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khyperia

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Everything posted by khyperia

  1. Someone posted that HyperEdit 1.2.4.2 works, but it just updated to 1.3.0.0 as of a few hours ago and is explicitly compatible with 0.90 now (before it was just carry-over compatible) http://forum.kerbalspaceprogram.com/threads/37756
  2. I just implemented planet editing persistence across game restarts as well - basically you click "save planet to file" in Planet Editor and then when you restart KSP, hyperedit detects the file and applies the changes within it. It's sort of like RSS, but a much, much simpler system - if you want the full-out RSS deal, then just use RSS (but the hyperedit system should be good for minor things like simple orbit editing or atmosphere stuff, like the current in-game editor does) However, I need some beta testers to make sure it all works (the creator of any software never finds any of it's bugs, it's like a law), so if you're interested, PM me!
  3. Pre-note, all this info of "I implemented a thing" is from the dev version, not available for download. (well, it is, if you know how to compile C# source from the github repo) Okay, good news (maybe). I just re-made the lander teleportation system, it's using a completely different system now. It used to use the Krakensbane (you remember that thing, from a looong time ago?) to teleport, which apparently had some issues with DRE. I'm now using manual orbit setting, just like the standard teleportation system from the Orbit Editor. This means that you will actually be *on rails, in atmosphere* for about a second before the game unpacks you and physics enables. I've enabled a small upward velocity boost after teleporting to make sure you don't fall through the ground while you're on rails, which happened in testing. Hopefully DRE realizes that the craft is on rails and it's the wrong idea to make things go kaboom - although I haven't tested with DRE yet, will probably do that tomorrow sometime. (btw, I've tested with FAR, and it's completely fine with everything I throw at it, I'm not sure where all the complaints are coming from) Using the standard orbit editor also means that it's likely that it will work with cross-solar-system landings, so I might be able to implement direct landings - instead of teleport to orbit, and only then land. I haven't tested it, though, so no guarantees. So hopefully I get this version out soon, I *completely* re-wrote the internals of the GUI system (with a new integrated help system), so there's probably a lot of bugs - I want to squeeze those out before I release any new version. I know you want new stuff, but I also don't want people come running back saying it doesn't work!
  4. I actually *have* implemented this in the past, and basically it was unreliably explodey. Teleporting from orbit to the surface is a long enough jump (you might notice your ship vibrating *right* after it teleports to the surface if you have a good computer with high framerate), any longer (cross-solar-system) would just make it go boom at a really high probability. Still trying to fix out other boom problems, so not jumping on the chance to add even more boomieness, haha
  5. That sounds like a really awesome project! I hope it goes well for you! Unfortunately, the planet's positions are hard-coded into the game, and are not editable. This means that even if you move them around with hyperedit (including changing it's mean anomaly), they'll always reset back to their original positions when you restart the game. However, if you don't restart the game, it's possible to edit the orbit of the planets, by opening up Orbit Editor, Select Orbit, select Kerbin, select Complex, and then a bunch of orbital parameter fields show up. I believe two of them are "mean anomaly at epoch" and "epoch", which I assume you know how to edit (epoch is measured in seconds since the start of the save game). Unfortunately all of your changes will be reset upon restarting the game. I'm considering throwing something in the works that would allow one to save planet's orbits to a file, and have them be re-applied on game reload, but that probably won't happen for another few weeks, if at all.
  6. Woo, I'm super excited this mod is still alive! <3 all you Kerballers! ... now only if I could get 0.24 to download...
  7. Disable the automatic printing of suffixes (as in if you have a number 10000 and you want to display it, print out 10000 and not 10k). However, still allow the user to use suffixes when *entering* numbers. This is really simple to do in the codebase, just replace all calls to double.TryParse/double.Parse to [yourclasshere].TryParse, where yourclasshere is similar to the class I wrote back when I was in charge, I think it was called something like SiSuffixes or SiUnits or something like that. Just don't call the SiSuffixes toString method, ever! ('cause it seems like you really don't like that)
  8. I've been considering rebooting the C compiler for progcom. However, I thought I would do something a little different this time: Use the C# compiler as a sort of "front end" for it. This would mean that you would be writing ProgCom programs in C# (or whatever other .net language you want). However, obviously a HUGE set of the language would be missing, ranging from 99% of the BCL, anything object-oriented, and a fair chunk of the opcodes, such as Newobj (I do not want to struggle with trying to implement GC). Essentially, anything that's in the C language would be supported, while anything else would not be. I would then only have to write a .net CIL to ProgCom translator, which I'm about 50% of the way done with. However, it's a lot of work, and it's not coming along very quickly. So, I'm asking here if anyone would be interested in such a thing. If a few people are interested, then sure, I'll finish it, but if nobody is going to be using it I have a couple other projects I should be working on.
  9. Yeah, #kspmodders on EsperNet irc. If you could hop in there, we could talk about some stuff, would probably be good. Licence for my code is "do whatever the heck you want with it, I don't care, just don't hack into the government with it :P".
  10. *sigh* I was about to release my DCPU, and then you come along and post this. Here's my repo, if you're curious - https://github.com/khyperia/Bifrost It would have been nice if you hopped into the kspmodders chat and notified people you were doing this, but c'est la vie. (although I'm a bit upset you pulled Tomato and used that, I wrote the entire thing from scratch) I'm considering hopping on your project, though, if you'll have me.
  11. Two notes: One, I hacked up a very terrible C compiler for ProgCom, I don't think it really works all too good, but it's definitely a proof-of-concept (linked somewhere at the beginning of this thread). I tried going for a full rewrite of a compiler, which might not be the best idea for full-use things (although it certainly was fun for me!) If someone writes a GCC machine description or LLVM backend, it would open up a whole world of programming languages (most in the "mid" or C range, but there's a couple high-level languages, e.g. Rust, that use llvm as a backend) My second note: I'm taking up an idea, I'm making a DCPU emulator for KSP. The DCPU already has a bunch of tools for it (it's originally from one of notch's games, and that guy has a massive following of programming minions), including llvm backends, C compilers, and a whole swath of custom language compilers. That might also interest you, I dunno.
  12. *squinty eyes* Considering doing that. Possibly. Maybe. I dunno. Depends on a bunch of stuff.
  13. You know what would be really great... is if ProgCom was no longer interpreted, but rather compiled in-memory. It's really simple to do. Only problem is compatibility, but hey, most people have x86 nowadays, so say "screw you" to all the other people Basically, http://stackoverflow.com/a/959144/901037 I'll put into English words what that code is doing. You take a byte[] array, standard C#, normal stuff. You fill it with binary machine code opcodes doing literally whatever you want it to do. You copy it over to a section of memory with the executable bit set. You convert it to a delegate. You call it. Essentially, executing raw machine code. Also, that is really terrifying that it is so simple and easy to do something like that. Like, seriously terrifying. Edit: You can also use Reflection.Emit, but that's boring
  14. Updated the git. Note that I am no longer working on HyperEdit, as well as not being in the KSP community much at all anymore. If you'd like to take over development, or know someone who will, please tell me. I haven't found anyone willing to take it up.
  15. I'm currently in the process of completely rewriting it. (I tend to do that a lot, lol) The new version has a much more robust preprocessor engine, so it will hopefully support #define and maybe, just maybe, #if/#ifdef/all the other #if things. The new version is also incredibly flexible and portable, meaning it can accept/parse many different languages and emit many different output types, but obviously only if I implemented it. Right now, what's currently planned for the compiler is a KspC parser, a TI-Basic/Matlab-like language parser, ProgCom assembly output, a custom assembly output for an upcoming Minecraft cpu mod, and a direct interpreter. However, everything other than the KspC/ProgCom pipeline is kind of irrevelent to ksp, though, it's just all the features for all the different communities it's for.
  16. Steps to follow to make sure it's installed correctly: Make sure the .dll is in the Plugins directory inside the KSP directory Make sure there's a log message (checkable by pressing alt-f2 or checking KSP_data/output_log.txt) saying something along the lines of "hyperedit.dll loaded", or anything with the word "hyperedit" in it. Make sure there's no exceptions (red text) in the debug log (alt-f2) when pressing alt-h. If you're still having trouble, join the ksp irc (irc.esper.net, #KSPOfficial), and ping/tab me (I'm in there as "khyperia"). It'll be a lot easier to figure out what's going wrong if we can talk real-time. However, I'm probably going to sleep in a few minutes, so you might have to wait until tomorrow to catch me again.
  17. How so? Can you describe the problem? What exactly doesn't work?
  18. I've been working on a C-like language compiler for ProgCom while the forums were down. If anyone would like to help alpha-test it and submit bugs/feature requests to me, please do so! However, note that it IS in a very early alpha stage, and there will be a fair amount of glitches. I've hit the point where I couldn't find any bugs by myself, though, so it should be relatively stable. Here's the exe, the feeble documentation, and an example gibberish test program to show the features of the language. And here's the sourcecode repo, since that's probably required to be linked. How to use: Open up command prompt, CD to the directory ProgComC.exe is in, and run it while passing in a file to compile. For example, to compile the test.c file included (assuming it's in the same directory as ProgComC.exe is in), you would do "ProgComC.exe test.c" Alternatively, you can just name your C file "program.c" and it will automatically use it if no filename is passed in - so you just need to run "ProgComC.exe", or simply doubleclick on the exe. The entire compiled unit will be written back to disk with the same filename as the source, with ".txt" appended. So, in our test.c example, the output would be named test.c.txt. This is the file that you would put in the progcom directory and run the command "load run test.c.txt" inside progcom. The program is written in .NET 3.5, the same as KSP. Windows users should be fine, Linux users will need to install Mono, and I think Mac users also need to install Mono. Please report any bugs or feature requests that you have!
  19. Dead thread. Mods, please delete (which 99% chance won't actually happen, surprisingly enough, since hey, you're reading this still) New site is: http://www.kerbaltekaerospace.com/
  20. I kind of said something similar to this in this suggestion- http://idea.ksp.mumech.com/?ia=57586 Basically it would allow programmers to create their own ComputerModules, aka the things on the main mechjeb panel (the things like orbital information, landing autopilot, etc).
  21. Is it at all possible to make a ComputerModule plugin (or similar) in MechJeb? Right now, I don't see a way you can. Looking at the source, it seems like you hardcoded nothing except the actual addition of the modules to the "modules" list. This would make enabling plugins quite easy (plugin of a plugin, ha)... the only problem is if Squad decided to load each dll inside the plugins folder into a separate appdomain (1 appdomain per dll), but I don't think this is the case. I hope. (Basically, instead of hardcoding the creation, go into AppDomain.CurrentDomain, get all loaded assemblies and their types, get the ones that extend from ComputerModule, and create them.) If you did this, the community would (hopefully) spam new modules, of which a few might be pretty good, which you could add to vanilla mechjeb. Basically, really good modules without any work. The framework you already have set up is wonderful, it would be much easier to make a plugin of mechjeb then a plugin of ksp. For example, my idea for a plugin that got me started on this plugin-for-a-plugin idea- A "closest approach" module for a body on your flight path. I could simply use the current mechjeb target, stuff like that, re-using mechjeb's data instead of reinventing the wheel myself. It would be very awesome if you did this, I would be forever grateful. Sorry for the long post, too. I kind of tend to write textwalls. (also, the first time posting this told me it failed, sorry if this doubleposts)
  22. Drawing kerbals is hard. Also, can totally see Jeb doing that, getting close to the surface and he\'s still flying around outside. About 15-20 minutes on each. I really want to actually spend a lot of time on one, upwards of three hours, but I think I\'m going to practice a bit more drawing cylinders in perspective (grr), and also getting the general style of KSP down- I\'ve never drawn artificial, angular things before. Tell me if there\'s any problems, the thumbs my previous post look a little wonky at a small size because my lines were so light. I should probably increase opacity of my pen. (if anyone\'s wondering, I\'m doing these with Paint Tool SAI + a Wacom Bamboo Create tablet)
  23. This is my first KSP fanart, ever. They took an average of 5-10 minutes each. I told my friend 'Hey, KSP fanart sounds like fun, why not.' And so I drew at 3:30 am in the morning. Might actually spend a good few hours tomorrow making something actually good, when I\'m not about to die from need of sleep. If you could tell me how good my dead brain did making these, it would make me feel very happy (even if it you tell me they suck. Just tell me what sucks about them.) Perspective on cylinders is hard. I want docking. Bad. I\'ll probably keep posting in this thread whenever I make something, instead of spamming a new thread every day or two. (If I failed at attaching the images, sorry, this is my first post on the forums. I\'ve been lurking for a while.)
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