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R-T-B

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  1. New in this latest version release-167: 1.) This is a mostly minor release, previously vetted in my personal save, so consider it "update safe." All it does is patch a small memleak on game reloading. Further fixes are forthcoming someday, but this felt important enough to get out early. 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).
  2. Frankly, no. That would be a horrible idea for the games continued sale and commercial value, and we all think it's worth that, right? Also, anything devs need to do with the source, they can do with reflection and other tools. KSPCF and Kopernicus have both done such things. We could use some additonal blessings of course re things like Harmony, but meh.
  3. Unfortunately no. LandClass boundries are a stock game thing. I don't decide the range of the decimal precision inside Kopernicus, I just expose them. It might be possible to alter the stock code for enhanced precision, though. I will look into this at some point, but I can't give an estimate just yet, sorry. You might try binding your scatters to a biome, that may allow some precision, but you'd need to paint a biome for the city.
  4. That's a bit of a loaded question, as actually doing a Kopernicus config requires some knowledge of how the game does configs first. I'd advise getting familiar with how ModuleManager syntax works (you should be able to google that), and then consulting the Kopernicus wiki: https://kopernicus.github.io/wiki/ You will probably have a lot of reading to do, but you'll understand things better if you know where to look and keep at it. Also, remember: It takes persistence to learn. That applies to a lot in life by the way, including my own adoption of this mod. I certainly had no idea what I was doing at first, frankly, but I've come a long way!
  5. I've not heard that one reported. Can anyone else test this and confirm? Personally I kind of expect another mod conflict at play... but could be wrong. Sorry for my absence... another game had my attention for a bit. But back to kerbal now.
  6. 10x scale is indeed "hard mode," you aren't alone in struggling there if that's any help lol.
  7. hmmm. Very odd indeed. Without being able to replicate it will be hard to fix, but my best guess is it's related to the floating point errors the game has with larger systems. Thanks for the video, I'll keep an eye out for it.
  8. If it happens when loading up the game, it's usually caused by an outdated firespitter.dll. Or at least I've seen it caused by that. Not sure what to say beyond that, as I don't know what firespitter.dll does, just seen it introduce issues before with old versions.
  9. There could be two causes for that: 1.) The initial fix for it only worked if you exited the KSC, and then exited to main menu. If you are seeing that symptom, updating to the latest will fix it. 2.) Some users have reported they need this option enabled/checked for the fix to work right: ResetFloatingOriginOnKSCReturn. Do note that if you enable that, it messes with some mods like Kerbal Constructs, so if you can do without that work around, do so. Yes, you need that config file for multiple stars and that would be my chief suspect for the issue reported. If he does have it installed it's possible one of his power mods is incompatible with Kopernicus multistar handling. In that case, he could try removing it and pray the mod authors of whatever power mod he is using sorted out the multistar issue. No promises though. Most mods ignore that issue completely, assuming only Kerbol sadly. There is a wiki, but it's pretty pathetic. Honestly improving it really should be my next priority: https://kopernicus.github.io/wiki/
  10. 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).
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. @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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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