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R-T-B

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Everything posted by R-T-B

  1. 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.
  2. 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
  3. I think it may be something to do with the weird terrain shader they added (atlas). Just a guess, but try switching to shader quality high and see what happens. The KSC2 being fixed was the focus of the recent releases. All multipart PQScities now work (progressively better with each release as I fixed bugs). I think the KSC2 is the only one actual multipart PQSCity, lol. The old behavior is in release-145, but I doubt that will help you more than what you are seeing here?
  4. New in this latest version release-150: 1.) Multipart PQSCity loader bugfixes for edge cases. 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.) 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). @RB101pretty certain this will fix your issue now.
  5. I'll be posting an official release in a bit with some other fixes. Test it when you get back. If that doesn't fix it then we'll do some personal testing again at a later time.
  6. that is fine. This is primarily for only you... at least so far... lol. But always good to smash a bug.
  7. @RB101 If you don't mind playing beta tester, please try this dev build. Just replace the folder in your gamedata. When you are done testing, tell CKAN to reinstall Kopernicus to take back over version management. If this fixes your bug, I will make it release-150. If it does not, we will try some additional methods. Right now as I cannot replicate the bug personally, you are my only lifeline to fixing this lol. https://glacialsoftware.net/KOP_DEV_BUILDS/Kopernicus-1.12.1-150dev.zip
  8. Just so weird it's showing up in the VAB of all places. Like why? lol. Could use a KSP.log I guess.
  9. It doesn't match it IMO. What's the weird thing on the top in his photo? Maybe the commsrelay dish? But that shouldn't be anywhere near his VAB codewise.
  10. Thanks. Do you have any idea what that odd model might be from? I'm drawing a blank but knowing that might be the first clue to solving this. I'm kind of thinking it's not a stock model. In the meantime, if we can't identify it, maybe I'll just use a whitelist for things that need the new PQSCIty unpacker (really just stock facilities), since it seems to sometimes break on mod models... at least that's the theory. Can I get your KSP.log from your install root after spawning the bad thing to confirm all this?
  11. oof. Looks like the new PQSCity unpacker had a really bad day in the VAB! Guess we'll need release-150 afterall. lol. Most users aren't experiencing this though, so can I ask for a screenshot of your modlist? Just a shot of your gamedata folder or similar will do. In the meantime, Release-145 is the last release not to feature the new PQSCity unpacker so you can use that to get rid of this in the shortterm. I'll have some kind of fix later today with any luck.
  12. Last bugfix for now, though before KSP2, the number "Release-150" is kinda tempting... lol. We'l see. Keep in mind all these minor bugfixes are for almost entirely unused functions, so they are pretty optional: Kopernicus release-149 New in this latest version release-149: 1.) More KSC customization fixes that almost certainly no one uses. Just trying to make it perform as per the wiki. 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.) 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).
  13. Kopernicus release-148 New in this latest version release-148: 1.) Bugfix for some (almost completely unusued) KSC customization functions that were broken. 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.) 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).
  14. It should, but I will confess I have not tested it in a bit. Will test now and report back. I think the gui hotkey was CTRL-P, I'd better check that too though lol. EDIT: It works an that IS the hotkey, heh. Minor unrelated release incoming...
  15. Fun random fact: JNSQ's ice caps are actually a giant scatter. So yes you can go under them. I suppose that does mean there is far less ice.
  16. I worked out the bug. It happens to crash the game when the newly properly unpacked structures go somewhere they shouldn't (in the terrain, floating in the air, etc). I have a fix though and will post it shortly. Basically, it tells it to just keep loading and ignore burried or floating structures. I consider that more of a cosmetic glitch than a "stop everything" bug anyways. Planet pack author can fix such things. JNSQ's "Inland KSC" island looks like this right now: For reference, this is back at native Kerbin, the proper Inland KSC, unpacked right: Fix will be uploaded in the coming minutes. @GoAHeadFix here! Try this. Kopernicus release-147 New in this latest version release-147: 1.) Bugfix for game crashing due to structures not being tracked right by the spawning mechanisms if they are not placed properly by the authors, brought about by multipart structures suddenly spawning correctly. 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.) 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).
  17. I appreciate the report. I tested with a few mods but it looks like some might not like the newly fixed PQSCities... I'll have to work out some workarounds. Stand by for a hotfix if you are having issues, there will most likely be one.
  18. So I lied... I fixed one final bug. Basically, it's a very old one in which PQSCities which were multipart other than the KSC were assembled without relative coordinates. That meant that if there was more than one building (think the Inland KSC) it got compacted inside itself with all it's structures in one position rather than spread out like it should be. It may have affected other multipart hidden easter eggs as well, I'm not sure. Anyways, it is now fixed! Announcing the next release: Kopernicus release-146 New in this latest version release-146: 1.) Fix for multipart PQSCity units like the Inland KSC. Closes Github Issue #521. 2.) Some space center parts that weren't customizable are now fixed/working again. 3.) The particle system which hasn't worked since at least 1.10.x has been removed to keep the code lean and mean. No mods used it to my knowledge, anyhow. 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.) 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.
  19. Actually, that warning text is a bit dated. I've used that option in places with no Mun and it still works, despite my expectations (since it does use some art assets). I think it might be a staged landing!
  20. This is how I view it too. Keep in mind long term failures can be managed a bit with the MTBF option, at an mass expense of course. I often do that option with longterm orbital relays, things like that. I got 15 years out of my last one, but then, it had 8 antennas too.
  21. From my experience with an APU that falls sort of in that range (a bit faster but not much) he can probably play it well at 720p, but beyond that not sure. I landed on a mountain yesterday peaking through the cloud layer, frickin amazing, the still frame does not do this justice:
  22. Heh, I couldn't play KSP1 without Kerbalism. The persistent resource sim is addictive once you have had it. Thank you for fixing the dump specs.
  23. Honestly I don't know until I get the game, but I'd like to look at a proper career mode, since they seem to be only going science mode at launch. As essential as Kopernicus was for KSP1, I really hope KSP2 has something more intuitive to replace it. For my absolute first mod though it will likely be something excesively simply to learn the ropes, KISS principle stuff.
  24. I'll be focusing on KSP2 but KSP1 will always have some attention. I'd say it'll be about 25/75% cut, depending of course on how good/bad KSP2 is.
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