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R-T-B

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Everything posted by R-T-B

  1. 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.
  2. I'm unaware of this problem. If anyone ever gets it, logs would help me know what's going on.
  3. 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.
  4. Thanks OhioBob, I was about to point him to you but you had already replied, lol.
  5. 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).
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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 } } }
  11. 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.
  12. 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).
  13. I just feel the dynamic of it and BankOfKerbin need more work before being default on. Until then, as that is presently disabled as to not being a very complete aspect of gameplay, we turned it off. We are working on making BankOfKerbin a loan system sort of thing, when that comes back it may as well. It will always be an option regardless, and supported. And thanks, while obviously not maintainer anymore your vision is appreciated and we will try to honor it where we can. I personally always felt useItOrLoseIt was a bit hardcore and prefer to compensate for it's loss with a harsher cyclic reputation decay, but obviously we want to support diverse gameplay styles. I think making a lot of these things configurable in the game setup difficulty GUI might be wise too. I think it's safe to say "we" now as AlexSkylark from github has been helping a lot too.
  14. 1.7.3 changes: 1.) Hotfix for a bug that could zero newgame budgets. 2.) More UI improvements courtesy Github user AlexSkylark. 3.) Numerous display text improvements to be less confusing for the end user. 4.) Level 1 facilities are now 2/3rds of base maintanence cost to help with early game. 5.) LaunchCosts are now displayed properly. 6.) UseItorLoseIt is now default off.
  15. There is apparently a new player bug that can zero your next budget (only in brand new installs though) so wait for next release, it's coming in just a few minutes. Other than that glad to have you.
  16. A fairly good QoL release just dropped, though if you depend on bank of Kerbin, please check these release notes first: 1.7.2 changes: Hotfix for OPM CustomBarnKit config file mistakes. UI fixes and support for ZTheme. Timewarp now stops on events. Month zero budget is now generated on new games, instead of being empty. Remove bank of Kerbin pending further, less exploity gameplay changes to the core functionality. If you depend on Bank Of Kerbin for some reason, don't upgrade and just skip this release. I will have some changes to it soon (so it will be returning) and you aren't missing anything too major. If you do accidentally upgrade, your balance is safe, just revert. Thanks to Github user AlexSkylark for the UI and initial budgetary fixes. KAC support still being worked on in the background.
  17. Oof that sounds like a typo, albeit possibly not from me (ok, maybe from me, who knows lol). As soon as KAC support is added I will make a relesse addressing that as well. Seems somebody left a trailing zero, lol. Just a factor of 10 guys, no biggie. Feel free to edit the config in the interim. I apologize for the late reply. This usually happens if you had a month with pay cuts of some kind, IIRC. As in you weren't able to fully pay all maintenance fees the month prior. Also if you set construction to zero, that might do it too. I've never tried that. If so, I could use some feedback on whether that is "working as intended" or a bug.
  18. Unfortunately as I am currently taking a break from the Kopernicus project, I can only answer what is answerable off the top of my head without consulting source code. This is to keep myself from getting too drawn back into the support/development cycle of it (not anything you did, see main Kopernicus thread for details). Fortunately, I do have the answer to at least one of your questions without needing to do much research. "textureAtlas" I believe relates to the "Atlas" Ultra quality texture map used on Kerbin, which is a Squad-developed thing we all kind of avoid in favor of using something like Parallax. Frankly, it's sort of a nightmare to use, and yes it could perhaps do what you want, but my kerb almighty is it hard to use. I'd advise using Parallax instead, but if you insist, here are the docs on it from Squad: Bear in mind, because Kopernicus really doesn't know much about how to instantiate Atlas, you'll probably need to template Kerbin for it to even work, as it's already present there. Other worlds may, or may not work.
  19. Sounds like the list may be limited to the stock body count? Is that about what you are getting?
  20. It's a private discord channel. I can ask for you, but no promises. It will eventually be completely free when done. Also, I got your logfile stored for posterity. To everyone else: This should not be viewed as a punishment, rather demotivating circumstances for myself that could and may be removed. Also, other team members could continue the project, and even may, but I'll be honest, I was doing 95% of the work the past 3 years. Anyone is welcome to try to pick it up though, and I have nothing against that.
  21. FYI, my work has ceased on Kopernicus. It's not just lack of time, I just can't be bothered to work for such an ungrateful community that is constantly doing leaks of paid (and unpaid, private) users mods. MirageDev's unpaid mod has been the subject of a leak campaign by someone. Until such time as that stops, Kopernicus development from me has stopped as well. Same with blackrack's work. I don't want to see a single pirate copy in the KSP-sphere, guys. This has actually been in effect for a few months, nearly since last release. Consider that the last release until "no pirate builds on KSP discords and sites" is realized. This is very much a subjective thing from my perspective, but I'll be watching. To all legitimately appreciative and non-pirate users who had open requests, I'm sorry, but what you see is what you get until this stops. It doesn't help things that I've been very busy lately, but at least, take solace in the fact the latest build mostly does everything most people could need.
  22. Basic ones that just add a small body count don't. But things supporting all the bells and whistles like parallax or adding a metric ton of bodies (or both)? Yeah that'll be a ram pig.
  23. I will see if readding KAC support is feasible. That is commonly requested and there are a number of legit use cases for it. I just need to get a window of tine to do some work... heh.
  24. Never can escape the hotfix... New in this latest version release-214: 1.) Hotfix for some missing .cfg files for Sterling Systems (in other words, the support announced last release was working in the "yes, but no" style. Now it works fully. See Known Bugs & Caveats for known bugs.
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