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R-T-B

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Everything posted by R-T-B

  1. New in this latest version release-213: 1.) Add new multistar codepath/support for Sterling Systems. 2.) Add KSPAssemblyDependency that was missing for Harmony (how?!?!?!). This should help with a few load situations when dependency load orders are messy. See Known Bugs & Caveats for known bugs. This sounds oddly a lot like the "sinking body" problem we sometimes had when going extremely far out in space. But actually on eve you are very close to the sun, interesting. You do have the "Disable distant colliders" feature on, right? Check in the Kopernicus GUI. If it's on and you are still sinking, I have no idea but I will make an issue for you to investigate it. KSP.log from around when it happens may help.
  2. Looks like it might be an issue with TAC yeah. I'll investigate. For now, perhaps disabling/removing the background resource processing option may help you? Should be in difficulty options somewhere. EDIT: Wait, you said stock star system? So no additional stars? That should always work. Investigating your log. EDIT EDIT: Figured this out, your config/*.cfg files look to be outdated here. You may have upgraded by just replacing the dll? Don't do that, always extract the contents of the new Kopernicus zip into and replace any existing contents. It will never overwrite your settings, we ensure that doesn't happen. Actually at this point since I don't know entirely what's going on, I'd advise just deleting the Kopernicus folder from gamedata (backing up Kopernicus/Config/Kopernicus_Config.cfg if you care about any settings), and then just reinstalling it. That SHOULD get it working. If not, please upload your persistent.sfs save for analysis.
  3. New in this latest version release-212: 1.) More robust occulusion code when target switching, now you can't "cheat" to get free sunlight anymore. See Known Bugs & Caveats for known bugs.
  4. Yeah, that one kind of hit us by surprise. We did not expect this changeset to be such a pain in the rear for other mods, apologies on that front. The good news is it only really seems to be an issue for multistar users, which are in the minority, but still. I will try to test things better going forward with regards to interactions with other mods. There will be a new bugfix release for the new solar code soon. It will fix some edge cases where changing the tracking target does not set occlusion correctly. I do not expect it to cause any additional issues, as it's been in testing for a good week. We slowed pace a bit once we realized the disaster the first rollout was... allowing mod authors to catch up a bit, heh.
  5. No it's not a problem. I want to support modpacks of all shapes and sizes lol. Though the goal of these changes were to expand support, not shrink it, obviously. Looking into it now.
  6. Figured this out. It appears you are using some WildBlueIndustry mods that we forgot to add to our support list in our solar module (Sombrero in particular crashed the part compilation of half of the solar panels lol). I'll blacklist them for now, this means they won't be able to work very well with more than one star but at least they'll work. Next release should be safe, and eventually, we'll sort out how to support these as well. New in this latest version release-211: 1.) Hotfix for some math errors in multistar mode, resulting in some bodies being occuluded that should not be. 2.) Blacklisted some WBI solar modules that we aren't ready for yet config side. They'll still work, but may act oddly around a secondary Star. See Known Bugs & Caveats for known bugs. @Astraph May I interest you in a bug test? You can always revert.
  7. I can relate lol. Yeah just revert for now until I figure this out. A safe version before these changes is Kopernicus release-208 BTW, your google drive link is not public.
  8. Are you in a singlestar system or multi-star system? I'm looking into this now, feel free to revert in the interim it should be harmless.
  9. New in this latest version release-210: 1.) Hotfix for panel exposure in multistar mode sometimes listing over 100%. See Known Bugs & Caveats for known bugs.
  10. I mean, it is. I guess I should edit the title though.
  11. New in this latest version release-209: 1.) Added support for nearly all third party solar mods, with the notable exception of US2. 2.) Fixed numerous solar panel bugs and improved performance. This is all thanks to github user @Aebestach be sure and thank them. 3.) Since RC1 we have fixed singlestar mode not enabling configside. Now singlestar systems will again not be burdened with any multistar extra code, automatically. 4.) This update may reset solar panels assigned to action groups. We apologize for this, but this code is more robust so it should never happen again. See Known Bugs & Caveats for known bugs.
  12. Hey @Arrowstar, if I have my bodies set to be numerically integrated for Principia, does the porkchop tool also numerically integrate the vessels position? Like when computing burns and such? If not, could that be an option? Great tool, I just started using it and it's been invaluable even though I am just touching the surface so far, thanks!
  13. Looks good to me, sorry for the slow reply just remembered to check this thread.
  14. Just a discussion point from the maintainer: Would it be useful to stop time warp when an event fires in the game? Right now it just keeps speeding along and the player has to stop it. Unsure if this behavior is desirable. It's a new thing that's been happening in my game since I decoupled events from the scene change, and made them truly random. Also if you have any ideas for the mod, post them. I may not implement them all but I am open to concepts. Right now I am kind of eyeballing "Bank of Kerbin" and wondering if we should mess with how it works.
  15. Release-150 is a rather big leap so I'm afraid things like that may happen. The solar panel logic has seen a lot of rewrites in that time, so it is especially sensitive. I try not to break action group assignments in general but since release-150 it would not surprise me at all that that could happen. I'd say reassign them and take comfort in the fact I am much better at maintaining action group compatability than I was in the releaese ~150 era. In other words they should stick from here. On the bright side there are a lot of improvements in Kopernicus performance wise since release-150, so enjoy those. EDIT: If this really bothers anyone, in a single-star system, you can force the action group behavior to stay the same and likely "stick" between builds by throwing the following in a random .cfg in your gamedata: @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FOR[Kopernicus] { %useKopernicusSolarPanels = false @MODULE[ModuleDeployableSolarPanel] { %useKopernicusSolarPanels = false } } @PART[*]:HAS[@MODULE[ModuleCurvedSolarPanel]]:FOR[Kopernicus] { %useKopernicusSolarPanels = false @MODULE[ModuleCurvedSolarPanel] { %useKopernicusSolarPanels = false } }
  16. Heh, that didn't take long for a hotfix... good news is this is pretty much the only noted bug. New in this latest version release-208: 1.) Hotfix for previous solar support breaking KerbalismDefault profile with NearFutureSolar curved panels. See Known Bugs & Caveats for known bugs.
  17. New in this latest version release-207: 1.) NearFutureSolar support added in Kopernicus Multistar code, in particular for their custom curved panels. 2.) This month will be targeting mod support for the multistar system where it previously was broken, please post any mods you find where panels do not work in multistar and I will try to add support. See Known Bugs & Caveats for known bugs.
  18. I'll check in with that. Raring or 7zipping it may also bring the size down a fair bit, given its mostly html hypertext.
  19. doesn't need to be too big, its just 10GBs, but way too big for any sensible public/free file host lol. I'll ping you all here as soon as I have something.
  20. If you have a file host that can host ~10GBs we can talk. I have a personal server I can initiate an FTP transfer from too. But there are some issues with the current site image image I am working through (mostly the fact that some pages get blanked when the server goes down as it often does, I am doing a second pass to re-retrieve those). If you check in with me say a week from now I should have something flawless, and would be happy to share if you can provide the means to receive it.
  21. FWIW I already have at least one complete backup of the forum in static HTML form. Working on a second now, I run them at very low bandwidth continuously. I would suggest scrapers bandwidth limit their efforts like me for 2 reasons: 1.) We don't want to break the forums. 2.) The forum can and will tempban your scraper as a form of rate-limiting. This is not immediately apparent, and will result in you scraping a bunch of HTML "Forbidden" pages. The amount of simultaneous connections seems to be able to go no more than 1, for one example. Frankly I'd discourage further scraping as between current efforts, I'm sure it's covered and we don't want to kill the forums. That said, if you absolutely are going to do this anyways, these are HTTrack settings I have found that will work: Near=0 Test=0 ParseAll=1 HTMLFirst=0 Cache=1 NoRecatch=0 Dos=0 Index=1 WordIndex=0 MailIndex=0 Log=1 RemoveTimeout=0 RemoveRateout=0 KeepAlive=1 FollowRobotsTxt=2 NoErrorPages=0 NoExternalPages=0 NoPwdInPages=0 NoQueryStrings=0 NoPurgeOldFiles=0 Cookies=1 CheckType=1 ParseJava=1 HTTP10=0 TolerantRequests=0 UpdateHack=1 URLHack=1 StoreAllInCache=0 LogType=0 UseHTTPProxyForFTP=1 Build=0 PrimaryScan=3 Travel=1 GlobalTravel=0 RewriteLinks=0 BuildString=%%h%%p/%%n%%q.%%t Category= MaxHtml= MaxOther= MaxAll= MaxWait= Sockets=1 Retry=3 MaxTime= TimeOut=45 RateOut= UserID=Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98) Footer=<!-- Mirrored from %%s%%s by HTTrack Website Copier/3.x [XR&CO'2014], %%s --> AcceptLanguage=en, * OtherHeaders= DefaultReferer= MaxRate=5242880 WildCardFilters=+*.css +*.js -ad.doubleclick.net/* -mime:application/foobar%0d%0a+kerbal-forum-uploads.s3.us-west-2.amazonaws.com/*%0d%0a-forum.kerbalspaceprogram.com/tags/*%0d%0a-forum.kerbalspaceprogram.com/forum/38-forum-games/*%0d%0a-forum.kerbalspaceprogram.com/discover/* Proxy= Port= Depth=4 ExtDepth= MaxConn= MaxLinks=10000000000 MIMEDefsExt1= MIMEDefsExt2= MIMEDefsExt3= MIMEDefsExt4= MIMEDefsExt5= MIMEDefsExt6= MIMEDefsExt7= MIMEDefsExt8= MIMEDefsMime1= MIMEDefsMime2= MIMEDefsMime3= MIMEDefsMime4= MIMEDefsMime5= MIMEDefsMime6= MIMEDefsMime7= MIMEDefsMime8= CurrentUrl= CurrentAction=0 CurrentURLList=
  22. try adding this line to your PQS { } node. materialType is a required parameter. Also sorry I took so long to see this, been a bit busy. materialType = AtmosphericTriplanarZoomRotation
  23. This was kept mainly just until I had a chance to ask you. Thanks for the clarification, I'll probably replace it with something else soon. Well, you have my word I'll curate it accordingly and not let "clown code" in (my own notwithstanding, but I'm getting better everyday... lol)
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