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R-T-B

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Everything posted by R-T-B

  1. The main menu code spins them faster the slower they spin in the actual game, so no, tidally locked is always going to spin like nuts. I have no idea why its like that but go figure.
  2. I believe this is due to the "decal" not being moved along with the KSC (that's the little land patch it sits on. FWIW, I think SigmaDimensions won't have this issue. Although the codebase there is somewhat older (and I thus wish this author nothing but success), it does work pretty well.
  3. It is. It does something different everytime. It just gets more irritating the more I poke at it. I'm going to leave it alone for a bit and hope it forgets about me. KSC2 is haunted.
  4. New in this latest version release-223: 1.) KSC2 has to keep it's duplicate commnet node as it causes SCANSAT to crash otherwise. Thus, readded it and set it to zero range and removed it from lists as a compromise. 2.) KSC2 is STILL frickin' weird. See Known Bugs & Caveats for known bugs.
  5. New in this latest version release-222: 1.) KSC2 handling code hotfix for an additonal Commnet node spontanously appearing out of nowhere (again). 2.) KSC2 is frickin' weird. See Known Bugs & Caveats for known bugs.
  6. New in this latest version release-221: 1.) KSC2 handling code underwent a bugfix so it unpacks correctly again, rather than all inside itself (ick). KSC2 is still friggin' weird in how it's implemented, so I doubt you can do much more editing than to add/remove it. Testing welcome. 2.) There might be some preliminary work in this build to support comets. There might be bugs related to that framework being added, I dunno. But there certainly isn't any comets (yet). Someday, there might be. See Known Bugs & Caveats for known bugs.
  7. The OPs wishes should always take precedence frankly. [snip]
  8. That's really his decision not ours given we aren't exactly paying. You are free to revert or download another mod. That's valid too, of course.
  9. Yeah, sorry LGG, all I can really say here is "reach out to the author" because that sounds like a basic config error. Been herding comets btw, hence my quasi-silence here. Expect a report soon.
  10. I mean if it's a soft deprecation nothing is going to break in flight, you just can't design new craft with it. Given the situation, I respect the authors wishes. If you really need them for new craft, just version lock or something. KSP isn't a moving target anymore, really.
  11. Honestly? Laziness. I tried years ago to add comets to the Kopernicus Generator and it beat me up so now I am afraid/too lazy to try again. I'm actually considering trying again this February, so stand by and see if I get brave enough, lol. Not that I know of... but people have done some crazy things by importing premade models as cache files. Not entirely sure of the specifics there.
  12. I'm unaware of this problem. If anyone ever gets it, logs would help me know what's going on.
  13. New in this latest version release-220: 1.) A small hotfix for the light intensity on setting "KSCLightsAlwaysOn." previously they were only roughly "50% on" in brightness, now they are fully on. See Known Bugs & Caveats for known bugs.
  14. Thanks OhioBob, I was about to point him to you but you had already replied, lol.
  15. It should be mass lowercase yeah. I honestly have no idea why that would not work, try asking MM people maybe? It could be a MM bug of some kind. BTW, I just realized I only lit up the KSC lights halfway when using the new option, giving them a weird incandescent-bulb like yellow glow. That will be fixed after the holidays, appologies. Oh wow, I just realized you are probably talking about this world and it's cfg is public: https://github.com/dxeh/Outer-Kerbin/blob/WIP/Outer Kerbin/Configs/Phybi.cfg Here is your issue: Phybi does not have a mass key defined at all, instead autocalculating mass from Radius and GeeASL! You can fix that by adding the mass as a key, or manually doing the math from radius and GeeASL (this math is hard, so adding a mass key is probably easier).
  16. New in this latest version release-219: 1.) A small holiday surprise! Added GUI and Kopernicus_Config.cfg parameter "KSCLightsAlwaysOn," if you turn this on or MM patch it on, the KSC lights will always be on (takes full effect next game restart). Useful if mod eclipses bother you because the lights are out during the "day", or for low light systems. See Known Bugs & Caveats for known bugs.
  17. They shouldn't be broken, but not all mods are adapted to the new way they work. Deleting the SolarPanels.cfg is a legit fix if you don't need multistar solar panel math support. Actually, just limiting your stars to 1 in the system will do this automatically. Furthermore, If you list the mods that seem to have problems, I can add them to a blacklist so you don't have to keep deleting SolarPanels.cfg. That said, isolating what mod causes it is a bit of a hunt and peck, so I understand if you don't want to do that. New minor bugfix, also: New in this latest version release-218: 1.) Minor hotfix for duplicate commsites at KSC2/Inland KSC in Kerbin template. This really has no major effect on anyone, but is a strange way to waste resources. See Known Bugs & Caveats for known bugs.
  18. I think with proper textures it may be possible. Not entirely familiar with ring texture requirements but they have transparency you can use, don't they? If so, just make the broken ring portion transparent.
  19. Last release for this month, a minor leftover feature request that was easy to do. New in this latest version release-217: 1.) Added Kopernicus MM version checking support, see file "00Version.cfg" in config folder. This is to help planet modders featuregate based on version feature support. See Known Bugs & Caveats for known bugs.
  20. New in this latest version release-216: 1.) Added a new extended PQSCity class (can be declared under Mods with CityExtended and City2Extended), these extended classes support lethalRadius and may have more functions added in the future. 2.) Fixed PQSMod management of the Inland KSC AKA KSC2. An example of how to use the properties in the new release can be found below, using a Mun Arch as an example, it goes in the Mods node on PQS: CityExtended { lethalRadius = 250 lethalRadiusMsg = DEAD lethalRadiusWarnMsg = WARN lethalRadiusAntiSpamMult = 35 debugOrientated = False frameDelta = 1 randomizeOnSphere = False reorientToSphere = True reorientFinalAngle = 0 reorientInitialUp = 0,1,0 repositionRadial = -15233,-4336,-12360 repositionRadiusOffset = 1970 repositionToSphere = False repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False commnetStation = False isKSC = False order = 100 enabled = True name = RockArch01 LOD { Value { visibleRange = 20000 scale = 0,0,0 delete = False } } }
  21. New in this latest version release-215: 1.) Rings could sometimes wobble when lockedRotation was set, this has been fixed. 2.) Added parameter to lethalRadius system called "lethalRadiusAntiSpamMult", default 30. This is the number of seconds between which warning dialogs will display if you are in the "warning zone" of a lethal scatter. This is a planet pack feature for authors and obviously won't effect anyone in stock or other environments. 3.) Fixed Hillsphere and SOI recomputation code. It was missing a part of the formula that had it close but not quite right. Also added Kopernicus_Config.cfg parameter "PrincipiaFriendlySOIComputation." This is for Principia users mainly, and recomputes the SOI regularly for bodies since Principia is an active n-body system. 4.) Added 16-bit scaled space mesh support. 5.) Minor performance improvements (Utility.GetMod was being slow so we sped it up). 6.) We had a longstanding feature request to add lethalRadius support to PQS City and City2 type objects. Unfortunately, no matter what we do with the config parser, it does not appear to load anything but the stock values for those objects, and I have no idea why. PR's welcome, but until we figure that out this request is on hold. We have no plans to do this, sorry, but better stock comet support is on the roadmap for someday.
  22. After a brief detour where I worked on some other mods, it seems the most egregious piracy has stopped. As such, Kopernicus development will be resuming, cautiously, starting today. We should see a new release with some fun stuff around Christmas time, barring any further blatantly horrific piracy incidents, which have apparently stopped for now (seriously, don't upload pirated community dev content to spacedock and github people, it even offends the pirates).
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