Jump to content

R-T-B

Members
  • Posts

    2,019
  • Joined

  • Last visited

Everything posted by R-T-B

  1. This is the discussion thread for KSSL2, a simple update to KSSL that allows for KSP2 to be supported. Install the same, usual way, using the KSSL2_* zipfile instead of the usual KSSL_* one. More information is available here on the original KSP1 thread: Source; https://github.com/R-T-B/KSSL/tree/KSP2 Latest Release: https://github.com/R-T-B/KSSL/releases/tag/1.1 License: MIT
  2. They probably, tragically, fixed the bug that causes it and failed to reimplement it in the heightmap. KSPCF/Kopernicus recently ran into the same thing in the modding scene. Fix the MapSO bug, you lose the Mohole. Not at all. Vulkan exists now. But yes, it is windows-only at launch. And if you haven't tried WINE recently, I'd say you'd be in for a shock, but due to lack of optimization it will probably still run badly.
  3. To be clear about the approach we've adopted, it's now baked into Kopernicus itself. This means planet modders won't experience this bug, unless they use the Moho template, and even then only if they leave it like bare stock Moho (it hashes some elements of Moho to figure it out, like the biome map etc. Change that at all and the fix will apply). You can even toggle the fix on on Moho if you want. It's an option in the global config.
  4. I'll see about getting the source uploaded soon and doing that, forum rules and all.
  5. Yeah, I know it probably serves a purpose, but what? It didn't used to be part of the pack. Strikes me as very odd anyways. Glad it works for this mod anyhow!
  6. I am excited to have a fresh foundation to work with as a modder. Some of the original code in the old KSP1 was really novice material, and I'm hoping KSP2 improves that.
  7. I don't suppose you tried to install any KopernicusExpansion things seperate? Everything you need on the KopernicusExpansion front should be included with the mod. Other than that, no other ideas here, sorry.. EDIT: I did some looking at the new KopernicusExpansion, and they are bundling a "RunSharp.dll" I don't understand the use case for in their releases. It's a longshot, but maybe it was included by accident. Try removing it maybe?
  8. In KSP1, you'd be surprised. Dynamically inserting world templates is not as basic as it sounds. Then you have the games list of stock assumptions. That there will only be one star. That no body will EVER be farther out than stock Eeloo. We have to have workarounds for just about everything concievable to have anything remotely different.
  9. Dedicated to the inital report by of this by @Krazy1 New in this latest version release-155: 1.) Fixed a scenario in which some mods would get createcolors stuck on (looking at you, leprechaun valley JNSQ). 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-119, LandControl createColors is no longer obeyed, it is forced on to avoid another bug. Very few mods to my knowledge use this parameter, but a few do (JNSQ for example). We work around this in game now, but if you need createColor colors, turn option "EnableColorFix" to false. 5.) 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? 6.) 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). 7.) 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. 8.) 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).
  10. @JonnyOThan, got some further evidence. During one of the camera corruption / freeze events, what I initially assumed was just a malfunctioning frozen camera froze right on Gene Kermans coffee mug! It seems the screens are stuck with the previous set of kerbals. Does that help?
  11. I never can retire anyways because KSP1 still exists, and KSP2 needs mods recreated in other fields. Besides if I didn't mod, I might actually have to play the game... that would be... weird.
  12. Create Planet. As the chief Kopernicus dev, I can finally rest in peace.
  13. Try the option for "low resolution atmosoheres" It does not majorly impact quality and some gpus need it.
  14. This seems to be some JNSQ work around they left in for the old createcolors issues. I'll advise them. Until they adapt, it is safe to downgrade a version. Technically, we are seeing the correct behavior now, as odd as it may be in JNSQ right now! lol EDIT: After discussion with JNSQ it seems this may actually be a bug. Stand by.
  15. Ah gotcha. I played with it some but I am very much out of my element here. It's equally likely IMO the bug could be in ProbeControlRoom though. Best of luck, and hope the actual log file helps! It's pretty modded out (properly though I run a fairly tight ship), but if you have any questions ask and I'll be happy to answer.
  16. I have a personal fork with UI Scaling. Is this truly abandoned? I might post my "UI Scaling edition" but don't expect many updates, it just is what it is. Don't have enough time honestly.
  17. Oh no worries, it happens to the best of us.
  18. You are basically restating my point.
  19. I meant 1.12.x's level. And I've seen inside the code, so I know.
  20. Maybe optimism is not the right word yeah. But it's certainly expecting something above and beyond what we probably have right now.
  21. Got requested log file, see here: https://glacialsoftware.net/KSPlogfile.zip As predicted by you, above fix eventually caused side-issues with seats, so is not usable. EDIT: I would guess this is the heart of the issue: [ERR 12:19:31.938] Coroutine couldn't be started because the the game object 'Matlock Kerman' is inactive! [ERR 12:19:31.938] Coroutine couldn't be started because the the game object 'Johnmon Kerman' is inactive! [ERR 12:19:31.938] Coroutine couldn't be started because the the game object 'Sivin Kerman' is inactive! [ERR 12:19:31.938] Coroutine couldn't be started because the the game object 'Dudfrid Kerman' is inactive! These are all tourists, not sure if relevant. Maybe check if the gameobject you are disabling .Contains("Kerman")? Just a thought.
  22. It's early access. I can promise you nearly everything will improve. The optimism of this forum on what they admitted is an early access product is what frightened me. You won't even be getting KSP1's level of polish on day 1, IMO. You SHOULD get a better foundation though. I didn't expect much., so my dissapointment isn't large I'll be playing/modding KSP1 largely until it's done, and just dabbling in KSP2. It'll get there, just give it some time. PS: I still wouldn't say no to an early access copy, to help look at modding, bugfinding and such, lol.
  23. New in this latest version release-154: 1.) Finally fixed CreateColors, making the colorsfix setting obsolete. 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-119, LandControl createColors is no longer obeyed, it is forced on to avoid another bug. Very few mods to my knowledge use this parameter, but a few do (JNSQ for example). We work around this in game now, but if you need createColor colors, turn option "EnableColorFix" to false. 5.) 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? 6.) 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). 7.) 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. 8.) 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).
  24. I'll post a log shortly (big doh! moment there, swear I did but it's nowwhere to be found and now I am at work!), anyways I was simply entering it using the "c" key twice. I fixed it personally last night by forcing a certain flag to always set true rather than disabling in dnspy, as shown here in highlighted: I recognize this is not an ideal fix memory wise but perhaps it will help point you the right way until I can get a log?
×
×
  • Create New...