computercat04 214 Posted October 26, 2020 Share Posted October 26, 2020 Kopernicus (Bleeding Edge) is displaying a message in the main menu: Kopernicus wasn't able to load the custom planetary system due to an exception in the loading process. I'm trying to use RSS with 2k textures in version 1.10.1 . Here's the KSP.log. https://mega.nz/file/hK5DXC6J#_a3MbLaEhAvV0B6jKnxS7FpCypfwdNEVkh14tb-icsg Quote Link to post Share on other sites
computercat04 214 Posted October 27, 2020 Share Posted October 27, 2020 Kopernicus (Bleeding Edge) is displaying a message in the main menu: Kopernicus wasn't able to load the custom planetary system due to an exception in the loading process. I'm trying to use RSS with 2k textures in version 1.10.1 . Here's the KSP.log. https://mega.nz/file/hK5DXC6J#_a3MbLaEhAvV0B6jKnxS7FpCypfwdNEVkh14tb-icsg Quote Link to post Share on other sites
Juba 7 Posted October 28, 2020 Share Posted October 28, 2020 Hey @R-T-B I am using the 1101 version and I am getting this message from B9 Part switch. At first I thought it from Near Future Solar or KSPIE but after reading here and there it seems Kopernicus causing it. KSP Log filehttps://drive.google.com/file/d/1YAuABIWLElWrNncxwpVTSIbQr6DttUlW/view?usp=sharing Quote Link to post Share on other sites
hemeac 495 Posted October 29, 2020 Share Posted October 29, 2020 (edited) On 10/28/2020 at 11:34 PM, Juba said: Hey @R-T-B I am using the 1101 version and I am getting this message from B9 Part switch. At first I thought it from Near Future Solar or KSPIE but after reading here and there it seems Kopernicus causing it. KSP Log filehttps://drive.google.com/file/d/1YAuABIWLElWrNncxwpVTSIbQr6DttUlW/view?usp=sharing @Juba, Could you try testing your game with Near Future and Kopernicus, but exclude Interstellar and see if you still get the errors? I suspect that it is a combination of the three that is producing the error. Should be a "relatively" easy fix if that is the issue. Edited October 29, 2020 by hemeac Quote Link to post Share on other sites
Juba 7 Posted October 29, 2020 Share Posted October 29, 2020 20 minutes ago, hemeac said: @Juba, Could you try testing your game with Near Future and Kopernicus, but exclude Interstellar and see if you still get the errors? I suspect that it is a combination of the three that is producing the error. Should be a "relatively" easy fix if that is the issue. Well I did and the message went away.. huh! Here is the new log file if you need it https://drive.google.com/file/d/1I4pyyWrtK7HBE8txqD4KLWQQRUBdWGKd/view?usp=sharing Quote Link to post Share on other sites
hemeac 495 Posted October 29, 2020 Share Posted October 29, 2020 6 hours ago, Juba said: Well I did and the message went away.. huh! Here is the new log file if you need it https://drive.google.com/file/d/1I4pyyWrtK7HBE8txqD4KLWQQRUBdWGKd/view?usp=sharing Thanks for reporting, this appears to be an issue with a patch in Kopernicus, it is occurring as it appears that Interstellar is adding is open solar panel code to parts. Quote Link to post Share on other sites
StoneWolfPC 108 Posted October 29, 2020 Share Posted October 29, 2020 1 hour ago, hemeac said: Thanks for reporting, this appears to be an issue with a patch in Kopernicus, it is occurring as it appears that Interstellar is adding is open solar panel code to parts. Yep, I've had the same error, and it didn't always do this. It started a couple updates ago I guess but I had just noticed it last week lol. I wonder if it's something that happened after the last patch for interstellar extended? Anyway, is there a quick dirty cfg that might force one or the other solar panel codes to sit in the back and play nice when they detect each other? I'm not worried one way or other honestly, as you guys will get it done when you can. Just curious if that might make life easier for you. Quote Link to post Share on other sites
hemeac 495 Posted October 29, 2020 Share Posted October 29, 2020 @StoneWolfPC, it was different a few versions ago and was changed to solve another problem with JNSQ and BDB. Looks like that introduced an issue with KSPIE. As an untested hot-patch, you could try changing line 42 of Kopernicus/Config/SolarPanels.cfg to @name = KopernicusSolarPanels. That may not be the final solution as will need to test through combinations of mods in which this patch has created issues in the past Quote Link to post Share on other sites
R-T-B 1,552 Posted October 30, 2020 Author Share Posted October 30, 2020 (edited) Thanks for looking into this @hemeac, feel free to make a pull request or ping me if you figure it out. I'm neck deep in the new comet system I'm writing for us, which should come out this weekend, hence my recent silence (busy busy busy lol). Also, the "quick and dirty" fix to go with single solar panel code if you are in a single star system (and thus avoid the pitfalls of mod compatability with our multistar code), is to delete Kopernicus/Config/SolarPanels.cfg. There are other ways to attain the same effect, but that is the easiest one to explain. Edited October 30, 2020 by R-T-B Quote Link to post Share on other sites
Juba 7 Posted October 30, 2020 Share Posted October 30, 2020 9 hours ago, hemeac said: As an untested hot-patch, you could try changing line 42 of Kopernicus/Config/SolarPanels.cfg to @name = KopernicusSolarPanels. That may not be the final solution as will need to test through combinations of mods in which this patch has created issues in the past Made the change, No more B9 Warning message, Everything seems fine for now. I cheated to get to another star system, Solar panels recognized the new star and it seems everything working fine. Quote Link to post Share on other sites
StoneWolfPC 108 Posted October 30, 2020 Share Posted October 30, 2020 13 hours ago, hemeac said: @StoneWolfPC, it was different a few versions ago and was changed to solve another problem with JNSQ and BDB. Looks like that introduced an issue with KSPIE. As an untested hot-patch, you could try changing line 42 of Kopernicus/Config/SolarPanels.cfg to @name = KopernicusSolarPanels. That may not be the final solution as will need to test through combinations of mods in which this patch has created issues in the past Thanks, I'll try that! Besides seeing a message warning me, I haven't noticed any odd behavior. I'm no modder or coder so beyond something simple that's explained like you did I would be absolutely lost lol. 7 hours ago, R-T-B said: Thanks for looking into this @hemeac, feel free to make a pull request or ping me if you figure it out. I'm neck deep in the new comet system I'm writing for us, which should come out this weekend, hence my recent silence (busy busy busy lol). Also, the "quick and dirty" fix to go with single solar panel code if you are in a single star system (and thus avoid the pitfalls of mod compatability with our multistar code), is to delete Kopernicus/Config/SolarPanels.cfg. There are other ways to attain the same effect, but that is the easiest one to explain. WOOHOO! Take your time! I'm certainly excited for that though! Quote Link to post Share on other sites
hemeac 495 Posted October 30, 2020 Share Posted October 30, 2020 I did a test this evening and that seems to do the trick and have sent the patch to @R-T-B to review. It came down to the fact that the Kopernicus patch looks to ensure that B9 switch in the Near Future Solar parts can find the kopernicus solar module, but was defined too broadly so would flag any module that has SolarPanel in it's name. It turns out that KSPIE adds a module to all solar panels called FNSolarPanelWasteHeatModule. B9 didn't know which module to patch so it threw an exception and you got the popups. I am not sure what would happen in that situation as I didn't test, but I am guessing you would always get the default advanced charge rate and the basic and concentrated variants would still default to the same values. Quote Link to post Share on other sites
StoneWolfPC 108 Posted October 30, 2020 Share Posted October 30, 2020 9 hours ago, hemeac said: I did a test this evening and that seems to do the trick and have sent the patch to @R-T-B to review. It came down to the fact that the Kopernicus patch looks to ensure that B9 switch in the Near Future Solar parts can find the kopernicus solar module, but was defined too broadly so would flag any module that has SolarPanel in it's name. It turns out that KSPIE adds a module to all solar panels called FNSolarPanelWasteHeatModule. B9 didn't know which module to patch so it threw an exception and you got the popups. I am not sure what would happen in that situation as I didn't test, but I am guessing you would always get the default advanced charge rate and the basic and concentrated variants would still default to the same values. I didn't notice if it still left a wasteheat management on the solar panels with the cfg edit but it did work. I'll check more in a little bit! Thanks guys for the fix. I only wish I had you alls knowledge! Quote Link to post Share on other sites
R-T-B 1,552 Posted October 31, 2020 Author Share Posted October 31, 2020 (edited) On 10/30/2020 at 6:15 AM, hemeac said: I did a test this evening and that seems to do the trick and have sent the patch to @R-T-B to review. It came down to the fact that the Kopernicus patch looks to ensure that B9 switch in the Near Future Solar parts can find the kopernicus solar module, but was defined too broadly so would flag any module that has SolarPanel in it's name. It turns out that KSPIE adds a module to all solar panels called FNSolarPanelWasteHeatModule. B9 didn't know which module to patch so it threw an exception and you got the popups. I am not sure what would happen in that situation as I didn't test, but I am guessing you would always get the default advanced charge rate and the basic and concentrated variants would still default to the same values. To be clear, the solar panel config files are basically your baby right now, lol. I can't claim credit for much of what's left. Very strong thanks for your efforts. They are giving me much needed time to focus on other things in the actual dll. On that note, new release: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 44 R-T-B released this 19 minutes ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 44. It contains the following changes: 1.) Solarpanel.cfg fixes to support more third party solar panels with less work. It should fix a lot of B9Partswitch errors. 2.) Fixes for the colliders on land scatters (due to a small bug in the distance-culling system). These fixes may slightly impact performance, but it should not be significant. If you have performance issues, you can always lower the culling distance in Kopernicus_Config.cfg. Known Bugs: 1.) Solar flux (heat) is not applied to the vessel if you are orbiting a non-center/root star. EC generation still works on solar panels, though. This is a (very) old bug we are just now being made aware of and is mostly applicable to complex systems with multiple stars. We hope to fix it by next release. I won't judge you if you attempt to land on stars with this but you probably shouldn't. Please download the right output zip for your version. "191" zips are for 1.9.1, "1101" for 1.10.1, etc. Thanks and as always, report bugs! -RTB Edited October 31, 2020 by R-T-B Quote Link to post Share on other sites
hemeac 495 Posted October 31, 2020 Share Posted October 31, 2020 16 minutes ago, R-T-B said: To be clear, the solar panel config files are basically your baby right now, lol. I can't claim credit for much of what's left. Very strong thanks for your efforts. They are giving me much needed time to focus on other things in the actual dll. Having introduced the bug, I felt obliged to try and actually fix the issue. Hopefully this will be the final pass, Quote Link to post Share on other sites
R-T-B 1,552 Posted October 31, 2020 Author Share Posted October 31, 2020 55 minutes ago, hemeac said: Having introduced the bug, I felt obliged to try and actually fix the issue. Hopefully this will be the final pass, The initial config I made worked in far less scenarios than what you've provided, so no worries. Quote Link to post Share on other sites
R-T-B 1,552 Posted November 1, 2020 Author Share Posted November 1, 2020 (edited) A wild hotfix just appeared, for some logspam issues: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 45 R-T-B released this 4 minutes ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 45. It contains the following changes: 1.) Bugfix for some logspam relating to meshes, updating is advisable. Known Bugs: 1.) Solar flux (heat) is not applied to the vessel if you are orbiting a non-center/root star. EC generation still works on solar panels, though. This is an old bug we are just now being made aware of and is mostly applicable to complex systems with multiple stars. We hope to fix it by next release. Please download the right output zip for your version. "191" zips are for 1.9.1, "1101" for 1.10.1, etc. Thanks and as always, report bugs! -RTB Edited November 2, 2020 by R-T-B Quote Link to post Share on other sites
R-T-B 1,552 Posted November 2, 2020 Author Share Posted November 2, 2020 (edited) An update on the comet system that is holding up 1.10.1 stable release, and on the new bug that's surfaced (bolded above) that is now taking priority and slowing down it's implementation: The comet system is 50% done, approximately. It's going to be a very high quality product upon release and will mark the first time 1.10.1 can be up for consideration to be promoted to a "stable" build on CKAN. Unfortunately, that is now on hold as I have been made aware of a bug with our multistar implementation, particularly with vessel heating. ECs work fine, but vessels do not heat up on non-root stars. They don't even burn on extremely close orbits, being perfectly happy to be 50m from the literal surface of the sun. This is obviously, not ideal. We looked into a quick fix for this, only to find the problem is quite deep rooted in how multistar works, and basically requiring a rewrite of the system. Basically, it's a complex problem to tackle, and it's taking all of our resources away from the comet system at the moment. I expect to have it done by next weekend though, and then we will be back full steam ahead for the proper comet implmentation. If you asked me now when "1.10.1 stable" would be here, I'd estimate 2-3 weeks (no commitments of course). Sorry for the delays, but a big bug like that can't be ignored. It is being worked on. The multistar heat bug will probably be fixed within 1 week (with a likely 1 week testing period following) for comparison. It is complex indeed (nearly as complex as the comet system), but NOT insurmountable. Thank you again for your patience. Rest assured, work continues, but there may be a lull in releases for a bit while we work on this. If you try to land on a star in the meantime, that's on you, not us (just for the record). Edited November 2, 2020 by R-T-B Quote Link to post Share on other sites
computercat04 214 Posted November 3, 2020 Share Posted November 3, 2020 Kopernicus (Bleeding Edge) is displaying a message in the main menu: Kopernicus wasn't able to load the custom planetary system due to an exception in the loading process. I'm trying to use RSS with 2k textures in version 1.10.1 . Here's the KSP.log. https://mega.nz/file/hK5DXC6J#_a3MbLaEhAvV0B6jKnxS7FpCypfwdNEVkh14tb-icsg Quote Link to post Share on other sites
ffx 20 Posted November 4, 2020 Share Posted November 4, 2020 So i made a config for a new planet but i cant load the planet The config Spoiler @Kopernicus : AFTER [Kopernicus] { Body { name = Jegle cacheFile = FFX planet pack/Cache/Jegle.bin Template { name = Ike removeAllPQSMods = true } Properties { descriptin = The first planet to be discover with the telescope. radius = 560000 geeASL = 0.9 isHomeWorld = false tidiallyLocked = false rotationPeriod = 18000 timewarpAltitudeLimits = 0 5000 5000 10000 15000 30000 60000 ScienceValues { landedDataVaulue = 7 splashedDataVaule = 1 flyingLowDataVaule = 1 flyingHighDataVaule = 1 inSpaceLowDataVaule = 6 inSpaceHighDataVaule = 5 recoveryValue = 5 flyingAltitudeThershold = 30000 spaceAltitudeThershold = 420000 } } Orbit { referenceBody = Sun semiMajorAxis = 42000000000 inclination = 4 eccentricity = 0.05 longitudeOfAscendingNode = 435 argumentOfPeriapsis = 12 meanAnomalyAtEpoch = 21 epoch = 56 color = 0.2,0.6,0.3,1.0 } PQS { Mods { VertexSimplexHeightAbsolute { name = HeightMod1 seed = 672 deformity = 6000 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 1 } VertexSimplexHeightAbsolute { name = HeightMod2 seed = 8762 deformity = 3000 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 2 } VertexSimplexHeightAbsolute { name = HeightMod3 seed = 563 deformity = 1500 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 3 } HeightColorMap { blend = 0.5 enabled = true order = 10 //make this number higher than the HeightMods LandClasses { Class { name = Base altitudeStart = 0 altitudeEnd = 0.1 color = 0.5,0.2,0.1,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.1 altitudeEnd = 0.6 color = 0.6,0.3,0.1,1.0 lerpToNext = true } Class { name = Mid altitudeStart = 0.6 altitudeEnd = 0.8 color = 0.8,0.5,0.2,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.8 altitudeEnd = 2 color = 1.0,1.0,1.0,0.8 lerpToNext = false } } } } } } } I have kopernicus and kitopia bleeding edge Quote Link to post Share on other sites
Entropian 438 Posted November 4, 2020 Share Posted November 4, 2020 Not a Kopernicus modder, but you misspelled "description." Quote Link to post Share on other sites
ffx 20 Posted November 5, 2020 Share Posted November 5, 2020 (edited) english is not my first language but still i cant load the planet Edited November 5, 2020 by ffx Quote Link to post Share on other sites
Dat Kerbal Dude 490 Posted November 5, 2020 Share Posted November 5, 2020 (edited) On 11/4/2020 at 3:35 AM, ffx said: cacheFile = FFX planet pack/Cache/Jegle.bin filepaths data can't recognize the "Spaces" you putted in for some reason ,so ,remove all the space you putted in the Filepath ,it should look like this: cacheFile = FFXplanetpack/Cache/Jegle.bin also,since your planet doesn't have an atmosphere: change this: On 11/4/2020 at 3:35 AM, ffx said: flyingAltitudeThershold = 30000 to this: flyingAltitudeThreshold = 0 Edited November 5, 2020 by Dat Kerbal Dude stopid grammatical errors >:( Quote Link to post Share on other sites
ffx 20 Posted November 5, 2020 Share Posted November 5, 2020 (edited) what is this log Spoiler //=============================================================================================================================================// //===== RTB's Unified Bleeding-Edge Kopernicus 1.10.1-45 - (BuildDate: 01.11.2020 04:42:33; AssemblyHash: bBBkiL/cIPHY12x53Wzjulgy0So=) =====// //=============================================================================================================================================// [LOG 11:40:02]: Logger "Kopernicus" was created [LOG 11:40:02]: Injector.OnDestroy(): Complete Edited November 5, 2020 by ffx Quote Link to post Share on other sites
Entropian 438 Posted November 5, 2020 Share Posted November 5, 2020 13 hours ago, Dat Kerbal Dude said: On 11/4/2020 at 1:35 AM, ffx said: flyingAltitudeThershold = 30000 to this: flyingAltitudeThershold = 0 "Threshold", not "Thershold". Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.