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[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-166: 1.) This is a mostly minor release, previously vetted yesterday on the bleeding edge, so consider it "update safe." It fixes some (mostly theoretical) bugs with the time of day animation at the KSC and some misc main menu collider bugs in interstellar planet packs. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? ;) 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Actually, I narrowed down the problem to scatterer or EVE, as I initially expected. So those bugfixes were rather pointless. I'm leaving them in the codebase though because the code looks neater, if nothing else. But it's unlikely to fix an issue that appears linked to either scatterer or EVE, sadly. And yeah it does seem most common on non-Kerbin style days. I'll reach out to blackrack about this. EDIT: Specifically, EVE_Shadows nodes seem to cause this, when used to try to simulate eclipses. I think the new volumetric clouds beta uses this, as well as perhaps some visual packs, you'll have to check. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
One of our first prereleases just dropped, basically just some small bugfixes I am testing. See the changelog here: https://github.com/Kopernicus/Kopernicus/releases/tag/release-166_RC1 These will be dropped with much less fanfare than full releases, download only if you want a particular fix in them, or want to help test. You can get them via CKAN by opting into the bleeding edge (instructions at that thread still work). @Krazy1this release might fix your "time of day" animation issues you noted. EDIT: More bugfixes for the same bug in this one (this is why they are prereleases): https://github.com/Kopernicus/Kopernicus/releases/tag/release-166_RC2 -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
Now I do too. The way you described the circumstances under which it appears is quite bizarre. Maybe it's the Kraken's personal notepad. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
JNSQ uses Kopernicus generator so leave it on that. As for this: This is a great point and I'll change that next release to remove all those confusing negatives. Until then, yeah, for JNSQ leave that box checked (DisableFarWayColliders=Checked) I think this might have been an old scatterer or Kronometer bug or something but I'm not completely certain. I remember it being a thing once upon a time but the bug wasn't originating in Kopernicus, was my recollection. I hope that vagueness of a memory helps you some, lol. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
We have a new reported bug I'd like to look into in our new prerelease system (in addition to experimenting with the above at some point): Original issue was described at KSPCF github here. The issue was agreed best handled by Kopernicus, and we are now tracking it here. Could anyone see the last post on the second issue, and try to replicate the issue with the posted config file? I'm away from my machine for this evening but if someone could confirm/deny if my suspicion that this bug is located in OnDemand by testing the config file I posted, I'd be most thankful. It'd give me a headstart when I get back. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
If you have the "ResetFloatingOriginOnKSCReturn" enabled, it can mess with KK. Disable it if you are experiencing issues and it's on, for some reason (it should be off by default but there was like one release with it on by default that could have toggled it on by accident). As for this: I agree with you that it's visually jarring and kind of annoying, but it's also pretty fundemental to how KSP enables these huge worlds to load. I have some "far flung" ideas for improving it (far flung because they may just as likely make it worse, only way to find out is to try) but those'll certainly be tried as a beta/prerelease before I make them mainstream, as we discussed above. No CKAN users need worry this time around, or stable release users for that matter. For what we have right now? Parallax helps a bit I feel, with the transition of loading in of fine details. But there is a performance cost and it does nothing for large objects like mountains, sadly. EDIT: Just saw the part about the KSC vanishing at night, IIRC that's an old scatterer setting, something in the GUI turns it off, it's basically setting nights to pitch black like rl but in Kerbal that's pretty harsh for navigating... well anything. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Ah, that! The z-fighting thing is... I'd describe it as banding. But yeah I ran into it on Minmus on my last JNSQ playthrough. Things that may/may not help, I forget which actually worked in practice: 1.) Try the "High" rather than the "Ultra" Shader, or maybe vice-versa, but I think that's right. 2.) If you can afford the perf penalty, maybe try scatterer shadows over the Kopernicus shadow manager (I'm doubtful this is the origin though). If neither of those work, I'll look into what's going on. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
I'd use JNSQ_High as the custom bodies may need it. You aren't getting any scatters on JNSQ_High though? That doesn't sound right, the above screenshot was taken in JNSQ_High preset. Hmmm.... Would it be possible for you to post screenshots of the difference between High and JNSQ_High? Remember to completely quit the game between changes, BTW. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
I think what we are dealing with is either a config issue with Minmus, or artistic choice on the devs part of JNSQ. I am finding behavior the same across release-157 (before these changes) and the modern release, @Krazy1. If you'd like advice on how to make more scatters on Minmus given their config, I can certainly help with that, of course. I will admit it does seem so sparse as to be an error. Even I think it does appear odd, but it almost seems intentional and I don't see a behavioral change here. It may be they designed this pack when scatters cost a ton of performance to implement. To be completely transparent, with ROCs off, this is what I am seeing with 100% scatter density. Identical in both release-157 and 165. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
@Krazy1, I am seeing the same behavior on Minmus when I test. Was it ever very different? Less than 10 rocks (seems to be the only scatter) there even on high densities. What I'm asking is is it possible this is by design, or did something actually break? I don't see the z-fighting behaviour but I have heard reports of it before... usually on old saves. Not sure what causes it. EDIT: Wait, it's possible what I'm seeing are BG ROCs, they look rather similar, stand by while I sort that out. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Unfortunately I no longer offer support for 1.11.x. But since it is so obsolete, and you are encountering issues that honestly, are most likely fixed in latest, I will offer you a trick that might work for loading the latest 1.12.x release on 1.11/10/9.x. (this won't work on 1.8.x). Download latest Kopernicus zip from here for 1.12.x: https://github.com/Kopernicus/Kopernicus/releases Install as per usual, manually. Replace the "GameData/Kopernicus/shaders" folder with the same folder from the last supported 1.11.x release. You may find it will run and possibly fix your bug. Beyond that, you are sadly in unsupported territory nowadays. EDIT: You've deleted your post but leaving this up in case it is useful. Bear in mind this "trick" is completely unsupported. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Thanks. I'll investigate this and see about it for next patch if it's a bug, or offer a solution if it's some sort of config issue. Will update. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
To my credit (or lack thereof, you decide), a lot of this had to do with "learning the ropes." To some extent even that is still going on. But yes I agree there is a middle ground. I won't be able to do a release for at least another week or two, so the current release can be considered "stable" on that alone. But I do think weekly stable releases with a opt-in branch for prereleases in between is the way to go going forward. I talked with the CKAN folks and they said we can do this through the old bleeding edge opt-in system rather simply, far easier than I was thinking, so I'll probably just use that. I'll update you all when that time comes. In the interim, feel free to comment on any features or ideas you'd like to see. One thing I've wanted to look into but looks almost terrifyingly hard is below and above sea level water bodies. We had that feature once, but it was buggy. Maybe we should revisit it? More realistically, proper comet support should probably be looked at, despite my last run-in with the the things. I'm much better prepped now, I hope. Feedback welcome, as always. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Oh I know how that's done. That's what we did with the bleeding edge, back in the day. Thing is, I'd rather avoid setting up a separate repo, which that sort of requires last time I checked. We'll be in discussions with CKAN people to make sure there isn't a simpler way though. -
works fine in 1.12.5, it's just got old metadata. You can ignore the warning.
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Environmental Visual Enhancements Maintenance Releases
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
try here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/issues the dev for EVE-redux reads there, I know. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Hello all. Community feedback time. The topic for this session will be Kopernicus's release model. Some people have complained that updates feel "rushed" when they come, or untested. To be fair, I can see the complaints validity. The issue is, my testing team these days is basically one guy, and myself. Also, the fact that Kopernicus operates on a "rolling release" since the "bleeding edge" was closed down doesn't help anything. At the moment, basically, when I get a day off, I push changes as soon as I dev them after brief test or two in my personal save game. This obviously has not covered all use cases historically, as some rather significant bugs have slipped through the cracks. To be honest, I'm not keen on maintaining a separate "Bleeding Edge" branch anymore, but I DO have some ideas. I'm thinking of using githubs prerelease system to do subreleases (ie "Release-166 RC1") for new fun features (but largely untested ones) BETWEEN stable releases. These prereleases would be publicly available to anyone on github, but would not propagate to CKAN at all. Once whatever new feature is proven stable, it would become the "new" release number and go to everyone including CKAN. Is this a good idea? Do you have a better one? Just like it how it is? Thoughts? Lets hear it people. -
Environmental Visual Enhancements Maintenance Releases
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
I'd advise you to just use EVE-Redux at this point. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
I finally narrowed the cause of this down, it happens with multiple stars somehow. Anyhow it should be fixed. Related issue tracking it: https://github.com/Kopernicus/Kopernicus/issues/577 New in this latest version release-165: 1.) Fixed a bug with the new shadow manager that could cause a infinite loop on loading if used with mainline scatterer and multiple stars. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-164: 1.) Further shadow improvements. Now we can support 50000m shadows like Scatterer while keeping them sharp, and we have better transitions between "levels" or shadow cascades. tl;dr, they look better! 2.) Fixed a conflict with EVE city lights that left some users unable to load. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? ;) 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Yes, that use of a double negative is very confusing lol. I'll reword it. Basically, you can use scatterer as you always have. You'll only get buggy "no shadows at all" if ALL of these three conditions are true: 1.) You have Kopernicus. 2.) You turn off Kop Shadow Manager 3.) You do NOT have Scatterer installed. Scatterer is and will always be supported. -
[1.12.x] Kopernicus Stable branch (Last Updated March 28th, 2023)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-163: 1.) This release features a major rewrite of the Kopernicus Shadow manager (in an attempt to make it much more stock like, and perform better also). The new system performs better, but is shorter range in its casting before it degrades in quality. In line with this, your Shadow Casting distance will be reset to a still healthy 10000m. As a bonus, your shadows will be much crisper AND faster now. Enjoy. 2.) Since stock shadows were hopelessly bugged with Kopernicus, I have disabled them entirely while Kopernicus is installed. This means if you have Kopernicus, don't use Kopernicus Shadow Manager and furthermore have not installed a mod like scatterer, etc, you will find yourself with no shadows whatsoever. This may be visually jarring. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). -
I'd need to see your log file. Post it in the Kopernicus thread (or here is fine too) please. I don't think that one is a Kopernicus specific bug as I have those working, but I'll be happy to diagnose what you have going on. Though I do test at 100% scatter density... I know it will kill your FPS, but can you test that and see if it changes anything, and then get me that log file? Also, your Settings.cfg file might not hurt for this diagnostic session.