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R-T-B

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Everything posted by R-T-B

  1. We do kind of need a replacement for Sigma's suite of mods (rescale too) as they are all essentially abandoned and all-rights-reserved makes them hard to adopt. I will be watching this with interest.
  2. New in this latest version release-198: 1.) Bugfix for incorrectly dark exported Kittopia Heightmaps. They are now set with an appropriate darkness floor. Rejoice people who use Kittopia! 2.) That's it, yes I know it's not much. Yes I know I also have a feature request backlog. I'll likely get to those next release. Which may be a lil bit due to a lot of work in real life. In the meantime, enjoy the patch. See Known Bugs & Caveats for known bugs.
  3. I made a build of this that is not dependent on the new library (that for some reason performs awful), but integrates this following commits from the newer codebase: https://github.com/KSP-TaxiService/CommNetConstellation/commit/e6b5d772e5980a5fb0b2e3f59e5bd38ee73d2160 https://github.com/KSP-TaxiService/CommNetConstellation/commit/098e32903b14661a6e12b09d4b4ac2af3133a977 Between those two, it seemingly deals with the nullref, and unlike the new beta releases, performs excellent too (the new beta releases perform very poorly with a large number of vessels. The source code can be considered the same base repo, built from commit 098e32903b14661a6e12b09d4b4ac2af3133a977 before the API dependency was a hard requirement. GPLv3 license as always. Find it on this issue, at the bottom as a link: https://github.com/KSP-TaxiService/CommNetConstellation/issues/8 https://github.com/KSP-TaxiService/CommNetConstellation/issues/8#issuecomment-1913682110 See above.
  4. I agree. I'd offer but I'm tied up with Kopernicus, and probably lack the appropriate aerodynamic knowledge anyways. We really need somebody though.
  5. Yeah most of my ModuleManager patches border on the extremely basic... it's a skill issue really, I don't do well at those patches at all. If anyone knows how to make it work with B9PS I'd welcome a pointer or PR, because frankly I don't know how to do that. If the half thrust patch fails, it's not critical just remember to set thrust limit on solid boosters mainly, because they can and will incinerate themselves in the atmo. That was the objective. Glad it hit the mark in that regard.
  6. Yeah, you caught me... this is basically my scientific excuse for a cheat to actually make it to Duna... lol. A 10x or similar pack would certainly go hard the other way, but that's sorta been done before.
  7. Let me try a run real fast. I use PlanetInfoPlus for reading ASL surface gravity and it never showed more than 0.45x gees gravity. But maybe I packaged something wrong (separating this from my modstack was a bit of a feat). Will check right now. That could be part of the issue, this mod relies on some very recently added facilities to do density calcs on the bodies at game setup. You'd need to start the game with a fairly modern Kopernicus in the first place. I don't remember the release number off hand, but probably in the last month or so should be fine. This actually sounds like the standard surface gravity accelartion rate of 1 gee in m/s. I think you messed up with an old Kopernicus and will have to start fresh, yeah. Sorry I wasn't clear on that, I'll amend the notes in a moment. EDIT: Yep, check this album out: https://imgur.com/a/cRn8FQD That's how a proper install should be, geeASL and deltaV wise. Try deleting your Kopernicus folder completely and making sure you have a fresh install of the latest, maybe?
  8. I don't have an exact metric but I do feel it is probably close to if not a little harder than stock given the much larger radius, but lower gravity. Of course getting to other bodies is harder given the distance. If I knew how to calculate it I'd get some metrics, as it is I'll do some research crafts and get back to you. For the atmopshere on Kerbin I have not tweaked it at all, it's something I want to do but I lack a good enough understanding to really mess with it beyond knowing that the planet could theoretically hold onto a nitrogen-oxygen atmopshere here at this distance. My guess is in the real world it may be less dense though, yeah. The truth is Kerbins atmosphere in stock is already somewhat short at where it "terminates", so that part is probably already ok. What would need to be changed most for accuracy is the density gradient and maybe just overall density of it and like I said, I don't have the knowledge to really do that correctly. PR's welcome though.
  9. Someone encouraged me to post my personal mod config, I've been playing with this for some time and just now I am posting it. Presenting: RDK A Realistic Density Kerbolar System config pack for KSP/Kopernicus License: UnLicense Source Downloads (Just unzip the zip to your KSP directory once you have satisfied the dependencies) This mod does the following things: 1.) Rescales the stock sun to represent a fully physically/graviationally/density correct spectral type G6V star, using OhioBob's wonderful KSPAtmoCalculator excel doc. 2.) Rescales all stock bodies to 5x their current radius. 3.) Furthermore, all planets (not moons) orbits are moved to 10x their orbit from the center G6V Star. (Amazingly the math here works out to have perfect solar output for Kerbin, unlike stock). 4.) Moons are moved to 5x their original orbital distance. 5.) Kopernicus's density calculator facility is then used to generate realistic masses/densities/surface gravities, etc for all objects. (Yes, this results in all objects having a lower ASL gravity, Kerbin is about ~0.45x normal). 6.) To represent Kerbal development in a lower gee environment, engine/RCS thrust output is halved and if a reliablilty mod like Kerbalism is used, burn time+ignitions doubled. Kerbals can also not jump any higher than usual on Kerbin, as their jump strength has been multiplied by 0.45x to represent the new surface environment. 7.) If Principia is present, retrobop modification is applied to keep Jool stable (may not be needed but better safe than sorry). 8.) To ensure the worlds are not entirely flat at this rescale, landscape height is raised a bit (technically x1.25) and the PQS level is raised a 2 levels. Required mods are Kopernicus & SigmaDimensions You'll get a better experience if you add the following optional mods: EVE (Volumterics work too), Scatterer, Parallax, Kronometer (Custom Calendar is explained in zip of release), uses 24h days. If you want to play "hard mode" try adding Principia (it works and is how I play!) When starting a game, always set Kerbal Gee Tolerance to 0.5x for best experience. Also, Only use Terrain Preset high in Settings or Parallax may spaz out, plus I didn't setup any other presets. Screenshot time (these may contain some of the optional mods + nonstock parts, but nothing commercial, see bottom of post for links to more barebones screenshots): Barebones Screenshots (No optional mods): https://imgur.com/a/73GMwKC All optional (sans commercial) mods screenshots: https://imgur.com/a/den8jEy Thank you for reading, I personally use this mod so feel free to report issues and I'll be happy to fix them! As you can tell, I'm very much not past Minmus yet in actual gameplay so there could be some, lol! -RTB EDIT: Astrogator DeltaV calc screenshots added here (zoom):
  10. New in this latest version release-197: 1.) We have added fallback behavior for proper loading if a planet pack doesn't like the new HomeWorldName option, or is not updated for it, in particular cbNameLater users (Sorry about that RSS users). See Known Bugs & Caveats for known bugs.
  11. Just for users info we have discovered the latest HomeWorldName changes don't play well with existing mods using cbNameLater. Most will probably update shortly, but for an example of how users can fix this fairly simple issue, here is an example MM config for RSS. Just drop in a .cfg file anywhere in GameData: @Kopernicus_config { HomeWorldName = Earth }
  12. I never use Kerbnet but I'll look into it as it does appear it is a legit issue. Thanks for the report. Also, the new release has been promoted to stable, plus a bugfix to go with it: New in this latest version release-196: 1.) At some point recently, a bug was introduced that made Kopernicus_Config parameters hard if not impossible to patch with ModuleManager. This has been fixed. 2.) As the new planetary option code seems stable after a day of playing with it, we are marking this release as stable. Do keep in mind some mods need to be made aware of this new option for it to work with any value other than "Kerbin." Scatterer is one such case. PRs incoming. See Known Bugs & Caveats for known bugs.
  13. New in this latest bleeding edge prerelease version release-196 RC1: 1.) Added Kopernicus_Config.cfg option HomeWorldName, a string, default set to "Kerbin." This option enables you to for the first time ever, to have a homeworld and KSC at something other than a body named "Kerbin" by changing this simple option, without mucking about with displayName, or worse, cbNameLater, a deprecated option. cbNameLater will likely be removed in the near future if this works well. 2.) Note you can't just randomly swap your homeworld, you need to edit in a KSC into your target site like always. This feature is more for pack authors. 3.) Because this change involved a lot of restructuring of Kopernicus (which for years, has assumed the homeworld will always be "Kerbin"), this is a bleeding edge testing release for at least a few days. See Known Bugs & Caveats for known bugs.
  14. There are a lot of things that run within 100m of the terrain to prevent a bug known as the "Sinking bug" that occurs on anything more distant from the center sun than stock Eeloo (basically you would previously sink into terrain on those bodies randomly and die, lol). These will affect performance slightly, but shouldn't be too heavy. I think it's more likely that there is some issue with the pack in question, again. Sorry I can't be of more help. Good luck. If you want to risk the sinking bug at the possiblility of improving performance, you can try turning off Kopernicus GUI option "DisableDistantColliders" to disable such bug fixes that run within 100m of a body. Also, new release. This one just contains an option to help some our planet packs with truly interstellar grade ranges: New in this latest version release-195: 1.) Add option TrulyMassiveSystem, which trades some optimizations and potential bugs for working better with well, Truly Massive Systems. Helps stabilize manauever nodes in such environments. Small performance hit. Default false. 2.) The above option was not added to Kopernicus GUI because it is really more for pack authors. Find it in the Kopernicus_Config.cfg file after a run of the game. See Known Bugs & Caveats for known bugs.
  15. You might be experiencing one of the bugs KSPCF fixes. Basically the orbit solver built into the game doesn't handle custom systems well if they have bodies that are "far out" or highly eccentric and can spazz out with random lag on timewarp on those bodies. If you install KSPCF it will fix that bug. This could be handy for some users, thanks for doing it! Though clearly the docs are helpful, we still do need to update our docs pretty bad though... *sighs*
  16. They likely have subdivision minLevel of the PQS set too high for such a small body. Just what I would guess. That would result in it trying to make insanely detailed terrain to the point it errors out, much like setting tessellation way too high. Either way at this point in Kopernicus's dev process (in which we are mostly stable) I would suspect a pack configuration issue before anything else. So yeah, report it to the pack authors and link this post perhaps if they need pointers. There is also a small chance that if the body is less than 250m is radii that the actual landing detection code is screwing up, because it kind of relies on celestial bodies being bigger than that as a "safe zone." If you could gather some data on which bodies cause this, and what planet pack they are from, I could take a look at whether it is a Kopernicus bug or not, and provide pointers on a fix regardless.
  17. If you honestly want to know what's keeping me, it's some of the game breaking bugs that I encountered on day 1. I'm sure they're better now, of course, but really, I am honestly waiting for science modes launch to take a second look at the status of the game. Hopefully the improvement will be large.
  18. New in this latest version release-193: 1.) Hotfix for some obscure cbNameLater bugs involving RealismOverhaul. PS: This is a deprecated function, but we keep it about because it has no direct replacement and some big mods depend on it. Please strongly consider using anything else if you are able. See Known Bugs & Caveats for known bugs.
  19. FYI the Kopernicus team has figured out the issue that was making Kopernicus break on the latest update with RP-1. An additional workaround is now available that will probably be deployed by the RP-1 team shortly, in the text file /GameData/Parallax/Config/ParallaxGlobal.cfg please set "enableScatters" to false. Standard scatters should still work, to my knowledge the RP-1 team does not use Parallax scatters, and having it on while not using them was causing some kind of weird parallax Kopernicus joint bug that would've been very hard to see coming. Apologies. EDIT: RP-1 has deployed this fix in their configs, meaning you can safely update now. EDIT EDIT: A full incident report and summary of the bug that caused this (which is not going to be fixed because it's so obscure and easy to work around) has been added to the Bugs and Caveats document, as bug entry #8. Tl;dr: If you use the deprecated unsupported option "cbNameLater" with Parallax scatters, oddities may happen. Really, just avoid cbNameLater if at all possible people, it will make your life easier.
  20. We have received reports that the last update breaks something in RP-1. If you are using that, hold off on this update. We will have a fix soon.
  21. New in this latest version release-192: 1.) Replaced the biome caching/downsampling mechanism that mods such as Parallax relied on with a new, modern, fast biome storage solution enginered by the famous @gotmachine of Kerbalism and KSPCF fame. 2.) The new system does not use downsampling (it's much faster even without it) so the old config setting ScatterLatLongDecimalPrecision is gone. 3.) We also fixed a compatability regression with a fairly old mod that was unlikely to be updated (Sigma Replacements), caused by a variable rename. See Known Bugs & Caveats for known bugs. Translation of the above: Parallax might run a bit faster.
  22. New in this latest version release-191: 1.) A bugfix to the sinking-distant-body-terrain-bug workaround system that had completely stopped working due to a COVID-induced fever-dream of an optimization I attempted that would never have worked. Reverted that one optimization and kept the rest, to the benefit of all kerbal kind. 2.) Performance is still good overall, this one (now reverted) optimization was just a bad idea. See Known Bugs & Caveats for known bugs.
  23. The 190 prereleases have finished, have a new stable release based on the work done there: New in this latest version release-190: 1.) Merged all bleeding edge performance enhancing commits, this is going to result in a minor performance boost globally for most users. 2.) Adopted new toolbar logo, courtesy @JadeOfMaar 3.) Misc minor bugfixes along the way (see bleeding edge PR changelogs at github for details). See Known Bugs & Caveats for known bugs.
  24. It won't harm the situation worse to try removing it, but Kopernicus doesn't actually have any known bugs like that. It sounds like a broken mod install somewhere. Still, the approach of just "removing Kopernicus and seeing if it goes away" is reasonable for a troubleshoot. Just make sure you also remove anything that depends on it. PS: Sorry for the slow work everyone, I caught a human virus from 2019 somewhere. I wish it would clear, very clingy thing. Will be back at it soon!
  25. New in this latest version release-190 RC6: 1.) Fixed yet another minor nullref caused by past optimizations, this time in ringshader land. Thanks for the reports, everyone, keep them coming. 2.) We are closing on release with this one. Barring any real bugs for around 2 days, it's very possible one of these next releases will actually end up being release 190. Just FYI. 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).
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