-
Posts
2,017 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by R-T-B
-
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
R-T-B replied to cmet24's topic in KSP1 Mod Releases
Hello @cmet24, As I understand it, you once had a full resolution dataset for Kerbin, but downsampled/averaged it to be the data for a single day outside of "point" launchsite locations. If I may ask, how large was the full initial dataset? I understand it was probably prohibitively large for a internet transfer, but do you still have access to it? Would it be the sort of thing that say, if I sent you a thumbdrive and a paypal donation, you'd be willing to copy the full dataset to a thumbdrive and mail back to me? Space is not a concern on my rig, but I do understand bandwidth being an internet problem. Let me know if this is possible or even worthy of consideration. Most interesting project! Regards, -RTB -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
It never does it on load, usually you see it when exiting the game from a save or similar and going back through the main menu (I'm not really sure why, this is just how stock functions). Other than that, works for me? If it doesn't for you, post a KSP.log file please. -
Probably just for familiarity. We're all well aware the serious scientific community stopped using them (or never really seriously used them, depending on nation) long ago.
-
Of course. I wouldn't expect that to be enough information, was just providing the bread crumbs I recall, so to speak. When I next have time to look, I will update you on what I find with more details.
- 315 replies
-
- 1
-
OnDestroy(), IIRC. If I am remembering right: The problem is a null test that is done. One must remember in Unity land, things aren't always null when they are dead, or might even not be dead and show as null, null is just a bad test! Explaining why goes into the origins of Unity and how C# and C++ get merged, but it's the truth. I think scatterer once had a similar issue but it was fixed.
- 315 replies
-
I don't know of any alternative mods, but the mod you selected likely broke in the mod-apocalypse of 1.8.x's release. That broke nearly every mod out there. It could be updated probably, but I don't really have the time personally. It wouldn't be a ton of work I just don't want to add to my maintanence list. Maybe you might try asking @linuxgurugamer to take a peak if you don't find an alternative... though his list is so huge I wouldn't blame him if he declines.
-
Aye. FWIW I've looked at both those exceptions and they effectively happen in the scene cleanup section of the code, in their own neat little method, so at worse, a minor memory leak. But me? I try-catched them with dnspy to stop them from bugging me... lol. Most users are probably safe using those mods but thats kind of the exception, the advice in general is sound: Don't just ignore a mile long exception list. And my god have I seen error reports where people do.
- 315 replies
-
- 1
-
I mean on one hand you are correct, but on the other hand, EVE volumetric clouds beta and parallax both throw internal exceptions on every single scene change, and I'm not giving my pretty kerbin up.
- 315 replies
-
This is Kerbal Local Time, a local 24H time scaling plugin as described here: https://forum.kerbalspaceprogram.com/index.php?/topic/53968-022-kerbal-local-time-beta-11/ The original plugin is quite old, and the links for it are dead. This has been updated for 1.12.x, and a few changes made. I will list the changes below: 1.) The clock is no longer a part. It is available in most scenes, and can be activated by hitting "F7." This is to save you toolbar space! I may eventually add a toolbar widget though. SHIFT-F7 activates the settings menu, btw. 2.) All the old art was missing and lost to the ages, so I made do with just simple GUI strings. As such, it looks more basic than the original, but it gets the job done. 3.) Implemented the ability to use the plugin in more scenes than just flight (though you will only see KSC time). 4.) Implemented proper UI Scaling support. 5.) Updated for 1.12.x (obviously). Enjoy! The way it is written, it will work for even modded systems! As long as the KSC is not moved, that is. (It will still work if that happens, KSC time just may no longer be accurate). Ideas for the future: 1.) Hotkey customization. 2.) GUI toolbar widget support. 3.) "I moved the KSC, halp" support. All ideas will be worked on when and if I get time from the mainline Kopernicus project, which is my KSP1 priority. Source: https://github.com/R-T-B/KerbalLocalTime/ Original thread; Downloads: https://github.com/R-T-B/KerbalLocalTime/releases Screenshots:
-
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-153: 1.) Fixed a small incompatibility with PQSCity repositioning in SigmaDimensions. 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). -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
For stock gameplay, nothing. It will only lack comets as our generator does not support them. I'd advise setting it to the "stock" setting and letting the game handle it. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Thanks. As I'm sure everyone knows by now, I'm pretty dead honest about why I picked up Kopernicus. I'm a gamer first and a coder second. I needed it up to date. I'm actually not even an excellent coder (I'm really shaky on what performs good/bad in C# sometimes, don't tell my work). @Gotmachine runs circles around me, for example. But someone had to do it. lol. Thank goodness for community to watch out for each other. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-152: 1.) Performance improvements to the MapSO polar fixes courtesy @Gotmachines advice. 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). -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
@Gotmachine, as you said Kopernicus should really manage these types of fixes. As I'm in agreement, the MapSO patch has been put under Kopernicus management and integrated into release-151. Please feel free to deprecate yours (we already disable it via a included MM patch, it can continue to function for those without Kopernicus of course). My question before KSP2's release is if there are any other patches you'd like us to take over? ROCValidationOOR comes to mind, as does ScatterDistribution. Worth moving? -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New in this latest version release-151: 1.) A bugfix for how MapSO wraps terrain to a body, resulting in the polar regions behaving more normally. Do note that this does not apply to Moho, unless new boolean option "UseStockMohoTemplate" is disabled. This is because it would remove the Mohole. 2.) The above may slightly alter polar terrain. Though it will be safer overall for new missions, be careful loading existing craft there. I'm bolding this for a reason. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 3.) We now ship a MM patch to disable the KSPCF patch that did the same thing, as we were in agreement that this should be handled by Kopernicus. 4.) Implement UI Scaling support to the Kopernicus UI. 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). -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
I agree. Kopernicus will be happy to adopt this in the next version, and override your patch (with your permission of course). That would put the ball in our court and let you deprecate it. He's directly addressing my project and how to avoid issues like you experienced going forward. It's just talk about how to make the experience better for players. All good. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Truth be told, the changelog is vague because I'm not really sure myself. I just added a ton of checks like "if you are in the VAB you probably really shouldn't be spawning buildings intended for cities there." Also recheck the building coordinates more often. Clunky but it works. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
Ok, PR updated with changes. Just waiting for @Gotmachineto approve it. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
Yeah I can make that a toggle. I would make it two options then, something like MapSOCorrectWrapping = true / false //enables the basic fix, without Moho corrections that remove the Mohole. Default true. MapSOCorrectWrappingPlusMoho = true / false //enables the fix on Moho as well, default false. Sound good? -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
Actually, yes that can be accomplished rather easily if got wants to do it that way... I'll even make the changes. I assume you mean a toggle for my PR that blacklists Moho from the fix, right? To be completely clear, that would only turn the fix off on a world explicitly named Moho. Other worlds would still get the fix, yes even Moho templated Kopernicus worlds with a new name.... -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
I agree that perhaps the default should be changed. Barring that, @Gotmachine, is it possible to "blacklist" only Moho from this fix? EDIT: Turns out doing so is super easy, actually. I made a PR here. I imagine next release will let you enjoy that fix everywhere but Moho, as it should be. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
That's because the bug that creates the Mohole is one of the fixes included. This is the config line that fixes/breaks it. Disabled/false would bring the Mohole back: // Fix biome and heightmap texture wrapping from pole to pole // Avoids big spikes on the poles and incorrect biomes where the poles have disparate biomes. MapSOCorrectWrapping = true