KillAshley

[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!

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Kopernicus (v0.3.3)

And that there, is the solution that got mine to load.

I hadn't updated Kopernicus yet, after reading that keeping the older version had better performance, so I tried with 0.3.3 and it works now

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I can confirm the solution to that problem, also hung on loading then noticed that I should probably update Kopernicus

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I can look into some sort of seti compatibility soon, but I have quite a few other things to sort out first :wink:

Ok, you can send me a PM or something to tell me when it is out. Thanks. I do love this mod, started a new career with it.

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I got hit by the Mun orbit shift issue in NH 1.6.4 with Kopernicus 0.3.1. My lander was suffering phantom rotation so I went back to the space centre then back to the lander. The lander on its suborbital trajectory, a station in a 30 km 33 degree inclined orbit, and a probe in a higher polar orbit had all had their orbits shifted.

Not sure what I can do to help. I might be able to post before and after saves if you think that's useful.

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Wanting to add the oceans to "Better Buoyancy" mod but don't have a clue what the

name = default

//Kerbin

BodyOceanDensity

{

bodyIndex = 1

bodyOceanDensity = 1.5

}

Values are or where they can be found? Would really appreciate the headsup cause your mod has become a mandatory now days.

Thx Dren

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I got hit by the Mun orbit shift issue in NH 1.6.4 with Kopernicus 0.3.1. My lander was suffering phantom rotation so I went back to the space centre then back to the lander. The lander on its suborbital trajectory, a station in a 30 km 33 degree inclined orbit, and a probe in a higher polar orbit had all had their orbits shifted.

Not sure what I can do to help. I might be able to post before and after saves if you think that's useful.

yeah I would be interested in those saves :)

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It seems you forgot to add the flightGlobalsIndex line back into the planet configs :P I copied the lines over from 1.6.4 and it loaded fine.

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Wanting to add the oceans to "Better Buoyancy" mod but don't have a clue what the

name = default

//Kerbin

BodyOceanDensity

{

bodyIndex = 1

bodyOceanDensity = 1.5

}

Values are or where they can be found? Would really appreciate the headsup cause your mod has become a mandatory now days.

Thx Dren

TBH I really have no idea, I can look into it soon for you.

It seems you forgot to add the flightGlobalsIndex line back into the planet configs :P I copied the lines over from 1.6.4 and it loaded fine.

stoopid Github reverting my revert. Don't worry I reverted the revert of my revert and reverted the fix (have i lost you yet?)

I'm chucking up a small hotfix as I type, thanks for pointing it out! :wink:

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yeah I would be interested in those saves :)

Interestinly, I had another accident of this sort... but this time it hit 2 satellites in low Kerbin orbit!

Sadly I didn't think about keeping a save, rather rushing to get them back to where they should have been. If it happens again, I'll PM you save and modlist

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Interestinly, I had another accident of this sort... but this time it hit 2 satellites in low Kerbin orbit!

Sadly I didn't think about keeping a save, rather rushing to get them back to where they should have been. If it happens again, I'll PM you save and modlist

by "low" do you mean <100 km?

100km is a weird threshold under 100 km the physics are calculated differently than over.

NH has added a fix for the mun, taking the value down to 10 km

I'm tempted to suggest moving it down to 70 for kerbin too.

I'm not sure that's the reason of the issues, but I think it may be something related to that

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by "low" do you mean <100 km?

100km is a weird threshold under 100 km the physics are calculated differently than over.

NH has added a fix for the mun, taking the value down to 10 km

I'm tempted to suggest moving it down to 70 for kerbin too.

I'm not sure that's the reason of the issues, but I think it may be something related to that

Actually, no. The first satellite was low, as it was the remnant of my first satellite launch (70-80 km), but the second craft was my telescope, which was above 250 km (I know it was because it doesn't function below that threshold)

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Actually, no. The first satellite was low, as it was the remnant of my first satellite launch (70-80 km), but the second craft was my telescope, which was above 250 km (I know it was because it doesn't function below that threshold)

no idea then

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Hello!

Ash, have you been thinking about making NH a binary system? I think it would be cool to have like M-class red dwarf sharing a close barycenter with Kerbol (using Sigma's binary tool). Though it will certainly render Ernus orbit unstable if KSP were using n-body physics.

Also, I cannot send you a PM, your inbox is full. I have created an alternate NH cloud config, which I'd like to send you.

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Hello!

Ash, have you been thinking about making NH a binary system? I think it would be cool to have like M-class red dwarf sharing a close barycenter with Kerbol (using Sigma's binary tool). Though it will certainly render Ernus orbit unstable if KSP were using n-body physics.

Also, I cannot send you a PM, your inbox is full. I have created an alternate NH cloud config, which I'd like to send you.

SigmaBinary cannot handle moving the sun yet. But I'm working on it.

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Hello!

Ash, have you been thinking about making NH a binary system? I think it would be cool to have like M-class red dwarf sharing a close barycenter with Kerbol (using Sigma's binary tool). Though it will certainly render Ernus orbit unstable if KSP were using n-body physics.

Also, I cannot send you a PM, your inbox is full. I have created an alternate NH cloud config, which I'd like to send you.

sry, cleared up my inbox now :wink:

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I notice that you don't have science defs for Aptur for the stock experiments (along with other of the small moons). Since that is the first planet many people will visit, I would suggest adding them. You do have them for DMagic, though, so that's nice.

Great job with this. I love it!

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I notice that you don't have science defs for Aptur for the stock experiments (along with other of the small moons). Since that is the first planet many people will visit, I would suggest adding them. You do have them for DMagic, though, so that's nice.

Great job with this. I love it!

:blush: i thought they were already done! damn.....I'll get on it straight away

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So I finally landed and recovered a Kerbal from the surface of Titanus. Exciting! Challenging! 10/10, would burn up in atmosphere again.

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So I finally landed and recovered a Kerbal from the surface of Titanus. Exciting! Challenging! 10/10, would burn up in atmosphere again.

lol good to hear! the big question though - Did you manage to get those Kerbals home again? :wink:

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I did! Of course, I had to send a ship down to low orbit to get him, and then send another ship to get that one when it ran out of gas. It's a good thing Kerbals are patient.

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I did! Of course, I had to send a ship down to low orbit to get him, and then send another ship to get that one when it ran out of gas. It's a good thing Kerbals are patient.

I bet that would be an interesting mission to play out using life support mods

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Hi I've been experiencing a major issue for some time now. When I have the textures set to full resolution my game will randomly crash. I can play the game for a hour before it crashed or it will crash on startup. When I set the option to half res the game runs fine.

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Hi I've been experiencing a major issue for some time now. When I have the textures set to full resolution my game will randomly crash. I can play the game for a hour before it crashed or it will crash on startup. When I set the option to half res the game runs fine.
Sounds like the usual memory usage issue. Try removing other mods, running using DX11 or OpenGL, or running on Linux.

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