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[1.12.x] Kopernicus Stable branch (Last Updated February 12th, 2024)


R-T-B

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New in this latest version release-107:

1.) Following a final drop of bugfixes, the biome filter parameter allowedBiomes for scatters is now stable and usable. It now performs as expected, and very quickly to boot!

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

Edited by R-T-B
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New in this latest version release-108:

1.) The modder-centered Public method PQSMod_BiomeSampler.GetPreciseBiome(double lat, double lon, CelestialBody cb) was not translating coordinates correctly. This has been fixed. The more commonly used method PQSMod_BiomeSampler.GetCachedBiome was not affected by this bug.

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more well... dense than before. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so...

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New in this latest version release-109:

1.) Activate a new PQS-biome coordinate caching mechanism. Uses a dictionary lookup on nearby biome coordinate queries to speed up the process (yes, we had a command for this before, but it didn't use the caching system until now. It's ready for primetime).

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so...

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New in this latest version release-110:

1.) Bugfix for new biomecacheloader to properly load on 1.10.x and earlier (yes, including 1.8.x).

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so...

PS:  If you are curious, all this caching logic nonsense might be to support a very famous mod that may be making a debut in the near future...

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4 hours ago, Feellikeapple said:

I know this is a thing but, its worth mentioning. i tried to load kopernicus with the outer planets mod and it kinda just gave me an infinite loading screen

 

was it with 1.10.x or earlier?

You may find the latest release fixes it.  Briefly we had a loading glitch on 1.9.x and earlier similar to that.

If not, ksp.log from game dir please.  We'll help you diagnose.

Edited by R-T-B
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New in this latest version release-111:

1.) Patch for nullref spam when a camera was not available (such as in mission control).

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so...

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New in this latest version release-112:

1.) Added compatibility boolean parameter to Kopernicus_Config.cfg "UseIncorrectScatterDensityLogic." Default false. This is a compatability option for old modpacks that were built with the old (wrong) density logic in mind. Turn on if scatters seem too dense. Please do not use in true in new releases.

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option

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Kopernicus release-113

New in this latest version release-113:

1.) Fixed some more distant-sinking body fix scenarios.  Also fixed a bug where solar panels would occasionally be blocked by the fix gameobject.

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic.

Edited by R-T-B
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On 6/13/2022 at 3:02 AM, R-T-B said:

was it with 1.10.x or earlier?

You may find the latest release fixes it.  Briefly we had a loading glitch on 1.9.x and earlier similar to that.

If not, ksp.log from game dir please.  We'll help you diagnose.

im running 1.12, ill give you the logs when im home

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9 hours ago, modus said:

Saw release 111 this morning, made mental note to download. Wanted to download, already 2 extra releases. 

You speedreleasemachine!

The "rolling release" is aparently gaining momentum.

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New in this latest version release-114:

1.) Added a modder requested function to the biome filter system.

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic.

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New in this latest version release-115:

1.) Better coordinate clamping for the allowedBiomes filter, this helps when it is fed improperly wrapped coordinates.

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic.

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New in this latest version release-116:

1.) Biome clamping bugfix. For secret modder projects, won't effect end users much.  Still, download to be ready for future things.

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods.

4.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

5.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic.

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If your wondering why all the "modder centered" bugfixes:

Some big mods are using our new biomeFilter in the near future, so best stay updated.  Also, we discovered an amazing fact during all this that needed an army of bugfixes.  That fact is, squad uses a great many coordinate systems throughout their game, including latitude longitude in : Degrees, radians, both degrees and radians, and radians plus something that is apparently completely custom and thought up by what I'm pretty sure is actual monkeys, but only for longitude.

If you need to convert from "monkey radians" to normal ones, the logic to do so is follows.

First, convert to degrees (because why not?)

Then, subtract 90, then invert the value (multiply by negative 1).

Now, convert it back to radians.  You have normal radians from monkey radians.

It's been real.  Frankly the whole thing is like a bad version of this horrible piece of Americana:

You got degrees in my radians!  Hey, why is there monkey fur in this?

Edited by R-T-B
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54 minutes ago, R-T-B said:

It's been real.  Frankly the whole thing is like a bad version of this horrible piece of Americana:

You got degrees in my radians!  Hey, why is there monkey fur in this?

KSP was build up from different pieces of code from different people with little to no efforts on standardisation. I'm betting that contractors were hired to deliver discrete components for the game without enforced guidelines, and once the component was delivered, the internal team had to scramble and try to make the damned thing work with the rest of the codebase.

I had worked before on a really big corporation that relied heavily on contractors (I was one of the code monkeys responsible for stitching components together). We had similar results.

Edited by Lisias
better phrasing
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3 minutes ago, Lisias said:

KSP was build up from different pieces of code from different people with little to no efforts on standardisation. I'm betting that contractors were hired to deliver discrete components for the game without enforced guidelines, and once the component was delivered, the internal team had to scramble and try to make the damned thing work with the rest of the codebase.

I had worked before on a really big corporation that relied heavily on contractors (I was one of the code monkeys responsible for stitching components together). We had similar results.

I believe that and have known that for a while, but it still surprised me to see them invent a completely new imaginary standard when existing international standards exist.

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1 hour ago, R-T-B said:

First, convert to degrees (because why not?)

Then, subtract 90, then invert the value (multiply by negative 1).

Now, convert it back to radians.  You have normal radians from monkey radians.

In time, this sounds like an angle flipping [no!! hand rule conversion!!! :)] to me . It's easier to flip an angle [easier to understand it] in degrees than radians.

5 minutes ago, R-T-B said:

I believe that and have known that for a while, but it still surprised me to see them invent a completely new imaginary standard when existing international standards exist.

Different code made for different 3d engines have different representations for the same thing.

KSP is a 11 years old codebase, and gathered code from old school people that worked on many different 3d engines (and I'm betting some of them even worked on a custom one - I did!!!).

Edited by Lisias
Hand rule conversion!
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2 hours ago, Lisias said:

In time, this sounds like an angle flipping [no!! hand rule conversion!!! :)] to me . It's easier to flip an angle [easier to understand it] in degrees than radians.

Yes, you could do it in Radians without the degrees conversion, I just chose to do it that way to illustrate what's going on.

 

2 hours ago, Lisias said:

Different code made for different 3d engines have different representations for the same thing.

Yes, but...  this isn't an established convention.  That's the only thing that's surprising to me.  Using an established convention would've made more sense personally.  Then again they probably never thought we'd be picking their poor code apart. ;)

Oh, btw:

New in this latest version release-117:

1.) Ultra shader fixes. Particularly, oceans now obey their settings with the Ultra shader setting.

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) If your modded body is experiencing terrain flicker, it may benefit from a fix similar to what is found in body Tylo's PQS system.cfg, but we are no longer playing babysitter for all mods there due to unwanted side effects.

4.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic.

Edited by R-T-B
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New in this latest version release-118:

1.) The longstanding bug in which PQS/terrain would sometimes flicker on bodies that weren't setup JUST RIGHT has been fixed. Now you can use whatever PQS maxlevel (and other settings) you want.  Rejoice!

Known Bugs:

1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any edits made while playing the game will not be preserved. Edit the file only with the game exited, please.

2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively.

4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error.

Known Caveats:

1.) The 1.12.x release series works on 1.12.x,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x.

2.) Multistar Solar panel support requires an additional config file, attached to release.

3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic.

Modders commentary: I am very happy at the rate we are closing the fixable known-caveats and bugs.  I can only hope it continues!  It's been a very good week.

Edited by R-T-B
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1 hour ago, DeliriumTrigger said:

Man you've been killin it with these releases lately.  

My philosophy has always been to get the fixes out as fast as possible.

Unfortunately, sometimes a new bug creeps in during all that. :D Last release has some coloration bugs in some mods terrain and fog, the cause has been found and it will be fixed shortly.  Just FYI if anyone is experiencing that.  JNSQ seems particularly...  green at the KSC.

Edited by R-T-B
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