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[1.8.1 - 1.9.1] Kopernicus Continued


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11 hours ago, colonelkittenz said:

Ive heard that there arent any mods that add more solar systems to the game that are compatible with 1.9 . Is this true? And if not, by any chance can someone link me to mod thats compatible. Thanks

 

It's not officially supported, so if you get bugs don't go to them yet, but I'm playing with Galaxies unbound lately with 0 flaws.  There is ONE glitch.  The UI graphics setting lol.  The top slider doesn't do anything. :P  I'm fairly sure it'll be ironed out when they switch to the new kopernicus however.  But the link is 

 

Game version 1.10.1 btw

 

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12 hours ago, colonelkittenz said:

Ive heard that there arent any mods that add more solar systems to the game that are compatible with 1.9 . Is this true? And if not, by any chance can someone link me to mod thats compatible. Thanks

Not true.  Koperniucs 1.9.1-1 should run any planet pack, whether there are extra solar systems or not.

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17 hours ago, R-T-B said:

 

 

We can look at optimizing them some, the new multistar math is probably to blame.  Can I get your actual CPU just so I know what we are dealing with?  No shame.

You can turn off the new solar panels with a small cfg bit.  Just throw the following in a cfg file in gamedata.  This will restore stock behavior, which is fine for singlestar systems.


@PART:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL
{
    useKopernicusSolarPanels = False
}

AMD A10-6790K APU . I'm not using the integrated video, i have a separated 1060.

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On 9/4/2020 at 4:09 AM, R-T-B said:

We can look at optimizing them some, the new multistar math is probably to blame.  Can I get your actual CPU just so I know what we are dealing with?  No shame.

You can turn off the new solar panels with a small cfg bit.  Just throw the following in a cfg file in gamedata.  This will restore stock behavior, which is fine for singlestar systems.


@PART:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL
{
    useKopernicusSolarPanels = False
}

I tried setting up a config file like this, but it has had no effect. I have a vessel wih just 4 depolyable panels. stowed panels: around 13 fps: deployed panels: around 10 fps.

https://imgur.com/a/Uw58rph

Edit: do i need to launch a new vessel to see the updated solar panels ?

Edited by Nicky21
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A new bugfix/feature release of Kopernicus just got pushed to CKAN and stable.  It is "release 1.9.1-2."  It is based on code that has been well-vetted in bleeding edge for about a week now.

Release 2 contains performance optimizations, support for KittopiaTech (a visual editing tool for planet devs), and finally a fix for the large world/JNSQ "Farm patch" bug. 

Regarding the optimizations:  It should give CPU strapped users a nice FPS uplift.  Others may not notice so much.  The code improvements are mainly in the way it templates planets, and some minor optimization tweaks to the solar math.  They aren't major, but if every CPU cycle is counting you may notice it.

KittopiaTech is the major thing in this release.  You can now use it, though it probably has bugs.  Planet devs rejoice!

You can grab an updated KIttopiaTech beta here, for now (yes, it works with my bleeding edge builds too):

https://github.com/R-T-B/KittopiaTech/releases/tag/UBE-Release-1

Edited by R-T-B
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50 minutes ago, Travelbysakura said:

Err.. does this mod work for 1.10 by any means? I've been itching for a new Kopernicus release.. (I got RPM working for the first time in years earlier)

And does anyone know some compatible planet packs? (not too large packs mind you, I don't wanna start TOO big!)

I've got it working on 1.10 with Event Horizon, OPM, and MPE installed if that's any help

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4 hours ago, Travelbysakura said:

Err.. does this mod work for 1.10 by any means? I've been itching for a new Kopernicus release.. (I got RPM working for the first time in years earlier)

And does anyone know some compatible planet packs? (not too large packs mind you, I don't wanna start TOO big!)

We have a beta release for 1.10.1 via what is known as the "bleeding edge."

It's where we put things that we're still working on.  That said, if you don't mind a few oddities with comets (they really only work in stock-style systems), it's pretty much ready for use.

The only thing holding back 1.10.1 from release is really comets and some interfaces for planet authors to control the new Jool shaders.

Edited by R-T-B
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For some reason when I install Kopernicus, after starting the game, I can't click anything. The game does detect my mouse, the buttons light up when I hover over them, but clicking them, any of them, elicits no response. This seems to be caused directly by Kopernicus, because although I havve a lot of other mods installed, deleting Kopernicus fixed the problem, and reinstalling it caused it again. Can someone please help?

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Are you using Clickthroughblocker? I had the same issue the first time I started Kopernicus (Bleeding Edge), too. I thought(!) it was related to Clickthroughblocker - but I was meddling around with a bunch of other mods as well. I deleted it. Got JNSQ working, at some point I reinstalled Clickthroughblocker, and it all worked again. I am using KSP 1.10.1 though. Don't know which version you are using.

Hope it helps. Otherwise I'm out. Sorry.

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1 hour ago, Geryz said:

For some reason when I install Kopernicus, after starting the game, I can't click anything. The game does detect my mouse, the buttons light up when I hover over them, but clicking them, any of them, elicits no response. This seems to be caused directly by Kopernicus, because although I havve a lot of other mods installed, deleting Kopernicus fixed the problem, and reinstalling it caused it again. Can someone please help?

What version of Kopernicus?

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Also I realized that I do have BetterTimeWarp installed, which has ClickThroughBlocker as one of its dependencies, but i actually forgot installing said dependency. So maybe this is somewhat related to the problem? I'll try deleting BetterTimeWarp and give an update
Update: Didn't work

Edited by Geryz
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1 hour ago, Geryz said:

Also I realized that I do have BetterTimeWarp installed, which has ClickThroughBlocker as one of its dependencies, but i actually forgot installing said dependency. So maybe this is somewhat related to the problem? I'll try deleting BetterTimeWarp and give an update
Update: Didn't work

You can open up the debug menu with alt+f12, go to the console tab, then go to the input locks section and click "clear input locks".

 

There's also a mod for this on CKAN 

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Ok so I tried this, but it didn't really work. The debug menus says the input locks are DebugToolbar and MenuNavigation, but after I clear it it only says the only Input lock is DebugToolbar when I hover over it and when I don't, it says there are none, but it still doesn't fix the problem for some reason.

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4 minutes ago, Geryz said:

Ok so I tried this, but it didn't really work. The debug menus says the input locks are DebugToolbar and MenuNavigation, but after I clear it it only says the only Input lock is DebugToolbar when I hover over it and when I don't, it says there are none, but it still doesn't fix the problem for some reason.

LoL, silly me.

ClickThroughBlocker is (duh) what I was thinking about.

Try clicking CTB button.. nNiM8oN.png

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So I Installed ClickThroughBlocker via CKAN but nothing changed. Maybe I didn't install it corrrectly since CKAN didn't even display it as installed? Whatever I'm coming back to this tomorrow, I need some sleep

Edited by Geryz
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3 hours ago, Geryz said:

So I Installed ClickThroughBlocker via CKAN but nothing changed. Maybe I didn't install it corrrectly since CKAN didn't even display it as installed? Whatever I'm coming back to this tomorrow, I need some sleep

Yeah, you may have to uninstall CTB via CKAN (and any associated mods, I suggest you take a screenshot of the ChangeSet tab before you apply).  After that, go into your GameData folder and ensure 000_ClickThroughBlocker folder is completely removed. Then, reinstall with CKAN.

Sometimes things go wonky and you need to provide a clean slate for CKAN.

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