says 429 too many requests You're EDIT: You may be clicking too fast and/or using a download manager. Please disable any browser add-ons and try again. Then let us know if that helped. Edited February 20, 2020 by Ezriilc Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 25, 2020 Share Posted February 25, 2020 (edited) This mod saved me so much headache putting com sats into perfect orbits Edited February 25, 2020 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 6, 2020 Share Posted March 6, 2020 Is this still functional for 1.9? last update appears to be a beta for 1.8 Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted March 6, 2020 Author Share Posted March 6, 2020 Just now, nascarlaser1 said: Is this still functional for 1.9? last update appears to be a beta for 1.8 I haven't tested it yet, but it might. Could I get you to try it and report back here? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 6, 2020 Share Posted March 6, 2020 Just now, Ezriilc said: I haven't tested it yet, but it might. Could I get you to try it and report back here? Thanks in advance! Yes sir! I may not test *every* feature,but I'll test atleast 2 (teleportation and the magic refilling ability). Would installing it off CKAN be ok or would you prefer me use the beta off the forums? Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted March 6, 2020 Author Share Posted March 6, 2020 Just now, nascarlaser1 said: Yes sir! I may not test *every* feature,but I'll test atleast 2 (teleportation and the magic refilling ability). Would installing it off CKAN be ok or would you prefer me use the beta off the forums? I would appreciate you testing the latest BETA, but the only authorized place to get any version is my site: http://www.Kerbaltek.com/hyperedit Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 6, 2020 Share Posted March 6, 2020 (edited) 13 minutes ago, Ezriilc said: I would appreciate you testing the latest BETA, but the only authorized place to get any version is my site: http://www.Kerbaltek.com/hyperedit Ok! 13 minutes ago, Ezriilc said: I would appreciate you testing the latest BETA, but the only authorized place to get any version is my site: http://www.Kerbaltek.com/hyperedit To avoid me screwing this up,I just drop the .dll into GameData right? (using KSP straight from the store,not steam if that matters). I unzipped the download file and thats all that was in the extraction nvm figured it out Edited March 6, 2020 by nascarlaser1 Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 6, 2020 Share Posted March 6, 2020 27 minutes ago, Ezriilc said: I haven't tested it yet, but it might. Could I get you to try it and report back here? Thanks in advance! I have tested nearly all the features!! orbit editor Simple and graphical work great! No clue how to use complex or rendevous,let alone how to test them Planet editor Everything above "Use atmospheric pressure curve" seems to work fine, but I'm not 100% sure what everything does. Everything below that setting I didn't go near,because its all a foreign language to me. Also i only edited Kerbin, so not sure if that affected testing at all Ship lander Works like a charm on Kerbin,Minimus,Mun, and Duna. Misc tools Absolutely perfect! Other info: Using KSP 1.9,not 1.9.1 due to internet issues not allowing me to update rn. All tests were done using Jeb Kerman and the Stock Vessel AeroEquus, in various states of movement or rest. Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted March 6, 2020 Author Share Posted March 6, 2020 Just now, nascarlaser1 said: I have tested nearly all the features!! orbit editor Simple and graphical work great! No clue how to use complex or rendevous,let alone how to test them Planet editor Everything above "Use atmospheric pressure curve" seems to work fine, but I'm not 100% sure what everything does. Everything below that setting I didn't go near,because its all a foreign language to me. Also i only edited Kerbin, so not sure if that affected testing at all Ship lander Works like a charm on Kerbin,Minimus,Mun, and Duna. Misc tools Absolutely perfect! Other info: Using KSP 1.9,not 1.9.1 due to internet issues not allowing me to update rn. All tests were done using Jeb Kerman and the Stock Vessel AeroEquus, in various states of movement or rest. Excellent work! Thanks for your help. I'll update this thread and the CKAN file. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 6, 2020 Share Posted March 6, 2020 Just now, Ezriilc said: Excellent work! Thanks for your help. I'll update this thread and the CKAN file. Yay! Also with your permission, either later or tomorrow I'll test out Graphotron as well :D. That and HyperEdit are some of fav mods for torturing D-class kerbals testing new designs! Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted March 6, 2020 Author Share Posted March 6, 2020 24 minutes ago, nascarlaser1 said: Yay! Also with your permission, either later or tomorrow I'll test out Graphotron as well :D. That and HyperEdit are some of fav mods for torturing D-class kerbals testing new designs! You certainly don't need my permission to user and/or test Graphotron or HyperEdit. I look forward to your results. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 6, 2020 Share Posted March 6, 2020 21 minutes ago, Ezriilc said: You certainly don't need my permission to user and/or test Graphotron or HyperEdit. I look forward to your results. Yay! Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted March 7, 2020 Author Share Posted March 7, 2020 So, I'm not a fluent C# coder, but I do try to muddle my way through things as best I can, and now I'm stuck. While trying to build HyperEdit for KSP v1.9, I get several errors including this one in Core.cs, on line 140. Quote The name 'Input' does not exist in the current context I'm working in VS 2019 Community, and I've changed the Target Framework to .NET 4.5. On the above error I've tried adding "using static GameEvents;", but each thing from there seems to change the error to something new, and I wonder if I'm even on the right track. I expect that ultimately I'll need help with the other errors as well. Could someone please take a look at the code and either tell me what to do or maybe even provide a pull request? I'd be very grateful for any input. Thanks in advance! https://github.com/Ezriilc/HyperEdit Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 7, 2020 Share Posted March 7, 2020 8 minutes ago, Ezriilc said: So, I'm not a fluent C# coder, but I do try to muddle my way through things as best I can, and now I'm stuck. While trying to build HyperEdit for KSP v1.9, I get several errors including this one in Core.cs, on line 140. I'm working in VS 2019 Community, and I've changed the Target Framework to .NET 4.5. On the above error I've tried adding "using static GameEvents;", but each thing from there seems to change the error to something new, and I wonder if I'm even on the right track. I expect that ultimately I'll need help with the other errors as well. Could someone please take a look at the code and either tell me what to do or maybe even provide a pull request? I'd be very grateful for any input. Thanks in advance! https://github.com/Ezriilc/HyperEdit sounds like a job bested suited for: @linuxgurugamer! you probably need to update you .csproj to reflect changes in 1.8+. the * will come in handy. Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted March 7, 2020 Author Share Posted March 7, 2020 (edited) 33 minutes ago, zer0Kerbal said: sounds like a job bested suited for: @linuxgurugamer! you probably need to update you .csproj to reflect changes in 1.8+. the * will come in handy. Yes, LGG has been most helpful to me over the years. Thanks for the input! I think I have the .csproj file where it needs to be set up properly, but any specific details are certainly welcome. Edited March 7, 2020 by Ezriilc Not being acurate with my wording. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 7, 2020 Share Posted March 7, 2020 17 minutes ago, Ezriilc said: Yes, LGG has been most helpful to me over the years. Thanks for the input! I think I have the .csproj file where it needs to be, but any specific details are certainly welcome. its the contents of the .csproj with the update to Unity several includes/references changed. Might be that. Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted March 7, 2020 Author Share Posted March 7, 2020 Just now, zer0Kerbal said: its the contents of the .csproj with the update to Unity several includes/references changed. Might be that. Yep, my bad. I wasn't being very clear. I too meant the contents. I've studied it pretty well, I think, and it does what I want it to do. Plus, VS makes changes to it automagically when the properties of the project are changed, and I've looked at it quite a lot. Quote Link to comment Share on other sites More sharing options...
Willoizcitron Posted April 18, 2020 Share Posted April 18, 2020 IN kerbaltek website idownloading too many request Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted April 18, 2020 Author Share Posted April 18, 2020 1 hour ago, Willoizcitron said: IN kerbaltek website idownloading too many request It means you're downloading too many files too fast. Please slow down, or try a different browser, and/or disable any browser extensions. Quote Link to comment Share on other sites More sharing options...
Space Nerd Posted April 25, 2020 Share Posted April 25, 2020 I used 1.5.8 with ksp 1.9.1, but the game freezed whenever I landed in ocean (happened on Kerbin and Eve), and when I teleported my ship to Eve surface, the music still plays, should I use the beta version instead? Quote Link to comment Share on other sites More sharing options...
The Space Man Posted April 25, 2020 Share Posted April 25, 2020 I also have noticed some problems when teleporting in 1.9.1 using 1.5.8, like some crafts with robotic parts from the dlc having there parts mangled out of position and planets terrain not loading correctly. The new stock teleport feature doesn't have these issues, but it's a pain to use. Will using the beta version fix any of these problems? Quote Link to comment Share on other sites More sharing options...
Ezriilc Posted April 25, 2020 Author Share Posted April 25, 2020 9 hours ago, Space Nerd said: I used 1.5.8 with ksp 1.9.1, but the game freezed whenever I landed in ocean (happened on Kerbin and Eve), and when I teleported my ship to Eve surface, the music still plays, should I use the beta version instead? 5 hours ago, The Space Man said: I also have noticed some problems when teleporting in 1.9.1 using 1.5.8, like some crafts with robotic parts from the dlc having there parts mangled out of position and planets terrain not loading correctly. The new stock teleport feature doesn't have these issues, but it's a pain to use. Will using the beta version fix any of these problems? I honestly don't know, but I would give it a try. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.