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R-T-B

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Everything posted by R-T-B

  1. Back in 1.7.3, when the tutorials still mostly worked, I used them extensively. That and trial and error eased me into the KSP world... Sad to see a mod is needed to restore them for newbies, but glad it was made. LGG is truly doing great things here.
  2. RKunze is not trying to play the game and run the mod he is trying to build it from it's source code... it's a dev/mod maker thing. @RKunze , in Visual Studio, Nuget fetches the packages for me automatically if I follow the build system docs on github... are you possibly building with something other than VS?
  3. I'd just like to point out here that KSPCommunityFixes does in fact, exist. It may exist despite the threat of potential legal banishment, but it does. I'd encourage collaboration with them on stock issues.
  4. It's admitedly not a complete fix for all scenarios. Some users have just found that it helps. Why? Beats me. I just list it until I have a better fix. The only fix I'm really aware of that works 100% of the time is to mod the landing gear or use robotics parts, but even that doesn't help the Kerbals that crawl out onto the surface. That bug is most frustrating for any pack containing distant bodies. Intriguingly, in rescale packs involving stock bodies, the bug does not seem present. I really wish I knew what was going on with it, or what precisely is happening, lol.
  5. R-T-B released this now release-78 New in this latest version release-78: 1.) Comments have been introduced to Kopernicus_Config.cfg, saying in explicit detail what every option does. The config files further more now autoupdate, adding new options, removing outdated ones, and preserving the old configs while doing so. Snazzy! 2.) A few lighting issues in 1.8.x caused by bad camera selection have been patched. (Dual camera still is the norm there). 3.) The readme doc was updated to remove old outdated entries on some fixed bugs. It furthermore had bad guidance on how to deal with those bugs, which has also been removed. 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 benefit from 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.
  6. That bug is tough. The current fix cfg only works sometimes and is far less reliable than hoped. While it is being looked into, I have no further ideas at the moment. You might try MakingLessHistory too. It's been known to help, for god knows what reason.
  7. Heads up on what to expect next release: the next patch will introduce proper config file updating support (as in, it will autoadd new parameters), as well as add comments to Kopernicus_Config.cfg explaining what each parameter does. It will be completely transparent and existing parameters already set will be preserved, like we always should have been doing. Frankly, I can't believe I did not do this long ago. It will release in the next few days, want to take a look at some of the old github bugs first as well before release. But it's coming.
  8. Now I'm questioning if this was a good idea lol. Kidding of course. I know you will always optimize as much as possible and then some. You are a real graphics guru in that regard. Yeah, might not be a bad idea. I hear you. The market is insane right now. I have ties via my old job (I was an IT news/review writer) to buy review hardware after it goes under the microscope, that's how I got my 3070. I know I am super lucky and that is why I am helping blackrack out. Way better than selling it at a high price only to go to a crypto miner or something. btw, for 1080p, there is still far worse than a 970. I've seen some very sad gaming rigs as of late... not even considering the igpus. /OT
  9. The default config is actually ideal for complete homeworld replacement situations. I'd leave it alone, since you haven't declared anything it will just go to defaults, and that is great for you. You might need the multistar patch if there's more than one star, but otherwise, it's all good. I really do need to get the wiki updated, or produce a manual, or something. I'll consider that a priority todo for the near future. Anyways, only thing out of line there is stock, which MAY work, but comets may behave oddly and end up in stars etc since some educated guesses it makes about the system end up wrong. If you are ok with that, then all looks good. A lot of the undocumented parameters are boring really, because other than UseKopernicusAsteroidSystem , the changes aren't dramatic. SolarRefreshRate as an example, is for the multisun patch and for people who need it to refresh EC calculations faster/slower than every 1 second. I don't think many need that.
  10. Not stupid... I should document that. I REALLY need to spend some time updating the Kopernicus wiki. Run Kopernicus to menu once to generate a copy of the cfg... then change what you want or just make one in config folder, defaults here: // Kopernicus base configuration. Provides ability to flag things and set user options. Generates at defaults for stock system and warnings config. Kopernicus_config { EnforceShaders = false WarnShaders = false EnforcedShaderLevel = 2 UseKopernicusAsteroidSystem = True SolarRefreshRate = 1 ScatterCountLimit = 4250 ScatterDistanceLimit = 4250 DisableMainMenuMunScene = true } BTW, If you are keeping the Mun Scene, it is likely you have a stock based system (all with the Mun but JNSQ pretty much count). You might also want to set "UseKopernicusAsteroidSystem" to "Stock" which works better for those.
  11. Gosh darn. I might apply if I can get time to throw a resume together... that sounds... fun.
  12. kOS can execute a limited set of commands on unloaded vessels IIRC, but it's quite limited. Pretty essential things like thrust, RCS, etc, are not part of it. This is because of how the game is designed, sadly.
  13. Nailed it! R-T-B released this now release-77 New in this latest version release-77: 1.) A bugfix for a critical visual bug in the new shadow manager, in which it was conflicting with KSP's builtin shadow system (oops!), creating visual artifacts. Known Bugs: 1.) The ingame shadows without an external mod like scatterer can be glitchy. It is advisable to use an external mod for best experience at the moment. 2.) Land scatters can appear at incorrect elevations if you don't use Kopernicus option "UsePureStockSCatters," which sadly, only works on pure stock systems. 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 benefit from 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.
  14. Ok so it's not a conflict. grrr. Thanks for testing that for me. If I can't have it fixed in a few hours, I'll roll it back. In the meantime, feel free to roll back one version as that version was fine (or as fine as it usually was). Next update will be better tested, whatever the case.
  15. It seems the new shadow manager isn't working well in some situations, reverting just one version should work. I am in the process of trying to create a fix. Honestly, I may just revert it entirely, as it seems to have gone completely mental. EDIT: Are people with issues perhaps using scatterer by chance? I think I may have to detect that scenario, and tell my shadow manager not to run if scatterers is... they seem to fight.
  16. This is more than a little OT but... What's your country blackrack? Send me a PM. If shipping isn't outrageous, I can cut you a deal on my old RTX 2080 Super. I'm sure I could help a fellow dev out, and not act like a scalper while doing it.
  17. KSPCommunityPatches adjusts stock alarms to whatever your homeworld day/time system is, just FYI.
  18. R-T-B released this now release-76 New in this latest version release-76: 1.) A new shadow manager has been implemented to try to calculate the best shadow settings for each scene in stock mode. This won't affect scatterer users, but may greatly help our stock players with the quality issues we've had for some time. Known Bugs: 1.) The ingame shadows without an external mod like scatterer can be glitchy. It is advisable to use an external mod for best experience at the moment. 2.) Land scatters can appear at incorrect elevations if you don't use Kopernicus option "UsePureStockSCatters," which sadly, only works on pure stock systems. 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 benefit from 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.
  19. Heads up! Small, fun update here. Has a bugfix for some logspam and a fun parameter to give you back your munian main menu scene if you have a Mun, and desire that! Release notes follow: R-T-B released this now release-75 New in this latest version release-75: 1.) A new Kopernicus_Config.cfg parameter was added, "DisableMainMenuMunScene" boolean, defaults to true. Can be toggled to false if and only if you have a Mun in your system. It will restore the Mun scene in the main menu. 2.) Fixed harmless but annoying nullref ksp.log spam introduced by some leftover debug logging code. 3.) Attempted to fix a reported bug where shadows on scatters could not be disabled. Known Bugs: 1.) The ingame shadows without an external mod like scatterer can be glitchy. It is advisable to use an external mod for best experience at the moment. 2.) Land scatters can appear at incorrect elevations if you don't use Kopernicus option "UsePureStockSCatters," which sadly, only works on pure stock systems. 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 benefit from 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.
  20. R-T-B released this release-74 New in this latest version release-74: 1.) The new parameters the landscatter system uses to improve performance have now been made tweakable. Most users will find the default settings fine, but should you care, the new settings offered are ScatterCountLimit (a number that limits the number of scatters in a scene) and ScatterDistanceLimit (a number that limits the visible distance at which scatters will be drawn). Note setting these numbers too far apart may cause bad scatter patterning behavior, they work best close together in numerical value. 2.) The default landscatter parameters were optimized one final time in an effort to earn more FPS for minimal (if any) visual loss. The new parameter defaults are 4250/4250. 3.) The scatters nearest the active vessel (or kerbal) will now always be rendered, to avoid them despawning when the camera moves (and potentially killing kerbals if colliders are on). Known Bugs: 1.) The ingame shadows without an external mod like scatterer can be glitchy. It is advisable to use an external mod for best experience at the moment. 2.) Land scatters can appear at incorrect elevations if you don't use Kopernicus option "UsePureStockSCatters," which sadly, only works on pure stock systems. 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 benefit from 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. Some new performance benches with the new parameters, a healthy 10+FPS gain in a similar scene: BEFORE: AFTER: This basically concludes the scatter rework, barring bugs, attempting to get more performance at this stage just will result in loss of visual fidelty which I will not push in the default config. I am going to take a hard look at some other bugs at github now before taking a look at KittopiaTech!
  21. Scatters honestly. The 100% scatters in flight woomerang forest scenario is rough. I can get around 140+FPS with less scatters around. This is a similar scene in stock: The new system is still being tweaked though, and steadily improving. I hope to get it down to a more than just "playable" and actually speedy level soon. Oh, another factoid I did not mention: The above bench had colliders enabled on the trees, which undoubtedly added some overhead too.
  22. Yeah on second glance there are a few issues there. Please correct, and if you still get this error, repost and I'll look into it. I'm still slightly suspicious of it being a bug because the error is happening in the Kopernicus GetNearest/GetBrightest star functions, which should ALWAYS work if there's a present star with any luminosity, but...
  23. Interestng. This looks like a genuine bug with the light sourcing system. What is your system configuration? How many stars, etc? If this turns out to be a bug, and I can determine its cause, I will try to patch it next release for you.
  24. R-T-B released this now release-73 New in this latest version release-73: 1.) Floating scatters have been fixed (for real this time) 2.) The system was rewritten to only consider quads close to the camera (7500m, so decent visibility). This results in a pretty decent speedup. 100% scatters + Woomerang forest has 80+ FPS at 4K in stock on my Ryzen 5800X/RTX 3070 system, that seems playable. 1080p will of course do much better. Known Bugs: 1.) The ingame shadows without an external mod like scatterer can be glitchy. It is advisable to use an external mod for best experience at the moment. 2.) Land scatters can appear at incorrect elevations if you don't use Kopernicus option "UsePureStockSCatters," which sadly, only works on pure stock systems. 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 benefit from 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. Some screenshots of the new scatter system, @ 4K in Woomerang Forest flight, 80+ FPS: @canisin, you may wish to try this for your floating scatter bugfix needs.
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