-
Posts
2,017 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by R-T-B
-
[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
Yes. Changing that to stock would be best. The stock generator is by far more reliable, has comets, and the only limitation is the system must be stock-based (ie has Kerbin and Dres) for it to work (OPM qualifies). Furthermore, it is fine to change this setting anytime. It is very forgiving in that sense. Regarding floating scatters, I may have a solution for that in the very near future. Stand by. -
[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
This continues to be an issue, unfortunately. Not as bad as it used to be but certainly there. It's probably the next thing I'll work on (again). To answer your earlier question, I'd generate a config file, and then leave everything at stock but set UseKopernicusAsteroidSystem = Stock. True is the default, and will work, but you'll miss out on comets and sentinel contracts for increased asteroid customization you do not need. Should look like this: // 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 = Stock SolarRefreshRate = 1 } This is a good config for stock-alike systems. UsePureStockScatters is deprecated and presently nonfunctional. May bring it back if I can't reign in the floaties though, we'll see soon. -
Sentinel Asteroid mapping stopped working (Solved!)
R-T-B replied to Mikki's topic in Making History Support
Unfortunately Sentinel contracts are completely broken with the custom generator at the moment. They work in the stock generator of course, with all its limitations (really only works well in stock system mods). This is on the todo list, but I'd be lying if I said it was going to happen soon. It's a tough problem, due to early design decisions made some time ago in Kopernicus history. -
[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 now release-72 New in this latest version release-72: 1.) A fix to the Kopernicus Standard Asteroid customizer has been applied. The bug that it addresses was preventing asteroids from spawning without setting UseKopernicusAsteroidSystem = Stock. Stock setting is still needed for comets, of course, but Asteroids should now function and be customizable as intended with no end user changes. 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. -
Sentinel Asteroid mapping stopped working (Solved!)
R-T-B replied to Mikki's topic in Making History Support
Just FYI, this thread is older than this change in Kopernicus. But anyways, on a fresh game asteroids should still spawn in Kopernicus, it's comets that won't. Is that not happening? I may need to open a bug for that. EDIT: Actually, I DO need to open a bug for that, it would appear. On it. Yeah, the stock setting works great for stock systems. The "true" setting is customizable and thus works better for custom systems, but does not support comets. Hope that clarifies. It should have been spawning asteroids though (and soon will be, in todays release). Maybe the wrong topic, but still, major thanks for pointing this bug out. I think I saw your report on github but misunderstood and thought you were talking about comets, not asteroids... my apologies. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
R-T-B replied to Gotmachine's topic in KSP1 Mod Releases
I'll confess: I did this too at first, lol. -
Hello. I've seen a few bug reports in Kopernicus-land associated with this plugin, not sure what's going on or if an interaction is causing it or what, but the typical report starts with a log that contains the following: [EXC 22:20:47.263] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <9577ac7a62ef43179789031239ba8798>:0) Kopernicus.ConfigParser.Parser+<>c.<GetModTypes>b__16_1 (System.Reflection.Assembly a) (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) Kopernicus.ConfigParser.Parser.GetModTypes () (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) Kopernicus.ConfigParser.Parser.get_ModTypes () (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) Kopernicus.RuntimeUtility.LogAggregatorWorker.Awake () (at <e5b09128dd994a1897e67c1867db8281>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() [LOG 22:20:47.268] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: JanitorsCloset 0.3.7.8 GameData/JanitorsCloset/Plugins/JanitorsCloset.dll and it spirals into an exception-mess from there. Any idea what's going on? I'm at a complete loss, and have changed nothing with reflection on my end.
-
[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 may be worth making a "message of the day" for big changes in Kopernicus that would show once, and be dismissable. We've had a few things that require user intervention like that to work right, and many users may miss it if I only say "do this" in the release notes. I'll think about it going forward. Update re the scatter rework: It's going on the backburner for right now in the short term to get some shadow bugfixing done. I'm not abandoning it, it's just taking way too long and there are some other simpler things I'd like to do with some smaller point releases. Expect once such release soon, addressing shadow complaints. EDIT: Decided to release what I have on the shadow rework now, and solicit feedback: Kopernicus release-71 New in this latest version release-71: 1.) More shadow related bugfixes, as always somewhat experimental. Please report back results on how good/bad they work. In my testing, it does seem improved. 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. -
[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 all. Sorry for my abscence, holidays took their toll and all that. I'll be getting back to work where I left off, working on scatter pefrormance one last time. Then, the roadmap is to mess with shadows (hopefully in a positive way), and then KittopiaTech. -
[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
Yes, the stock manuaver tool freezes the game when you go to extremely far away bodies. No idea why or the technical nature of it, but I DID help identify the bug. Gotmachine fixed it. We communicate and I often punt things that are bugs in the stock code over to him, as I'm unwilling to mess with that type of bug, but he is. -
[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
This is the land scatters subsystem kicking in. It's stil not perfect, but it is being worked on. Lowering the density can help in the meantime. I've heard mixed reports of this as well. It seems some packs do something that make it far more common than others.... which is unfortunate as it was supposed to be completely fixed with this release. Darn. I'll take another look at this whole system soon. -
[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
scatters should not float at all, but I have heard some reports of very rare occurances of it I am still investigating. If it happens at all it'd be very uncommon. Distance or stock system is unrelated to that problem with the new rewritten scatter system I am using. -
[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
Small hotfix, guys. R-T-B released this now release-70 New in this latest version release-70: 1.) Correct warning dialog displaying despite last update to remove it on 1.12.3 (oops!). 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. To answer your question, we've been investigating that bug for months and the rationale behind it still remains a mystery. But yes you have it right. -
[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 now release-69 New in this latest version release-69: 1.) Upped the value of the minor 1.12.x version check since all seems well with 1.12.3. 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. -
[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
Some time this weekend. Sorry for the delay on that update, it's been a busy week. FWIW despite the warning the build seems to work fine. This might be possible, but will need more time to confirm. (Actually it's certainly possible but it's all about how much work it'd be) -
[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
This is good. I think the initial 100% GPU load at level start was causing some kind of race condition CPU wise as a side effect, resulting in the floaters. Should not happen now, fingers crossed. -
[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
Thank you. Will look into this. -
[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 did manifest itself as some lag, yes. You could try the new release if you haven't. -
[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
If you had no bugs in the last one, not much. It's for users who were suffering from the shadow-fix last update not working right on older cards. That release is really just a hotfix until I can work on the scatters some more. I am determined to anchor those floating rocks permanently. Yeah, that sounds like the shadow-fix introduced bug in its more minor form (some users fell way worse in performance), basically your GPU driver / video card does not like my first fix attempt by just raising the shadow map size. Try the new release and see if that goes away. -
[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
So that's not with hyperedit? Darn up until now I only heard of it happening with hyperedit which I took as "good enough." Looks like it may need yet another look. As research for this particular incident, I have to ask, have you changed any physics related settings? Particularly that delta one in the main settings menu? Moving on, for those of you with shadow-fix-performance issues from the last update, there's this: Kopernicus release-68 R-T-B released this now release-68 New in this latest version release-68: 1.) The upped shadow map size in last release was hurting performance for some users and outright crashing for others, so we reverted that. I am trying a different shadow fix with this release that should work with all hardware, and not just "modern" cards. 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. -
[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
That's very interesting. May be some mod interaction playing up badly with the rewrite, as I do not see it in pure stock (or in my fairly custom modset I play with). A log file would help me investigate. -
[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 have not tweaked anything in that regard. Thank you kindly for the report. -
[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
In that case, keep OnDemand on. It will still help and I'll see if I can't squeeze in some tweaks to make it "think" better in following tuneup releases that will be sure to follow. EDIT: 8GBs might be ok for OnDemand off with the stock system, but wouldn't put it much beyond that. Also, something to keep in mind: The performance increase was not the main goal of this first release, fixing the incorrectly elevated scatters was. Performance will be the next thing we work on with gusto. Any increase at this point is more a side effect of the rewrite than a true objective I was focusing on. -
[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
No, I don't think so. At least not intentionally. That is odd. I wonder why it's happening. Regardless, ScaledSpaceDemand's agressiveness has been a little buggy for some time. If you have a decent amount of ram, you can try working around this by using the following in a cfg anywhere in Kopernicus folder (name it like DisableOnDemand.cfg). Inside that file put this code: @Kopernicus:FINAL { %useOnDemand = false } I do intend to try and improve performance of OnDemand at some point as it can be rather too aggressive as you noted. But that may take a bit. This could also be because of enlarged shadow maps to attempt to fix stock shadows. Hard to say. Do the shadows behave better, in that respect? As in less glitchy.