Thomas P.

[1.7.3-1 + Backports] Kopernicus & KittopiaTech

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@Thomas P. Thanks for the quick update! Also, I'm certain you'll find the thing bugging the space center view in time.

 

About Kopernicus bugs, wasn't there a solar panel bug when moving/reparenting Kerbin? Well, I've been playing New Horizons + Uncharted Lands for quite a while now, and solar panels seems to work fine. Note that NH moves and reparents Kerbin while UL retextures it. So is either the bug not showing up in my save, or am I mistaken? In that case, what exactly is the issue? I'd like to know so I can avoid making mods that cause the bug to appear.

 

Something else that bothers me, I've released my own planet pack a while ago, Planet Cyran, and for some weird reason there's a lagspike when focusing on Cyran. I don't know what's causing it. Cyran uses two 1024x512 maps and one 1024x1024 texture, as well as a ring texture that is 1x1024 pixels. The config file:

Spoiler

@Kopernicus:AFTER[Kopernicus]
{
	Body
	{
		name = Cyran
		Debug
		{
			update = true
			exportBin = true
		}
		cacheFile = PlanetCyran/Cache/Cyran.bin
		Template
		{
			name = Jool
		}
		ScaledVersion
		{
			Material
			{
				texture = PlanetCyran/PluginData/Cyran_color.dds
				normals = PlanetCyran/PluginData/CloudNormal.dds
				Gradient
				{
					0.0 = 0.7843,0.3686,0.1137,1.0
					0.5 = 0.0,0.2588,0.1686,1.0
					1.0 = 0.0196,0.0196,0.0196,1.0
				}
			}
		}
		Rings
		{
			Ring
			{
				texture = PlanetCyran/Textures/DebrisRingTexture.png
				unlit = true
				lockRotation = true
				angle = 0
				innerRadius = 1500
				outerRadius = 2000
				color = 1,1,1,1
			}
		}
		Properties
		{
			description = A huge and somewhat angry looking gas giant, Cyran is as much loved as it is feared. The decay of radioactive elements in the planet's core have heated up the planet, and thus it seems to glow. It is also quite warm close to this planet due to the heat generated by the radioactive decay, so be careful with aerobraking, you might just melt from the sheer temperature of the atmosphere. The heat does mean that orbiting stations can cut back on the heating fee, however.
			radius = 8000000
			geeASL = 1.7
			timewarpAltitudeLimits = 0 5000 10000 40000 60000 1000000 7500000 40000000
			ScienceValues
			{
				flyingLowDataValue = 11
				flyingHighDataValue = 8
				inSpaceLowDataValue = 6.5
				inSpaceHighDataValue = 5.5
				recoveryValue = 6
				flyingAltitudeThreshold = 100000
				spaceAltitudeThreshold = 3000000
			}
			biomeMap = PlanetCyran/PluginData/Cyran_biome.dds
			Biomes
			{
				Biome
				{
					name = Lower Storms
					value = 1
					color = 0,0,0,1
				}
				Biome
				{
					name = Upper Storms
					value = 1
					color = 0,0,1,1
				}
				Biome
				{
					name = Jet Streams
					value = 1
					color = 0,1,0,1
				}
				Biome
				{
					name = Glowing Bands
					value = 1.2
					color = 1,0,0,1
				}
				Biome
				{
					name = Superstorm
					value = 1.5
					color = 1,1,1,1
				}
			}
		}
		Orbit
		{
			referenceBody = Sun
			semiMajorAxis = 37500000000
			inclination = 7
			eccentricity = 0.2
			longitudeOfAscendingNode = 8
			argumentOfPeriapsis = 120
			meanAnomalyAtEpoch = 80
			epoch = 3
			color = 0.7843,0.3686,0.1137,1.0
		}
		Atmosphere
		{
			ambientColor = 0.7843,0.3686,0.1137,1.0
			lightColor = 0.3,0.7,0.9,1.0
			enabled = true
			oxygen = false
			altitude = 500000
			//pressure = 20atm
			pressureCurve
			{
				key =	0		2026.5		-2.3861032E-02	-2.3861032E-02
				key =	25000	1429.974	-1.874E-02		-1.874E-02
				key =	50000	1089.499733	-1.10526E-02	-1.10526E-02
				key =	75000	877.3438667	-7.898412E-03	-7.898412E-03
				key =	100000	694.5792	-6.7220272E-03	-6.7220272E-03
				key =	125000	541.2425333	-5.587972E-03	-5.587972E-03
				key =	150000	415.1805333	-4.5620536E-03	-4.5620536E-03
				key =	175000	313.1398667	-3.6662648E-03	-3.6662648E-03
				key =	200000	231.8673333	-2.9006024E-03	-2.9006024E-03
				key =	225000	168.1097333	-2.265072E-03	-2.265072E-03
				key =	250000	118.6137333	-1.7596752E-03	-1.7596752E-03
				key =	275000	80.126		-1.384408E-03	-1.384408E-03
				key =	300000	49.39333333	-1.072656E-03	-1.072656E-03
				key =	325000	26.4932		-6.4787736E-04	-6.4787736E-04
				key =	350000	16.99946667	-2.6319728E-04	-2.6319728E-04
				key =	375000	13.33333333	-1.47416E-04	-1.47416E-04
				key =	400000	9.628666667	-1.4602136E-04	-1.4602136E-04
				key =	425000	6.032266667	-1.3347736E-04	-1.3347736E-04
				key =	450000	2.9548		-1.0450136E-04	-1.0450136E-04
				key =	475000	0.8072		-5.9096E-05		-5.9096E-05
				key =	500000	0			-3.2288E-05		-3.2288E-05
			}
			temperatureSeaLevel = 700
			temperatureCurve
			{
				key =	0		700			-0.0004277778		-0.0004277778
				key =	180000	516.1350844	-0.00006059058667	-0.00006040381333
				key =	315000	516.1350844	0.00006040381333	0.00006040381333
				key =	465000	647.467167	0.00003301429333	0.00003301429333
				key =	840000	647.467167	-0.00004552855333	-0.00004552855333
				key =	1200000	446.8872591	-0.00006059058667	-0.00006059058667
				key =	1350000	446.8872591	0.00003158496667	0.00003158496667
				key =	1500000	549.5650691	0.00004630694		0.00004630694
				key =	1875000	0			-0.00002997394		-0.00002997394
			}
			temperatureSunMultCurve
			{
				key =	0			1	0			0
				key =	38461.53846	0.5	-0.000012	-0.00002052898
				key =	42380.88462	0	0			0
				key =	77165.30767	0	0			0
				key =	182112.6923	0.2	0			0
				key =	276154.4615	0.2	0			0
				key =	351113.846	0	0			0
				key =	500000		0.4	0			0
			}
			pressureCurveIsNormalized = false
			temperatureCurveIsNormalized = false
		}
	}
}

 

(I put it inside a spoiler for the people that follow this thread, it means they won't get a super-long E-mail)

Edited by The White Guardian

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31 minutes ago, Thomas P. said:

Made the spacecenter scene less buggy

What's this? I've never noticed any problems in the space center

31 minutes ago, Thomas P. said:

Randomization for the main menu body

Oooh that will be fun. What a great addition thx!

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2 minutes ago, The White Guardian said:

About Kopernicus bugs, wasn't there a solar panel bug when moving/reparenting Kerbin? Well, I've been playing New Horizons + Uncharted Lands for quite a while now, and solar panels seems to work fine. Note that NH moves and reparents Kerbin while UL retextures it. So is either the bug not showing up in my save, or am I mistaken? In that case, what exactly is the issue? I'd like to know so I can avoid making mods that cause the bug to appear.

Not sure what you mean. Might be that I fixed and forgot it :D

1 minute ago, Gaiiden said:

What's this? I've never noticed any problems in the space center

If you install a config like GN, where kerbin orbits a star that orbits something else, the SpaceCenter view is broken. :wink:

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1 minute ago, Thomas P. said:

If you install a config like GN, where kerbin orbits a star that orbits something else, the SpaceCenter view is broken. :wink:

Seriously? While I've worked so hard to add GN compatibility to everything I coded? Ahaha! :D Aww, what a poor timing for me to add GN compatibility.

Welp, at least it's only a SpaceCenter view issue. What is the issue actually, is it still possible to access the buildings somehow or is the game broken?

Edited by The White Guardian

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42 minutes ago, The White Guardian said:

Seriously? While I've worked so hard to add GN compatibility to everything I coded? Ahaha! :D Aww, what a poor timing for me to add GN compatibility.

Welp, at least it's only a SpaceCenter view issue. What is the issue actually, is it still possible to access the buildings somehow or is the game broken?

I think the sky just goes black.

---

Thanks for the speedy update!

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1 hour ago, Speadge said:

Edit: may i ask what the "onDemand" optimization looks like? I disabled it and was fine with that since i didnt care about RAM.
Will this new way still stutter, but less or in which way did u optimize it?

Basically it consists of two parts.  First, when a planet goes out of view the textures are no longer discarded immediately.  Instead, a note is made of the time and if, after "onDemandUnloadDelay" seconds have passed, the planet hasn't come back into view then they are discarded.  Second, the code that actually loads the DDS or PNG textures from disk used to allocate either 1 (for PNG) or 2 (for DDS) byte arrays to hold the data before it is passed to the Unity Texture2D class.  These large array allocations have been totally eliminated resulting in much less garbage being generated and the loading being a bit faster.  The two fixes combined both reduce the number of times that textures get loaded and almost eliminate the garbage generated by doing so.

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1 hour ago, The White Guardian said:

About Kopernicus bugs, wasn't there a solar panel bug when moving/reparenting Kerbin? Well, I've been playing New Horizons + Uncharted Lands for quite a while now, and solar panels seems to work fine. Note that NH moves and reparents Kerbin while UL retextures it. So is either the bug not showing up in my save, or am I mistaken? In that case, what exactly is the issue? I'd like to know so I can avoid making mods that cause the bug to appear.

that bug never affected NH because of how it worked. basically not only you need to reparent kerbin, but you need to reparent it around a star which is very far from the center of the universe and (like this wasn't enough) you also need to have multiple stars because the bug only appeared when switching between one star and the other.

:wink:

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1 hour ago, The White Guardian said:

Seriously? While I've worked so hard to add GN compatibility to everything I coded? Ahaha! :D Aww, what a poor timing for me to add GN compatibility.

Welp, at least it's only a SpaceCenter view issue. What is the issue actually, is it still possible to access the buildings somehow or is the game broken?

The bug with the solar panels occur when Kerbin is orbiting a separate star to Kerbol (or the intake Sun)

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56 minutes ago, Sigma88 said:

that bug never affected NH because of how it worked. basically not only you need to reparent kerbin, but you need to reparent it around a star which is very far from the center of the universe and (like this wasn't enough) you also need to have multiple stars because the bug only appeared when switching between one star and the other.

:wink:

Bascially: Koperncius suddenly hates the concept of galaxy mods. Welp, at least there are a few things necessary in order to make the bug appear in the first place, which means that it doesn't occur that often. What does the solar panel bug do anyway? Disable them entirely?

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3 minutes ago, The White Guardian said:

Bascially: Koperncius suddenly hates the concept of galaxy mods. Welp, at least there are a few things necessary in order to make the bug appear in the first place, which means that it doesn't occur that often. What does the solar panel bug do anyway? Disable them entirely?

I havent tried with 1.1 yet

using 1.0.6 ships used to explode when changing lightsource from a star to another

and to prevent that I disabled stars power output in GN so basically you did not get power from solar panels

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So after installing the 1.1.3 update and the latest Kopernicus, solar panels no longer generate power.  They show direct sun exposure, but show 0.0 exposure amount and 0.0 ec generated.  I still have un-updated RSS installed, could that be the culprit?

EDIT: Installed the latest RSS from the RSS Github page, still showing direct sun exposure, but still 0/0 for power generation.  Trying to walk back some other mods to see if any of them are doing it.

Edited by MaxPeck

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1 hour ago, MaxPeck said:

So after installing the 1.1.3 update and the latest Kopernicus, solar panels no longer generate power.  They show direct sun exposure, but show 0.0 exposure amount and 0.0 ec generated.  I still have un-updated RSS installed, could that be the culprit?

EDIT: Installed the latest RSS from the RSS Github page, still showing direct sun exposure, but still 0/0 for power generation.  Trying to walk back some other mods to see if any of them are doing it.

It looks like the suggestion I made to account for the change to solar panels in KSP 1.1.3 was incorrect.  Rather than changing sunTransform to sunDotTransform, it should have been changed to sunTransformLocal (or possibly sunTransformScaled, though I think it should probably be the Local one).  I'll submit a PR shortly...

Edit: I have now submitted a PR to fix this issue.  I have tested it briefly in OPM around one of Sarnus' moons but would appreciate others testing it too.  If you feel up to it then please try replacing the DLLs in your GameData/Kopernicus/Plugins folder with the ones from this zip.

Edited by Padishar

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I got a really odd issue with this new version. I've got the Galactic Neighborhood installed and a few compatible planet packs listed in the thread. I've got a station in orbit around Kerbin sitting at around 400 km in a circular orbit. In the latest version of Kopernicus each time I run the game the orbit of the station changes. AP gets increased by around 15 km and PE decreases by around 15 km. When I go to the tracking station I can see for a split second that the station is for some reason orbiting the Sun instead of Kerbin, after a second or two the station gets translated to Kerbin. Can you point me in the right direction of a possible cause of the issue? Thanks.

P.S. I've downloaded the 1.0.5 source from GitHub and compiled that against KSP 1.1.3 & applied 1.1.3 API fixes and attempted the same procedure, with this version station's orbit was unchanged.

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Hello lensflares

http://steamcommunity.com/sharedfiles/filedetails/?id=708810997

http://steamcommunity.com/sharedfiles/filedetails/?id=708813278

uhh maybe add a range or size from distance modifier for this, its a little crazy with galactic neighborhood XD. still awesome!

Edited by Kepler68

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41 minutes ago, mario-sov said:

P.S. I've downloaded the 1.0.5 source from GitHub and compiled that against KSP 1.1.3 & applied 1.1.3 API fixes and attempted the same procedure, with this version station's orbit was unchanged.

What do you mean by this?  Do you mean the problem happens with KSP 1.1.3 and the official Kopernicus 1.1 release but it doesn't happen if you build Kopernicus for 1.1.3 yourself based on the source for 1.0.5?  What changes did you make?  Have you tried the DLLs I linked in the post before yours?

As with all issues, your best bet is to upload your output_log.txt/player.log file somewhere and link it here.

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4 minutes ago, Padishar said:

What do you mean by this?  Do you mean the problem happens with KSP 1.1.3 and the official Kopernicus 1.1 release but it doesn't happen if you build Kopernicus for 1.1.3 yourself based on the source for 1.0.5?  What changes did you make?  Have you tried the DLLs I linked in the post before yours?

As with all issues, your best bet is to upload your output_log.txt/player.log file somewhere and link it here.

Yes, KSP 1.1.3 and Kopernicus 1.1 (official) cause the described issue. And I compiled 1.0.5 source against the KSP 1.1.3 and applied your latest PR for the solar panels, as well I also changed the CompatibilityChecker.

I haven't tried your dlls. I will later although I am not certain that these will resolve the issue as far as I can see your changes resolve the solar panel issue. I will make another run at the game with 1.1 and post the logs, I did check them before and I wasn't able to find anything relevant to the issue.

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5 hours ago, Padishar said:

It looks like the suggestion I made to account for the change to solar panels in KSP 1.1.3 was incorrect.  Rather than changing sunTransform to sunDotTransform, it should have been changed to sunTransformLocal (or possibly sunTransformScaled, though I think it should probably be the Local one).  I'll submit a PR shortly...

Edit: I have now submitted a PR to fix this issue.  I have tested it briefly in OPM around one of Sarnus' moons but would appreciate others testing it too.  If you feel up to it then please try replacing the DLLs in your GameData/Kopernicus/Plugins folder with the ones from this zip.

The new DLLs are working as intended - Checked Gigantors both on the launch pad and in Kerbin orbit; both recharging. Reloaded another save that was showing the basic panels not working with the old dll's but are now working with the new DLL's.

Have OPM and KerbalOrigin loaded so will test planets tonight. If there are no updates to this post then all is well (as far as has been found on this machine).

Thanks for the quick work.

Edited by Morashtak
typo

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23 minutes ago, Kepler68 said:

Hello lensflares

http://steamcommunity.com/sharedfiles/filedetails/?id=708810997

http://steamcommunity.com/sharedfiles/filedetails/?id=708813278

uhh maybe add a range or size from distance modifier for this, its a little crazy with galactic neighborhood XD. still awesome!

this is something I've already solved in my development version :)

still other stuff to work on tho, look out for an update soon TM

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10 minutes ago, mario-sov said:

Yes, KSP 1.1.3 and Kopernicus 1.1 (official) cause the described issue. And I compiled 1.0.5 source against the KSP 1.1.3 and applied your latest PR for the solar panels, as well I also changed the CompatibilityChecker.

I haven't tried your dlls. I will later although I am not certain that these will resolve the issue as far as I can see your changes resolve the solar panel issue. I will make another run at the game with 1.1 and post the logs, I did check them before and I wasn't able to find anything relevant to the issue.

Ok, it sounds like one of the other changes since 1.0.5 may have broken something.  I'll take a look at your log when you post it and if I can't see anything then I'll set up a test install and try to reproduce...

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anyone else seeing this black atmosphere around Kerbin?

OkRSSScl.png

Goes away when I remove Kopernicus, comes back with just Kopernicus and Squad.

Output log

Also, is there something that needs to be done for the random start screen planet? I only ever see Kerbin, even with OPM installed. Or does it only kick in after you return to the main menu from a save?

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6 hours ago, Padishar said:

It looks like the suggestion I made to account for the change to solar panels in KSP 1.1.3 was incorrect.  Rather than changing sunTransform to sunDotTransform, it should have been changed to sunTransformLocal (or possibly sunTransformScaled, though I think it should probably be the Local one).  I'll submit a PR shortly...

Edit: I have now submitted a PR to fix this issue.  I have tested it briefly in OPM around one of Sarnus' moons but would appreciate others testing it too.  If you feel up to it then please try replacing the DLLs in your GameData/Kopernicus/Plugins folder with the ones from this zip.

Confirmed the DLLs appear to be working properly. Thanks!

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I released a hotfix for the solar panels, get it from Github as usual.

As for the black atmosphere: That appears to be only the case in main menu. In flight everything works good.

As for the orbit issue: @mario-sov please try again with 1.1.1.

Runs to get the bus now

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My thanks for the swift update, I appreciate the amount of work a major mod takes and it's not something many people would take on lightly. Thanks again.

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Is anyone else getting a bug where it's impossible to load or start a game?

Whenever I load up ksp with kopernicus installed and try to load or start a game all the buttons grey out and nothing happens. I've tried installing nothing but kopernicus and the error still persists, I even tried a full clean reinstall of ksp and it still happens. I was trying to get it to work with the outer planets mod, the debug log simply says nullrefrence when I click a button:

WvNNjsG.png

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