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KSP2 Release Notes
Everything posted by R-T-B
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[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
R-T-B released this release-83 New in this latest version release-83: 1.) A new parameter useful for infopane modders (like the awesome PlanetInfoPlus) has been added to Kopernicus_Config.cfg. Shouldn't need any touching by end users, but documented just in case. The parameter is boolean HandleHomeworldAtmosphericUnitDisplay, default true. Will be autoadded by upgrade pipeline. 2.) Some minor performance enhancing measures for the KopernicusWatchdog were added, to ensure we aren't setting it's orbit constantly when not needed. 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 navbal furthermore sometimes behaves oddly. We are working on this and nmonitoring all the interstellar bugs actively. 4.) 1.) 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.) Mutlistar Solar panel support requires an additonal config file, attatched to release. 3.) If you use the "AddWatchdog.cfg" file, A fake celestial body isthen used to fix the distant landing-gear sinking bug. This body is called "KopernicusWatchdog" and will a.) intentionally keep it's distance from you at all times and is b.) invisible. The body is usually hidden from in game processes, but this is new territory having to use another moving celestial to correct a bug, so there may be side effects. Also, Principia does not work with this fix at this time, unfortunately. Those users may try "MakingLessHistory" mod, the old workaround. 4.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods. -
Does JNSQ even ship with plugins? I don't remember it doing that. I'll look at logs from a Kopernicus build and see if this isn't a bug on our end. Maybe the two working together are just managing to express some deep otherwise hidden Kopernicus bug. EDIT: I really doubt it's SigmaLoadingScreens, that's one of the few dlls in JNSQ though... Also SigmaTweakChutes. Doubt that has any effect though. EDIT EDIT: No it's none of those and Kopernicus is not reporting any errors either. I can only guess it's because JNSQ destroys the stock system (ie is a system replacer?)
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I think I get what you are saying now... Kerbin's (or the local bodies?) north pole is always "galactic up?" If so, that does indeed complicate things in a silly way. Understood. EDIT: Only this does not seem to be true. I just set Kerbin's inclination in the stock game to 180, and it appears to be rotating retrograde to the end user. Observe. Kerbin normal orbit is the first, inclination 180 the second: https://imgur.com/wBS47hB https://imgur.com/TSQvJyk
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I understand that and of course it's totally up to you, but two points for your consideration: 1.) Would not simply making the percentage a config option and having it default to "100%" AKA total locking be enough? I understand still it is extra coding, but just an idea. 2.) I'll be maintaining a private fork for my use with Principia regardless. I could simply make a pull request of a more user friendly facing version if you desire (with a config file option as described). Or we could just leave it where the few Principia users can ask for my fork if they need it. Or I could just make my patchset/fork public. Or nothing at all. Whatever works for you. 3.) I'm not sure I understand your argument re the inclination logic. Regardless of whether Principia is installed or not, I do believe I can make a body retrograde WITHOUT a negative orbital period by setting inclination above 90. This happens with or without Principia, and will appear retrograde to the end user in both cases. It's a weird property of KSP that I think your code should be aware of regardless of the other two points and whether or not you worry about them. All up to you of course, just my thinking here. And either way, execllent work! I hope you don't mind my desire to tinker lol!
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[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
Hello. If you have not solved this, a complete KSP.log may help me diagnose. I do not know why you would get that error, I have tested GU and it works for me. Very curious. Does it do it without MPE? -
Hey @Snark, lil code snippet you are free to use that you might find handy. In Principia, you cannot rely on the tidal lock property to determine tidal locks. You furthermore are supposed to use inclination, not period to determine retrograde orbits. I'm using the following bit of code to determine if a body is losely "locked" or retrograde with it's parent in the CreateParam_RotationPeriod method: private static UIListItem CreateParam_RotationPeriod(KbApp_PlanetParameters app) { bool locked = false; bool retrograde = false; try { if (app.currentBody.orbit.inclination > 90) { retrograde = true; } else { double num = app.currentBody.rotationPeriod / app.currentBody.orbit.period; if (num > 1.0 || num < -1.0) { num = 1.0 / num; } if (Math.Abs(num) > 0.975) { locked = true; } } } catch { //Needed for preventing nullrefs on system root } if (PhysicalSettings.Instance.showOrbitalPeriod && locked) { return PlanetInfoPlus.CreateBody(app.cascadingList, Strings.ROTATION_PERIOD, Strings.LOCKED); } if (app.currentBody.rotationPeriod < 0.0 || retrograde) { return PlanetInfoPlus.CreateBody(app.cascadingList, InfoColors.Attention, Strings.RETROGRADE_ROTATION, KSPUtil.PrintTime(Math.Abs(app.currentBody.rotationPeriod), 3, false)); } return PlanetInfoPlus.CreateBody(app.cascadingList, locked ? Strings.LOCKED_ROTATION : Strings.ROTATION_PERIOD, KSPUtil.PrintTime(app.currentBody.rotationPeriod, 3, false)); } Note that number 0.975: It will consider a body locked if the rotation period and orbit period are within 97.5% of each other (obviously not if retrograde). You can configure this, or make it an option, I just wanted it to tell me when a body is losely locked in "Principia" terms (where true 100% locking is rarer).
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I like the philosophy and can go with it. As you can see, a lot of Kopernicus's more esoteric features are optional cfgs now where possible, so I certainly use that philosophy myself. That will be easy if DOE can understand the exclusion list (obviously that needs to be added). I will await a spec and then I can easily make up the patch in the same file. Between you and I, I think we have a contest for who can go the most insane, yeah... lol. I finally just said "no stock issues" to save my sanity.
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Hello @Lisias. I hope you are doing well. This is actually a mod I use, so great to see you picking it up. Kopernicus is doing some frankly, janky crap, that I wish didn't work as well as it does to fix the sinking-landing-gear-on-distant-bodies bug. But it does and so here we are. I'm sure you've been there. KSP is a mystery on some days. The idea is a mock-invisible moho-sized celestial is placed between the craft and system root at a set distance. Anyways, you can see how this is weird because this body does end up in FlightGlobals.bodies and of course, DOE tries to draw flares for it. IF you want to link to Kopernicus, the easiest way to filter it is like so: List<CelestialBody> filteredBodies = FlightGlobals.Bodies; if (filteredBodies.Contains(Kopernicus.RuntimeUtility.RuntimeUtility.mockBody)) { filteredBodies.Remove(Kopernicus.RuntimeUtility.RuntimeUtility.mockBody); } I imagine you'd probably prefer to iterate through though and not link to Kopernicus. In that case, just filter by CelestialBody.name. The name is "KopernicusWatchdog" No other body should be named that ever. I can maintain a patchset or even make a PR for you, but I imagine such a change would be easy for you to do too if you don't mind mainlining. Let me know your plans. PS: This "Watchdog" is an optional Kopernicus addon and probably affects less than 25% of the userbase, if it makes a difference to you, but I'd still like mods to be aware of it. Ah we posted at the same time lol.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
R-T-B replied to nightingale's topic in KSP1 Mod Releases
Hello all. Not sure if @nightingale is still around, but I made a patchset with some Kopernicus quality of life improvements. Mainly, filtering the optional fake watchdog celestial from contracts, and (in prerelease) trying to not assign inappropriate/unfullfillable ore contracts. You can grab it here: https://github.com/R-T-B/ContractConfigurator/releases Source: https://github.com/R-T-B/ContractConfigurator License: MIT- 5,206 replies
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[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
I'd ask them if they prefer me to maintain a patch, or them yeah. You can tell them all they need to do is filter celestial bodies with the name "KopernicusWatchdog" from the FlightGlobals.bodies list. Example code snippet of a way you can do it even easier by referencing to Kopernicus, though some may not like that and prefer to simply iterate. List<CelestialBody> filteredBodies = FlightGlobals.Bodies; if (filteredBodies.Contains(Kopernicus.RuntimeUtility.RuntimeUtility.mockBody)) { filteredBodies.Remove(Kopernicus.RuntimeUtility.RuntimeUtility.mockBody); } -
[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
sphereOfInfluence in the Properties subnode of Body: https://kopernicus.github.io/wiki/main/Properties.html -
[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
I'm told nothing is impossible with Jeb and enough duct tape. Anyways, this may interest you and some users, just cooked it up: https://github.com/R-T-B/ContractConfigurator/releases Source: https://github.com/R-T-B/ContractConfigurator License: MIT Will gladly do other patches like these and collect them in the OP as needed. I have one for Principia too but the devs there have asked me to keep it private/ PM request only. You will probably want to wait for the assignment to vanish before switching... -
[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
I assume you are using ContractConfigurator? Yeah, it'll make missions for it until the maintaining dev patches it to be aware and filter out the watchdog. I can make a patch for them too if they are unavailable, but I'll need to know that. The reason for that is past attempts to hide the watchdog actually broke aspects of the game, so I don't mask it anymore from the in game lists. It will also show up in the transfer planner, I believe. Unfortunate side-effect of the otherwise pretty good fix. PS: That mission reward is pretty low considering the watchdog runs from you at the speed of light, and is invisible... lol. -
[1.8.1-1.11.1] Stock Visual Terrain SVO (ScaledVersion Only)
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
Yeah, this was broken for quite a while due to a typo. I just fixed it. Update issued for the 1 user (me?) It still works good and is great for like 10x Kerbolar rescales, much less pixelation coming down to a 10x mun or similar. Just make sure shader is on "high" not ultra or the Kerbin ice caps become... green? Brown? Dunno but it's not right. Atlas is weird. PS: Collisions are no longer included, because they were broken anyways. Grab them from the link below if you want them in a non-broken form. -
Prestja FWIW is/was one of the maintainers on Kopernicus. I believe he's just busy with real life/school... happens to the best of us some days. Glad to see you picking this up.
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Can confirm, just got my doom letter. It's cool though, I still have my job in cubicle hell so no hard feelings. Best of luck to all remaining in the running. EDIT: tbf, having a good KSP2 is more important than anything. It's good they are handling this profesionally and not playing favorites, though I do think my modding experience is it's own value that's for them to decide at the end of the day. Nothing wrong with that.
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[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 has been merged. Should be fine, no one was reporting bugs since RC2 for over 24 hours (not just you testing). -
[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's known, but I think we've fixed it in latest stable... which is out now. Feel free to give a try. If the issue is still present I'd very much like to know, of course. R-T-B released this now release-82 New in this latest version release-82: 1.) A major codebase refactor and cleanup contributed by unquietwiki . See #512 2.) The above changes were first tested in a beta program. Since RC2 of said beta, things have been proven and stable. This should be a solid release. 3.) Furthermore, since Release-81, some instances of the optional KopernicusWatchdog nullreffing or appearing in map view have been dealt with. 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 navbal furthermore sometimes behaves oddly. We are working on this and nmonitoring all the interstellar bugs actively. 4.) 1.) 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.) Mutlistar Solar panel support requires an additonal config file, attatched to release. 3.) If you use the "AddWatchdog.cfg" file, A fake celestial body isthen used to fix the distant landing-gear sinking bug. This body is called "KopernicusWatchdog" and will a.) intentionally keep it's distance from you at all times and is b.) invisible. The body is usually hidden from in game processes, but this is new territory having to use another moving celestial to correct a bug, so there may be side effects. Also, Principia does not work with this fix at this time, unfortunately. Those users may try "MakingLessHistory" mod, the old workaround. 4.) When using the ultra/atlas shader, ocean effect customization (color etc) is unreliable. Please use only high shader level (shader level 2) or lower if working with stock ocean effects. This does not effect scatterer or other ocean rendering mods. -
[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
Looks like stable needs some more KopernicusWatchdog masking then, I'll push a fix for that out along with some other vetted stuff this evening. To be clear, the issue is purely map-cosmetic (and apparently rather rare), but annoying all the same. You still can never actually see/visit/crash into the watchdog. If you need a fix for this right now, RC2 has a work around for that issue that should keep the watchdog silent. It's actually likely to become Release-82 this evening, barring any bug reports. https://glacialsoftware.net/KOP_DEV_BUILDS/ -
[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
@shimmy00 Was this with the latest beta? I heard reports of that but thought I fixed it in RC2. Maybe not. The only identifier between beta revisions at the moment is the zip archive name. It's possible you were playing with RC1, so maybe try redownloading? Link is the same above. Should work fine with existing save. PS: If it's not with a beta release we definitely need to fix that with a bit more urgency, so do let me know if that's the case. Also, watchdog orbiting Kerbol is normal behavior when it's not needed for the current scene, but it should be doing so in a way that does not interfere with gameplay and it should always be invisible. To be clear, betas come (infrequently, as needed) from here: https://glacialsoftware.net/KOP_DEV_BUILDS/ Release software comes from here: https://github.com/Kopernicus/Kopernicus/releases -
There are remote positions. I'm in Olympia, and no way I'd commute to Seattle (where the job applications claim to be from), so that's all I applied for. I'm probably dooming myself by pointing all this out to everybody, but oh well... lol. It's really about getting the best man for the job in the role. As much as I'd love to do it, I want a good KSP 2 more than anything else.
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[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
Did you try reloading? (no this isn't a bad tech support line, I'm serious) That sinking KSC bug has risen it's head now and again and a reload of the savegame (one time, usually) nearly always fixes it. Btw, no shame for version freezing if it works for your present game. This rolling release dev model is really fine for that. However that being said I no longer have the experimental code that probably made you want to version freeze in the stable codebase, just FYI. Implementing that "Watchdog" code as a nonoptional thing was a big mistake, admittedly. You may find the newer versions very suitable for you if you stick to stable, and in the scatter department, there have been massive performance improvements (well over 2x). I learned my lesson on doing experiments on the stable branch, hence this beta going on right now. Anyhow, RC2 is now out at the same link with a fix to the orbit line parameter not being obeyed: https://glacialsoftware.net/KOP_DEV_BUILDS -
[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
Yeah, because that bug sounds suspicously like a early build when I was still messing with ways to fix the sinking issue (at one point I was trying to fix it by "bumping" vessel altitude, with bad effect, as you note). Latest one should not have that issue.