Thomas P.

[1.8.1-1] Kopernicus & KittopiaTech

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There is a bug in the current TWP version that messes up a lot of mods, I suggest rolling back to the previous version until it is dealt with. 

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Hi all. Is there a bug with this version that is causing crazy lag when you get near the ground? I'm having crazy FPS drop when landing on any planet including Kerbin. 

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4 minutes ago, schwank said:

Hi all. Is there a bug with this version that is causing crazy lag when you get near the ground? I'm having crazy FPS drop when landing on any planet including Kerbin. 

 

 

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I've got a black sky problem, kopernicus spammed a lot of NRE in ksp.log, like this

[EXC 11:41:42.791] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.SharedScaledSpaceFader.Update ()

 

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Yeah, i got that as well. Patch actually made it worse as recommended by  a prior user. To the point it would not load. Makes me wish I could simply disable its logging. The patch appears to have destroyed my save file.

Further research has validated a conflict between this version of transfer window planner and Koppernicus. Regrettable. This is likely the cause of the above poster's NRE's also. Reverted to old twp

Verified patch is actually safe and effective.. highly recommend. Purely TWP causing the issues on my end.

Edited by Maelstrom Vortex

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On 8/22/2019 at 10:25 PM, Jognt said:

I saw you got it sorted, there's a step-by-step on how to do it 5 posts above yours on this page though.

Well if you manage to actually splash down you can probably complete them. If you've found some spots of water, be sure to take a selfie. You could even start a hypetrain by posting said selfie on the internets saying "Look, I found water!", without saying why the water is there :D. (But that'd be a bad person thing to do I think ;) )

The patch posted fixed my FPS issue on landing, but I've gotten splashdown on Minmus flats. With SVE+SVT there is actually water being rendered on the flats, albeit in an epileptic inducing flickering. Does anyone know a way to reduce the sea level of a body, or remove the texture rendering, with a patch to Kopernicus?

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10 hours ago, Keyring said:

Does anyone know a way to reduce the sea level of a body, or remove the texture rendering, with a patch to Kopernicus?

I had to add a placeholder ocean to Minmus in Alien Space Programs to deal with home world frame rate issues. The solution involved enlarging Minmus ever so slightly to cover all of the water.

	@PQS
	{
		Mods
		{
			VertexHeightOffset
			{
				offset = 10
				enabled = True
				order = 1000000
			}
		}
	}

…or something like this. +10 metre radius.

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On 8/24/2019 at 6:20 PM, nubeees said:

I'm having an issue which seems to be linked to switching stars in map view. It causes my vessel to overheat and explode while sitting on the launchpad, often times displaying a temperature of infinity!

Logs:

https://www.mediafire.com/file/8w7abk8ajiw68vs/Logs-Kopernicus.zip/file

My suspicion is this is somehow linked to ModularflightIntegrator, but I could certainly be wrong. 

Only mods installed are the most recent releases of:

  • Module manager
  • Kopernicus
  • ModularFlightIntegrator
  • To Boldly Go

this is on a fresh install of KSP, as I've been trying to isolate this bug for a few days now.

Any help is greatly appreciated!

I'm going to have to bump this again.

Playing with star luminosity and isolation is somewhat mitigating the issue but not eliminating it. I'm running out of ideas.

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11 hours ago, Gordon Fecyk said:

I had to add a placeholder ocean to Minmus in Alien Space Programs to deal with home world frame rate issues. The solution involved enlarging Minmus ever so slightly to cover all of the water.

Spoiler


@PQS
	{
		Mods
		{
			VertexHeightOffset
			{
				offset = 10
				enabled = True
				order = 1000000
			}
		}
	}

 

…or something like this. +10 metre radius.

Cheers, I'll give this a shot, didn't think about enlarging the terrain. Spent hours trying to find ways to reduce sea levels, there are parameters for ocean height in Kopernicus, but didn't seem to do anything, also spent some time researching adjusting sea level but still not sure how Kopernicus determines sea level. Also determined that the texture is the water shader from Scatterer, not SVE+SVT.

I removed Kopernicus, OPA and SVT for the time being (I like my pretty KSP), and it ate one of my stations in Kerbin orbit randomly o.0. 

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I'm trying to make a City-Wide planet in Kopernicus but I have a problem with the texture of some of my 3d models.

When I load them in Blender or unity the UV works but when they appear on my planet everythings seems offset and with the wrong size. (picture below)

I was also wondering if I can change the Scatters spawning distance vertically independently of the XY plane.

I also want my building to emit Light, How do I do it ?

Some of my building are spawning inside other building, can I avoid that ?

Finally when I'm in orbit I've got those Bump on the side of my planet do it have to do with the offset of my Vertex Height map or the planet'sNormal map ?

Thanks for all your help so far.

Spoiler

The Building with the texture problem (Tower4)

lse2hxF.jpg

The Bump on the side of My planet

jc9IBvC.jpg

My game Data Folder

nxESIl0.png

The PQS part of the config File

Spoiler
PQS
        {
            minLevel = 2
            maxLevel = 8
            minDetailDistance = 4
            maxQuadLengthsPerFrame = 0.03
            fadeStart = 50000
            fadeEnd = 100000
            
            materialType = AtmosphericExtra
            allowFootprints = False
            
            Material
{
saturation = 1
contrast = 1
tintColor = 1,1,1,0
                powerNear = 1.1
powerFar = 1
                groundTexStart = 0
groundTexEnd = 4000
 
                steepPower = 20
steepTexStart = 2
steepTexEnd = 100000
steepTex = Ecumenopolis/Textures/PluginData/scifi_lights.dds
steepBumpMap = Ecumenopolis/Textures/PluginData/scifi_lights_normal.dds
steepNearTiling = 2000
steepTiling = 1000
                steepTexScale = 0.05,0.05
 
                lowTex = Ecumenopolis/Textures/PluginData/Metal_Plate.dds
lowBumpMap = Ecumenopolis/Textures/PluginData/Metal_Plate_normal.dds
lowNearTiling = 15000
lowMultiFactor = 1000
lowBumpNearTiling = 15000
lowBumpFarTiling = 1000
 
                midTex = Ecumenopolis/Textures/PluginData/metal2.dds
midBumpMap = Ecumenopolis/Textures/PluginData/metal2_normal.dds
midNearTiling = 15000
midMultiFactor = 100
midBumpNearTiling = 20000
midBumpFarTiling = 2000
 
                highTex = Ecumenopolis/Textures/PluginData/metal.dds
highBumpMap = Ecumenopolis/Textures/PluginData/metal_normal.dds
highNearTiling = 15000
highMultiFactor = 100
highBumpNearTiling = 15000
highBumpFarTiling = 1000
 
                lowStart = 0
lowEnd = 0.4
highStart = 3
highEnd = 4
                globalDensity = 0
            }
            Mods
            {
                VertexHeightMap
                {
                    map = Ecumenopolis/PluginData/Ecumenopolis_Height.png
                    offset = 500
                    deformity = 600
                    scaleDeformityByRadius = false
                    order = 20
                    enabled = true
                }
                VertexColorMap
                {
                    map = Ecumenopolis/PluginData/Ecumenopolis_Color.dds
                    order = 10000
                    enabled = true
                }
                LandControl
                {
                    altitudeBlend = 0.01
                    altitudeFrequency = 12
                    altitudeOctaves = 2
                    altitudePersistance = 0.6
                    altitudeSeed = 212121
                    createColors = True
                    createScatter = True
                    heightMap = Ecumenopolis/PluginData/Ecumenopolis_Height.png
                    maxLevel = 8
                    latitudeBlend = 0.05
                    latitudeFrequency = 4
                    latitudeOctaves = 4
                    latitudePersistance = 0.6
                    latitudeSeed = 2752425
                    longitudeBlend = 0.05
                    longitudeFrequency = 4
                    longitudeOctaves = 4
                    longitudePersistance = 0.6
                    longitudeSeed = 7365872
                    useHeightMap = True
                    vHeightMax = 3500
                    order = 9999991
                    enabled = True
                    name = BigCity
                    index = 0
                    altitudeSimplex
                    {
                        frequency = 6
                        octaves = 2
                        persistence = 0.600000023841858
                    }
                    latitudeSimplex
                    {
                        frequency = 4
                        octaves = 4
                        persistence = 0.600000023841858
                    }
                    longitudeSimplex
                    {
                        frequency = 4
                        octaves = 4
                        persistence = 0.600000023841858
                    }
                    scatters
                    {
                        Scatter
                        {
                            materialType = BumpedDiffuse
                            mesh = Ecumenopolis/PluginData/Buildings/Models/HugePyramid.obj
                            castShadows = False
                            densityFactor = 0.03
                            maxCache = 1024
                            maxCacheDelta = 64
                            maxLevelOffset = 0
                            maxScale = 5
                            maxScatter = 50
                            maxSpeed = 300
                            minScale = 3
                            instancing = True
                            IgnoreDensityGameSetting = False
                            recieveShadows = False
                            name = HugePyramid
                            seed = 524892
                            verticalOffset = -0.25
                            delete = False
                            collide = True
                            science = False
                            spawnChance = 0.02
                            Material
                            {
                                mainTex = Ecumenopolis/PluginData/Buildings/Textures/HugePyramid.dds
                                bumpMap = Ecumenopolis/PluginData/Buildings/Textures/HugePyramidnormal.dds
                                mainTexScale = 1,1
                                mainTexOffset = 0,0
                                bumpMapScale = 1,1
                                bumpMapOffset = 0,0
                                color = 0.5,0.5,0.5,0.4
                                globalDensity = -1.5E-02
                            }
                            Components
                            {
                                ScatterColliders
                                {
                                }
                            }
                        }
                        Scatter
                        {
                            materialType = Diffuse
                            mesh = Ecumenopolis/PluginData/Buildings/Models/Tower1.obj
                            castShadows = False
                            densityFactor = 0.03
                            maxCache = 1024
                            maxCacheDelta = 64
                            maxLevelOffset = 0
                            maxScale = 1.5
                            maxScatter = 50
                            maxSpeed = 300
                            minScale = 0.8
                            recieveShadows = False
                            IgnoreDensityGameSetting = True
                            name = Tower1
                            seed = 1918517
                            verticalOffset = -0.25
                            delete = False
                            collide = True
                            science = False
                            Material
                            {
                                mainTex = Ecumenopolis/PluginData/Buildings/Textures/Tower1.dds
                                bumpMap = Ecumenopolis/PluginData/Buildings/Textures/Tower1normal.dds
                                mainTexScale = 1,1
                                mainTexOffset = 0,0
                                bumpMapScale = 1,1
                                bumpMapOffset = 0,0
                                color = 0.5,0.5,0.5,0.4
                                globalDensity = -1.5E-02
                            }
                            Components
                            {
                                ScatterColliders
                                {
                                }
                            }
                        }
                        Scatter
                        {
                            materialType = Diffuse
                            mesh = Ecumenopolis/PluginData/Buildings/Models/Tower2.obj
                            castShadows = False
                            densityFactor = 0.03
                            maxCache = 1024
                            maxCacheDelta = 64
                            maxLevelOffset = 0
                            maxScale = 2
                            maxScatter = 80
                            maxSpeed = 300
                            minScale = 1.3
                            recieveShadows = False
                            IgnoreDensityGameSetting = True
                            name = Tower2
                            seed = 498421989
                            verticalOffset = -0.25
                            delete = False
                            collide = True
                            science = False
                                Material
                            {
                                mainTex = Ecumenopolis/PluginData/Buildings/Textures/Tower2.dds
                                bumpMap = Ecumenopolis/PluginData/Buildings/Textures/Tower2normal.dds
                                mainTexScale = 1,1
                                mainTexOffset = 0,0
                                bumpMapScale = 1,1
                                bumpMapOffset = 0,0
                                color = 0.5,0.5,0.5,0.4
                                globalDensity = -1.5E-02
                            }
                            Components
                            {
                                ScatterColliders
                                {
                                }
                            }
                        }   
                        Scatter
                        {
                            materialType = Diffuse
                            mesh = Ecumenopolis/PluginData/Buildings/Models/Tower3.obj
                            castShadows = False
                            densityFactor = 0.03
                            maxCache = 1024
                            maxCacheDelta = 64
                            maxLevelOffset = 0
                            maxScale = 1.5
                            IgnoreDensityGameSetting = True
                            maxScatter = 50
                            maxSpeed = 300
                            minScale = 0.8
                            recieveShadows = False
                            name = Tower3
                            seed = 2982892
                            verticalOffset = -0.25
                            delete = False
                            collide = True
                            science = False
                            Material
                            {
                                mainTex = Ecumenopolis/PluginData/Buildings/Textures/Tower3.dds
                                bumpMap = Ecumenopolis/PluginData/Buildings/Textures/Tower3normal.dds
                                mainTexScale = 1,1
                                mainTexOffset = 0,0
                                bumpMapScale = 1,1
                                bumpMapOffset = 0,0
                                color = 0.5,0.5,0.5,0.4
                                globalDensity = -1.5E-02
                            }
                            Components
                            {
                                ScatterColliders
                                {
                                }
                            }
                        }       
                        Scatter
                        {
                            materialType = Diffuse
                            mesh = Ecumenopolis/PluginData/Buildings/Models/Tower4.obj
                            castShadows = False
                            densityFactor = 0.03
                            maxCache = 1024
                            maxCacheDelta = 64
                            maxLevelOffset = 0
                            maxScale = 3
                            maxScatter = 50
                            IgnoreDensityGameSetting = True
                            maxSpeed = 300
                            minScale = 2
                            recieveShadows = False
                            name = Tower4
                            seed = 591268
                            verticalOffset = -20
                            delete = False
                            collide = True
                            science = False
                            Material
                            {
                                mainTex = Ecumenopolis/PluginData/Buildings/Textures/Tower4.dds
                                bumpMap = Ecumenopolis/PluginData/Buildings/Textures/Tower4normal.dds
                                mainTexScale = 1,1
                                mainTexOffset = 0,0
                                bumpMapScale = 1,1
                                bumpMapOffset = 0,0
                                color = 0.5,0.5,0.5,0.4
                                globalDensity = -1.5E-02
                            }
                            Components
                            {
                                ScatterColliders
                                {
                                }
                            }
                        }
                    }
                    landClasses
                    {
                        Class
                        {
                            alterApparentHeight = 0
                            alterRealHeight = 0
                            color = 0.2,0.2,0.2,1
                            coverageBlend = 1
                            coverageFrequency = 35
                            coverageOctaves = 12
                            coveragePersistance = 0.8
                            coverageSeed = 48921
                            name = CityClass
                            latDelta = 1
                            latitudeDouble = True
                            lonDelta = 1
                            minimumRealHeight = 0
                            noiseBlend = 0.75
                            noiseColor = 0.118218,0.168411687,0.05128971,1
                            noiseFrequency = 30
                            noiseOctaves = 6
                            noisePersistance = 0.9
                            noiseSeed = 52984259
                            delete = False
                            altitudeRange
                            {
                                endEnd = 1.2
                                endStart = 1.1
                                startEnd = 0.81
                                startStart = 0.8
                            }
                            coverageSimplex
                            {
                                frequency = 6
                                octaves = 8
                                persistence = 0.5
                            }
                            latitudeDoubleRange
                            {
                                endEnd = 0.9999999999
                                endStart = 0.9999999
                                startEnd = 0.0012
                                startStart = 0.001
                            }
                            latitudeRange
                            {
                                endEnd = 0.999999
                                endStart = 0.9999
                                startEnd = 0.00001
                                startStart = 0
                            }
                            longitudeRange
                            {
                                endEnd = 2
                                endStart = 2
                                startEnd = -1
                                startStart = -1
                            }
                            noiseSimplex
                            {
                                frequency = 20
                                octaves = 3
                                persistence = 0.76
                            }
                            scatters
                            {
                                Scatter
                                {
                                    density = 0.05
                                    scatterName = HugePyramid
                                }
                                Scatter
                                {
                                    density = 0.4
                                    scatterName = Tower1
                                    order = 9999996
                                }
                                Scatter
                                {
                                    density = 0.4
                                    scatterName = Tower2
                                    order = 9999997
                                }
                                Scatter
                                {
                                    density = 0.4
                                    scatterName = Tower3
                                    order = 9999994
                                }
                                Scatter
                                {
                                    density = 0.4
                                    scatterName = Tower4
                                    order = 9999993
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

 

 

Edited by Vortinium

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Preface Aspie disclaimer: this is NOT about any "demanding", "pushing", or whatsoever, just a simple polite question by a fellow addicted player  :)

I recently had to remove Kopernicus as a dependency for SVT due to the known issues with BG's surface features.

Now all CB's terrains look bland, bleh. I don't like it all. :( 

Any chance you guys will have a fixed Kopernicus version available in the foreseeable future (I'm aware of the work around, but as the name says, it's a workaround, not a solution)?

Nothing against SQUAD, but they say KSP 1.8 will incorporate Unity upgrade to the underlying engine of the game to Unity 2019.2

From personal life experience I take it that it will take months for our modders to catch up, provided they find the time, energy, and most important the incentive - again! - to adapt to the new version, in particular with KSP 2. on the horizon.

Sigh...

Thanks in advance for your time and efforts, much appreciated :) 

Edited by VoidSquid
Changed wording due to Aspie/NT communication difficulties

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3 minutes ago, VoidSquid said:

Preface: this is NOT about any "demanding", "pushing", or whatsoever, just a simple polite question by a fellow addicted player  :)

I recently had to remove Kopernicus as a dependency for SVT due to the known issues with BG's surface features.

Now all CB's terrains look bland, bleh. I don't like it all. :( 

Any chance you guys will have a fixed Kopernicus version available in the foreseeable future (I'm aware of the work around, but as the name says, it's a workaround, not a solution)?

Nothing against SQUAD, but they say KSP 1.8 will incorporate Unity upgrade to the underlying engine of the game to Unity 2019.2

From personal life experience I take it that it will take months for our modders to catch up, provided they find the time, energy, and most important the incentive - again! - to adapt to the new version, in particular with KSP 2. on the horizon.

Sigh...

Thanks in advance for your time and efforts, much appreciated :) 

Which known issue do you refer to?

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8 minutes ago, Jognt said:

Which known issue do you refer to?

Massive FPS drop with landed vessels, down do about 1 FPS sometimes, if BG surface features are active.

P.S.: I'm really sad, KSP w/o SVT sucks :(  And new textures in 1.8? Tbh, I trust our fellow modders more than Squad, no offense.

Edited by VoidSquid

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Thanks, appreciated, but that might lead to unsupportable forks, seen that only too often in the past.

And that "fix", that's not a true solution, just a workaround, unfortunately.

At any rate, thanks for the efforts, @coyotesfrontier :) 

 

Edited by VoidSquid
Corrected typos

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18 minutes ago, VoidSquid said:

Thanks, appreciated, but that might lead to unsupportable forks, seen that only too often in the past.

And that "fix", that's not a true solution, just a workaround, unfortunately.

At any rate, thanks for the efforts, @coyotesfrontier :) 

 

Link in my sig ;) 

afaik that bug is fixed in the current master branch, you could compile it yourself, try the bandaid patch in my sig, or wait for an official update. :) 

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8 minutes ago, Jognt said:

afaik that bug is fixed in the current master branch, you could compile it yourself, try the bandaid patch in my sig, or wait for an official update. :) 

If the master branch can be just compiled and used - what is stopping the actual fixed release?

Asking for purely noobish scienctic reasons. :)

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14 minutes ago, Jognt said:

afaik that bug is fixed in the current master branch

Then I'm probably blind:

Kopernicus-Kopernicus-Kopernicus-is-a-mo

Master branch says last commit 30.7.2019.

20 minutes ago, Jognt said:

you could compile it yourself

I'm not that smart, sorry :( 

21 minutes ago, Jognt said:

try the bandaid patch in my sig

Like I said: 

1 hour ago, VoidSquid said:

I'm aware of the work around, but as the name says, it's a workaround, not a solution

 

22 minutes ago, Jognt said:

or wait for an official update

That's exactly what I'm hoping for :) 

1 hour ago, VoidSquid said:

Any chance you guys will have a fixed Kopernicus version available in the foreseeable future (I'm aware of the work around, but as the name says, it's a workaround, not a solution)?

Shameless less quote:

1 hour ago, VoidSquid said:

I trust our fellow modders more than Squad, no offense

 

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36 minutes ago, KerbMav said:

If the master branch can be just compiled and used - what is stopping the actual fixed release?

Asking for purely noobish scienctic reasons. :)

Real life, future releases, future plans, take your pick :) 

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31 minutes ago, Jognt said:

Real life, future releases, future plans, take your pick :) 

Pfff, who would ever pick real life - give me future releases! ;D

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7 minutes ago, KerbMav said:

Pfff, who would ever pick real life - give me future releases! ;D

You know you're a nerd when RealLife.get() throws a NullReferenceException.. Or when you make this joke in the first place..

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14 minutes ago, Jognt said:

You know you're a nerd when RealLife.get() throws a NullReferenceException

You made my day, best laugh I had for quite a time! :D 

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Follow up regarding Kopernicus and SVT:

I value these too much, if there's no true solution, I'll abandon BG features to have my Kopernicus and SVT back.

Guys: thanks, you rock! :) 

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Hi, I've just started playing with Kopernicus and I have noticed that when you are in a hyperbolic solar orbit I only get a short stub of a trajectory line, which only stretches back from the craft towards the sun (on the outbound leg at least) is there any way  (mod or config) to get a trajectory line which shows which direction I am currently heading and where I will end up?

Also distant stars implemented with Kopernicus, are they in a very slow orbit around the sun or are they fixed in place?

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3 hours ago, tomf said:

Hi, I've just started playing with Kopernicus and I have noticed that when you are in a hyperbolic solar orbit I only get a short stub of a trajectory line, which only stretches back from the craft towards the sun (on the outbound leg at least) is there any way  (mod or config) to get a trajectory line which shows which direction I am currently heading and where I will end up?

Also distant stars implemented with Kopernicus, are they in a very slow orbit around the sun or are they fixed in place?

I've never experienced your first issue, so I have no answer for that.

Regarding your second question, as far as I know, they are in slow orbits.  As I understand it, everything orbits around one central body, typically the Sun.  However, not long ago Kopernicus introduced the ability to use custom orbital periods, so perhaps they can be put into a fixed position by setting the orbital period to 0.  I don't know of any mods that actually do that, however.

(edit)

It just occurred to me that setting the orbital period to 0 is going in the wrong direction.  To effectively fix a body's position, the orbital period would have to be set to an insanely large value.
 

Edited by OhioBob

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