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R-T-B

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Everything posted by R-T-B

  1. I'm guessing something with the scatter system, maybe... I'll investigate this bug. You can of course probably work around it by turning off ground scatters but I'd still like to see why it does it only under very select circumstances, and fix it properly.
  2. Yep, I think you got hit by that bug. You can download the fix here and just throw it anywhere in gamedata: https://github.com/Kopernicus/Kopernicus/releases/download/release-132/ColorFix.cfg
  3. Is the ground also unnaturally green? It could be that recent color bug that came out, where the JNSQ teams debug colors for biomes are exposed. If so, there is a patch for it at the end of the JNSQ thread.
  4. This is the approach I would take, but I understand if gotmachine may not want to mess too much with intended stock functions. His call really.
  5. I think it's stock first. Timeframe is unknown, but I imagine not too distant...
  6. pssst.... the bleeding edge rises from the dead, to be experimented upon with new stuff! See OP for the plans! For right now, have an es-es translation file to justify it's existence, and not much else over stable... lol Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 82 The Bleeding Edge is where beta code is trialed by fire, so if you want to help: Welcome! If you want a stable experience, please use the stable branch at https://github.com/Kopernicus/Kopernicus instead. New in this latest version UBE-82: 1.) Brought bleeding edge in line with stable branch in prep for new feature development. 2.) es-es localization added. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of stable 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 stable 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). You can work around this if affected by setting your LandControl color to be all zeroes. See attatched cfg for a mod that does this. 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is off by default. If you have a system larger than stock, please see Kopernicus_Config.cfg option DisableFarAwayColliders, read about the fix/workaround, and set it as you feel appropriate.
  7. Pretty much everything he said. I'll just add that maxlevel is no longer tied to the PQS flicker bug so you can tweak it freely, other than the noted side effects.
  8. Hello @G'th, I'm a big fan of your work. In particular, I use Ad Astra in my own playthrough. I apologize for your experience on the Kopernicus discord server, despite being given admin, I don't moderate there because I'd quickly go insane (as you indeed found it's hard to deal with some of the locals) and likely be rendered unable to code, but I just want you to know if you need any support you are welcome tor reach out to me directly. Please don't let the young kids there get you down. FWIW I have instructed the mods we do have to try to establish more clear policies with regards to the toxicity there... That aside, I have a new minor stable release: Kopernicus release-132 New in this latest version release-132: 1.) The Kopernicus widget now only appears in the spacecenter to reduce toolbar clutter. 2.) We now include a small .cfg file attatched to each release to work around potential terrain color issues with old mods (like JNSQ in particular). Download if needed, and place anywhere in gamedata. It is called "ColorFix.cfg" 3.) Removed some debug spam from the internal Kopernicus shadow manager in an effort to combat balooning logfile sizes. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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). You can work around this if affected by setting your LandControl color to be all zeroes. See attatched cfg for a mod that does this. 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is off by default. If you have a system larger than stock, please see Kopernicus_Config.cfg option DisableFarAwayColliders, read about the fix/workaround, and set it as you feel appropriate.
  9. I'm open to limiting to to KSC-scene if that is preferable. Thoughts? I could do a minor release to stable branch for that.
  10. Kopernicus release-131 New in this latest version release-131: 1.) Improvements to the PQS flicker fix. 2.) Removed the JNSQ-specific workarounds (they have a official release fixing the issue). Please ensure you grab their fix from the thread if playing JNSQ (or any mod with color issues). https://forum.kerbalspaceprogram.com/index.php?/topic/184880-1121-jnsq-0100-23-sept-2021/&do=findComment&comment=4148035 3.) Prevented the experimental "disableCollider" fix from automatically turning on in some situations. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 I am open to being proven wrong. You can work around this if affected by setting your LandControl color to be all zeroes. 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is off by default. If you have a system larger than stock, please see Kopernicus_Config.cfg option DisableFarAwayColliders, read about the fix/workaround, and set it as you feel appropriate.
  11. I always knew Lindor was suspicious... (from JNSQ) Either way, you picked a great build to start a game on, as release-130 is likely to be the last stable branch build for a few weeks if not months. After discussion on discord, the roadmap for the Summer with regards to Kopernicus has been decided! I thought I'd share that with you all here. Here is the final roadmap agreed upon as posted in discord: To clarify on the "Buoyancy ocean height map idea," this is an old section of code from long ago that worked, but never quite worked RIGHT, that allowed for non 0 altitidue lakes and bodies of water. It also allowed PQSMods to be applied to oceans, something that could be very cool! (Whirlpools anyone?) We want to revisit that idea. The main bug was splashdown not working right, but we can look at it again, as I'm pretty sure that's fixable. At least the idea of non-zero altitude lakes and bodies of water would be very cool! The KittopiaTech part is self explanatory. Planet pack authors have long complained the tool is lacking, and I will be spending some time on it. After those things are done, I'll probably begrudgingly admit comets need help, and implement them. All this will be done in the old "Bleeding Edge" branch first and foremost (which is finally being reactivated, and only migrated to stable once it has been well tested there. I don't advise players to test that branch with important save games, but, that's not to say the code there is COMPLETELY UNTESTED. It does generally get a small amount of playtest... but not enough to ensure stablilty like the stable branch you have here. So caveat emptor and all that, but testers are still always welcome. I expect the above to absorb most of the Summertime. But the benefits will be real and tangible for all users. Hope this helps you understand where Kopernicus is heading, and thanks for reading!
  12. Depending on it's orientation to the other planets and how the scene is set up, you may experience one of three things: 1.) Nothing at all, 2.) Mild sinking affecting only landing gear or 3.) major sinking that affects both landing gears and kills kerbals. I'd advise the fix on in your instance. Anytime in flight scene. You probably won't even notice it.
  13. The performance hit is minor, probably in the range of 1-10 FPS depending on hardware, usually less than 5. It is caused by having to keep track of the disabled collider states, which adds some minor overhead. The side effects would be with other mods using raycasts to far away bodies (they would not "see" them) I can't say for sure what that means as I have not tested every mod scenario, but logically it should not effect much as the most distant worlds aren't usually very relevant to your vessel/game scene. I would expect things like telescope mods, etc to be the most likely place to hit an issue, if anywhere. In that case they may say, fail to realize you have targeted a body more distant than stock Eeloo. tl;dr: It's a pretty low performance penalty, probably works fine with most everything but I can't promise EVERYTHING without further testing. For those reasons its off by default, but I do not expect many issues with it really.
  14. I'd say right now you can upgrade to any release. It's pretty stable. Most of the time, that'll be the case. I know there were some "bumps" in the road recently. Basically, the idea is, you don't have to upgrade unless you have a bug that is fixed or a feature you want is present. You can stick with a version for a long time and unless something looks or acts wrong, you are fine. There were some exceptions to that recently, but as you may have noticed, I've slowed down my dev pace a bit since the past 2 days or so... lol. From now on, new releases will be in the "bleeding edge" beta branch if they implement something that hasn't underwent at least 2 days of testing. Speaking of which, something just has. There may be a release today featuring an ingame settings GUI. Nothing you can't live without, but you may want to have it, up to you. But to answer your question: Release-130 is likely to be the last release for a little bit, and quite stable. It will be out within the hour. EDIT: Here it is! Kopernicus release-130 New in this latest version release-130: 1.) A ingame GUI has been added to the toolbar to edit Kopernicus_Config.cfg. Not all settings are live, but nearly all take effect with a scene switch. Very handy! Feel free to explore the settings... if you ever mess it up, you can just delete GameData/Kopernicus/Config/Kopernicus_config.cfg to start over. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 I am open to being proven wrong. You can work around this if affected by setting your LandControl color to be all zeroes. 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is off by default. If you have a system larger than stock, please see Kopernicus_Config.cfg option DisableFarAwayColliders, read about the fix/workaround, and set it as you feel appropriate.
  15. I think the new "collider fix" deserves some explanation. It's to address the somewhat well known "sinking terrain bug" where at distant worlds, stuff gets weird and kerbals get eaten by the ground, as well as craft landing gear. The bug itself is actually a Unity bug, where raycasts fail when the scene gets too big. It effects anything pretty much past stock Eeloo in game distances (this may be why Squad never added more worlds beyond that point, dunno). It was introduced between 1.7 and 1.8 with the big Unity upgrade then. The "fix" disables all colliders on bodies beyond that "stock eeloo" range from your vessel to restore sanity to the scene and attempt to avoid interstellar bugs altogether. Unfortunately, that's around ~0.6-0.7 AU's in actual distance, so not very far. This means things using raycasts beyond that distance will fail to detect the bodies out there. Also, to track the collider states and restore them, there is a small but not undetectable performance penalty. That's the bad part. The good part is as far as I can tell, not many stock systems use raycasts at all, and certainly not that far out. Commnet doesn't, so occulusion of satellites still works. Solar EC math doesn't, neither in Kopernicus nor stock. Some mods might, that's the rub. So the fix is off by default for mod compatibility. But I do encourage people to try turning it on now and testing it with larger systems. It should be mostly safe, and even if a mod breaks with it, it should not do so in a DEADLY way. Plus we need to know what works and what doesn't. Because short of making a Kopernicus build for 1.7.3 (something I REALLY don't want to do), this is the best answer we have thus far. Next release is a pretty neat feature update btw, it will feature an in-game settings GUI on the toolbar to tweak Kopernicus_Config.cfg and edit the settings file in game, live. Hopefully that will help people test features like this in the future.
  16. Kopernicus release-129 New in this latest version release-129: 1.) A couple potential bugs and performance issues with the collider fix have been patched. Collider fix is still off by default, and is only advisable if you have a system larger than stock Eeloo in orbital radius. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 I am open to being proven wrong. You can work around this if affected by setting your LandControl color to be all zeroes. 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is off by default. If you have a system larger than stock, please see Kopernicus_Config.cfg option DisableFarAwayColliders, read about the fix/workaround, and set it as you feel appropriate.
  17. Yes. Due to a PQS flicker fix createColors is being forced on. We tried workarounds to avoid this but it is... tricky. The mod authors should most likely set color = 0,0,0,0 in their land control nodes. Or you can just use the patch they linked. We hope to have that fixed in a less awkward form someday, but for now it beats having PQS terrain flicker.
  18. Kopernicus release-128 New in this latest version release-128: 1.) A bug was locking colliders in state on the mainbody. Normally this is harmless, but mods that like to change collider states (RSS/RP1 has one such thing) may not like this. It's now fixed. 2.) DisableFarAwayColliders is now false by default until we can better test it (existing configs will stay the same). Turn it on if and only if you really need the sinking body fix, and are willing to deal with potential bugs. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 I am open to being proven wrong. You can work around this if affected by setting your LandControl color to be all zeroes.
  19. Kopernicus release-127 New in this latest version release-127: 1.) Performance optimizations for the new collider fix. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 I am open to being proven wrong. You can work around this if affected by setting your LandControl color to be all zeroes.
  20. Kopernicus release-126 New in this latest version release-126: 1.) Corrected a bug which could result in a situation in which the DisableFarAwayColliders setting being set to false would be ignored. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 I am open to being proven wrong. You can work around this if affected by setting your LandControl color to be all zeroes.
  21. Kopernicus release-125 New in this latest version release-125: 1.) Added a new version of the Sinking-terrain body fix that works in a lot more instances (always?). It works by disabling colliders that are "out of bounds" for the current scene (more distant than say, stock eeloo). This incurs a small performance hit to keep track of their state for reenabling, but is configurable. 2.) Added a new Kopernicus_Config.cfg parameter, DisableFarAwayColliders, Default True, Boolean. Disables distant colliders farther away than stock eeloo. This fixes the distant body sinking bug, but keeping track of the collider state has a slight performance penalty. Advised to keep on unless you have a small system. 3.) Some garbage collection optimizations for the Biome filter. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 I am open to being proven wrong. You can work around this if affected by setting your LandControl color to be all zeroes.
  22. FWIW, Kopernicus's recent dash of a feature update (some pretty major feature things modders requested) introduced some bugs, particularly with JNSQ and mods based on it. AFAIK, all of them are now smashed as of release-124. If you don't have that, grab it. We are going to be moving slower with releases for a bit (I'll activate the bleeding edge if I need to test anything further feature wise) and the latest build contains much needed fixes for a great variety of PQS bugs. If you are running anything earlier and seeing JNSQ visual anomalies (or any visual issues really), you should seriously update. I apologize in advance for the "bumpy ride" the last few days. In the future, we will use bleeding edge for such things. This concludes my PSA.
  23. Kopernicus release-124 New in this latest version release-124: 1.) Fixed a bug where using some templates without a LandControl node and failing to declare a LandControl node would result in a failure to load. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any 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,1.11.x,1.10.x, and 1.9.x. The 1.8 release is for 1.8.x. 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 on homeworlds, it is forced off. Feedback is welcome on this decision, but it is better than the bug we had before (it being forced on and creating neon worlds). Very few mods to my knowledge use this parameter, but I am open to being proven wrong.
  24. That is indeed the one. Looks like I need to do another patch. Darn. Can I get a KSP.log from you just to confirm something? Then I'll work on a fix. I'd like this fix to cover all cases though, and a log would help me not spend more time playing whack-a-mole. EDIT: Not a Kopernicus issue afterall, from KSP-RO Discord:
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