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KSP2 Release Notes
Everything posted by R-T-B
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[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
This is likely the result of the new long distance terrain support not meshing well with JNSQ's custom settings. JNSQ will likely make an update to address that soon, but in the meantime, you can fix it rather easily. Do the following: Delete your settings.cfg file from your game folder as if you were fresh installing JNSQ (take note of your settings because they will be lost) and regenerate it. On first launch, set your settings and select the JNSQ_High preset as before + whatever custom settings you had. You should be good to go then, fingers crossed. I'll see about cooking up some kind of auto-import function for next release for this scenario. In the interim, I've added a note to the release for users affected by this, and bolded it. -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Yep, KSP2 being... not yet ready lit a fire under me, lol. Pretty much. Beware fixes that bite. -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
@Krazy1, @Jahnus, @Lord Squonk Yep, I somehow broke a BG-ROC feature... sorry for missing that this long! This is fixed now, see note #4 for: New in this latest version release-159: 1.) Additional code was added to the collider fix (the one that fixes bugs with "distant bodies") to fix KSC terrain corruption on return to spacecenter, and fix main menu on game exit with extremely distant bodies. We can now support bodies up to at least 10 real scale LYs away, potentially further. 2.) The "New Text" bug/string that appeared when adding new Terrain Detail settings has been squashed. Furthermore, you can now edit the default "High/Default/Low" presets by simply using their name. Anything stock you edit will not be retained should your mod be removed (it will go back to stock). 3.) A warning was added when changing Terrain Detail presets, as it can in some instances change terrain altitude. You should be careful altering this setting in loaded games with lots of landed craft. 4.) The ROC bugfix that prevented errors in the logfile when using ROCs on nonstock bodies was not functioning properly (errors were actually spawning in the logfile in a way preventing spawn of ROCs). This has been fixed. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) 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. (I am not sure if this is still releavent as of Release-159, feedback welcome). 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. (I am not sure if this is still releavent as of Release-159, feedback welcome). 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. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details. Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated and no longer supported. 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. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). -
[Updated for 1.12.x] Kerbal Local Time, a local time plugin.
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
I believe the screenshots were taken on an old build that indeed, had some timezone issues. I've since patched them. Very cool mod idea btw, it was an honor to update the old code I could find, and honestly, I use it in my personal game (along with a patched Kronometer build to keep the main game clock in sync with the KSC's local time). The newest build should be accurate, although it considers the KSC timezone "KMT" time, in line with my needs. You are welcome of course to fork my (your) work, this is more for me first and "anyone else who might want it" second. It'd be awesome to see an old time modder return to the fold if you have a different vision for it. As for the art assets, I'm fine with the mod as is but you are welcome agsain, to do whatever you wish if you'd like. Changes in my code base include removing a few small hardcoded points for proper rescale support (at least, I think I remember doing that), implementing UI_SCALE support, and of course, the changes to work without the art. Oh, and I bound it to the (unused) F7 key rather than a partmodule, of course. PS: If anyone has an interest in a patched Kronometer to work with this mod, please post. I'll upload it but only if there is an actual interested user, or two. -
I like it. This is the theme I too like to go with in my campaigns/careers (United Government), so I might just borrow this for my use in my game... lol.
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[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-158: 1.) Port additional bugfixes from KSPCF that are relevant to Kopernicus, to allow that not to be a required dependency for planet packs (specifically, ROCValidationOOR and ScatterDistribution, fixing both ROCs in certain instances and LandScatter longitude landcontrol ranges). 2.) Added MM configs to enable still using KSPCF if you want to without the two fighting for control of patches (we just disable patches Kopernicus natively implements). Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) 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. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 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. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? ;) 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
R-T-B replied to JonnyOThan's topic in KSP1 Mod Releases
I'd be happy to diagnose with you. I'll reach out to you on discord. -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
R-T-B replied to JonnyOThan's topic in KSP1 Mod Releases
Same issue. Log file below: https://glacialsoftware.net/KSP2.zip Note that for me, changing the hotkey with dnspy from the default IVA hotkey (along with some related code changes) fixes it. -
Interesting. Well that's a totally legit way to go about this too then. I'm not trying to pretend my launcher is the only way. It's more of a "easy to describe to a noob" way to do it. There's certainly other, even more resilient ways to go about this.
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Yes, but this will lose any command line arguments you want in the process. Not that we have any for KSP2 yet... but maybe someday, lol. Maybe, just maybe simple ones like -nolog might work.
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[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
you know for all my knowledge of Kopernicus internals, I really have no idea what's happening there. That's weird. Good thing to try here. -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-157: 1.) Fixed UI_SCALE aware code sometimes affecting windows outside Kopernicus in undesirable ways. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) 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. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 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. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). -
Kopernicus tried for months to avoid using anything but the public APIs while maintaining the customizable scatter system. We failed. We then had a choice to either keep the poor performing system we had, or go outside the API and fix it properly. I'll let you guess what we did, but @Gotmachine already certainly knows the answer.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
R-T-B replied to Nereid's topic in KSP1 Mod Releases
Wait, no, hold the phone! I bundled the binary in the wrong zip, looks like one intended for KSP 1.3 or something! This is a "my bad" moment. I'm reuploading it now, please redownload in a few minutes. EDIT: Try now. https://github.com/R-T-B/FinalFrontier/releases -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
R-T-B replied to Nereid's topic in KSP1 Mod Releases
It's the latest source that was posted to github. It might be slightly older than last release, actually, now that you point this out. That's unfortunate. Due to licensing considerations, I can't edit the released binary, so this is the best I can do, work with the published source. At any rate, I've been using it and it works fine with 1.12.x, but it may support less events, as you've noted. There shouldn't be, no. That might just make it behave like the latest, which would be ideal. Do let me know. -
Oh, that's perfectly understandable. No worries. If using steam you just right click the game in your library, select "properties" and go to "Local Files" tab. It should have an option to "Verify integrity of Game FIles" Run that, and it will redownload the launcher. Sadly, without steam you will need to reinstall the game.
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[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
I'm using the stock parallax textures myself. Also the scatter textures. I'll provide the full three link set you should be using: https://github.com/Gameslinx/Tessellation/releases/download/2.0.6/Parallax-2.0.6.zip https://github.com/Gameslinx/Tessellation/releases/download/2.0.0/Parallax_StockTextures-2.0.0.zip https://github.com/Gameslinx/Tessellation/releases/download/2.0.1/Parallax_ScatterTextures-2.0.1.zip If it still doesn't work for you, I'd ask: Is anyone else experiencing this issue? If so could the OP reporter and anyone else please post their KSP.log files? -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
It very much is yes. Are you installing both Parallax 2.0.2 and a texture pack for it (say, Parallax-stock-textures for stock?) -
The Mess Has Started - Two Different Mod Loaders
R-T-B replied to linuxgurugamer's topic in KSP2 Mod Discussions
I personally feel the panic over multiple loaders is a bit over the top, provided they make efforts to work with each other. I am much more concerned with the state of the game, at present. I won't be modding KSP2 further until it's farther along. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
R-T-B replied to Nereid's topic in KSP1 Mod Releases
Hello: Some people asked for this UI_SCALE aware fork, it is now out. It doesn't work perfectly but IMO it's a vast improvement: Download: https://github.com/R-T-B/FinalFrontier/releases/tag/1.0.13 Source: https://github.com/R-T-B/FinalFrontier License: ARR To Nereid (with provisions for contributions). @alartor -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
I'd also try validating your install is not corrupted in some fashion, if you are able. Steam can do this with it's "verify integrity" feature. But yes Kopernicus itself is technically unable to restart a PC. The most it could do is run out of memory which on linux MIGHT trigger a reboot, but that is really unlikely and pretty much impossible in your scenario. Something else is at play. -
I'd say it's a simpler alternative honestly, it has slightly less built in features (Bepinex features a few things that we may/may never use, I am familiar from other games, a debuger is amongst them). The issue is the community, at least for the early days, should choose and stick to one. No offense to the authors here, but because it's an established convention elsewhere, I'd honestly advise using Bepinex. Of course, if interoperability is attained, then this becomes a nonissue.