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R-T-B

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Everything posted by R-T-B

  1. It would be best if mod authors had to do nothing around this, but my best efforts to hide the body from KSP are proving somewhat ineffective. You may need to filter for this body in the mod, if you are willing/able to make that change, and it is still causing you issues. Just filter it by body.name. I may end up manually patching mods that are somewhat left behind, like this. I will see what can be done re that, license wise.
  2. I will need to apply workarounds for various mods over the next few days. Principia in particular is going to remain broken until I coordinate with the devs. This one may be fixed by a new game, though. If that is not possible, please consider reverting to release-60 (last release without this change) until my next release, which will feature a special, optional cfg to turn this feature off for better mod support. It should be available soon, tomorrow at latest.
  3. This should fix the mod-related bugs! https://github.com/Kopernicus/Kopernicus/releases/tag/release-63 New in this latest version (release-63): 1.) Fix for various mod crashes by applying better KopernicusWatchdog celestial masking. 2.) Experimental fix for sinking landing gear at extreme ranges. See caveat note #3 for details on how this is done. 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.) 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 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.) A fake celestial body is now used to fix the distant 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 at this time, unfortunately. Those users may try "MakingLessHistory" mod, the old workaround. Also, if this change is causing issues for your other mods, we will have options soon. For now you can revert to release-60. 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.
  4. hmmm. It seems I need to hide the body better from other mods. Working on a potential fix. For the moment, if you need it, Release 61 is the last one without this fix. I may make this fix an optional opt in next release, because bugs are no fun. Will see.
  5. I forgot that Kopernicus has never supported removing the sun and replacing it. You have to have a core star named "Sun" (Displayname can differ though). Thus, above described issue was not a bug, so disregard! This is what happens when I work late! There does appear to be a bug with some mods that alter the Sun, though. I've identified that seperately and am preparing a hotfix now. EDIT: On that note: release-62 New in this latest version (release-62: 1.) Fix for error on loading a customized sun in last release. 2.) Experimental fix for sinking landing gear at extreme ranges. See caveat note #3 for details on how this is done. 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.) 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 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.) A fake celestial body is now used to fix the distant 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. Just a little newsflash on the latest release: It's currently glitching out on systems that lack a star named "Sun" at root. I'm working on a hotfix, expect it sometime soon. In the meantime, just make sure the root star is named "Sun" and you'll be fine. If you can't do this, reverting will fix you.
  7. A wild breakthrough appeared! Major credit to @Gotmachine for his help with this release. Please pay attention to the notes on this one, it's got some significant changes that should be good overall, but could carry a bug or two! Kopernicus release-61 New in this latest version (release-61): 1.) Experimental fix for sinking landing gear at extreme ranges. See caveat note #3 for details on how this is done. 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.) 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 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.) A fake celestial body is now used to fix the distant 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.
  8. Gotmachine and I have been working hard on this, and this does seem to be the case. It may be Kopernicus is actually at fault afterall, or interacting in a stock system in such a way as to produce a fault, at minimum. I expect next release will at least mitigate some of this particular bugs pain (at worst, giving us less occurrences of it, at best fixing it completely), but it may take some time because the bug is very complex. But at this point I do believe it is caused by Kopernicus, contrary to past statements. Unfortunately I did not write the section of the code that is buggy here, so I am learning as I go. That makes progress slow. I also want to improve stock shadow calculations a bit more... they are still odd. So I'd say around a month to next "major bugfix" release.
  9. It's highly inconsistent with when and where it decides to present itself, but it does seem related somehow to distance. I've never seen it on normal-distance bodies (like stock kerbal distances). It's been a bug since past version 1.7.3 of KSP, AFAIK.
  10. I think it's actually a little farther, say like up to 2x the distance from the sun than eeloo is at stock scaling. The best thing to do is just install MakingLessHistory if you experience it. Yes, there is a Kopernicus_config.cfg variable that controls detection/removal of the floating scatters... I am at work and forget the exact name but it is the one with the word "Delta" in it. I think it needs to be set to 0 to work with 100% perfection but that does impact performance. You may find it acceptable though. Lower values = less floaties.
  11. It also happens on bodies more distant than say, a little past stock eeloo. Workarounds are listed in the release notes.
  12. Our tidal locking hack might make Principia freak (might not too, hard to say).
  13. True for the contest, but there is nothing stopping us from showing off noncompliant creations. Just don't tag them for the contest. Make clear they are just for fun, etc
  14. I'm afraid I'm not the contest rulemaker here so an admin would have to weigh in. My advice would be "better safe than sorry" if unsure.
  15. I forgot to edit the text there. Initially we assumed the new landing legs in 1.12.x fixed this issue, but upon further analysis, they only improve it's operating distance, do not fix it. This is something we are looking into for an external fix with KSPCommunityFixes but for now the workaround listed works. I will edit the text to our modern understanding of the problem. MakingLessHistory also is not a complete fix, but it gives you exponentially more range to work with. The exact origin of the problem and its confusing relationship to the mission creator remains elusive.
  16. Restock is mostly cosmetic, but if you want to be safe, yes it does change some minor hitbox things, so best leave it at home. Unless forum admins confirm otherwise.
  17. Stock type systems only I think. It might load in beyond home but I'm not sure if it'd work well. It certainly is not officially supported.
  18. Nice bullseye... I confess I skipped to the very end at first expecting impact and got slightly confused. Dead on hit though! If I were to attempt this (may very well later), my approach would probably be an excessive amount of dawn engines, solar panels, and a grabber unit... lol.
  19. That was a miss but darn if it wasn't super duper close. As soon as the asteroid loads it drifts very very slightly due to computer floating point math eccentricities, hence the dialog popping up anytime you are in the neighborhood.
  20. Why on earth would other modders want to specifically track for an impact with an asteroid named Dimorphos? That's the only baked in additional thing in Koperncius that isn't going into mainline at some point (and yes, there are plans that will enable mainline to replace this if need be). The additional features are highly mission specific. We've thought this out, I assure you. I believe @Gameslinx has plans for Parallax mainline as well. I do plan to port the timewarp-limiting-on-approach code, which is rather cool, to Kopernicus mainline soonish.
  21. As I said in the release thread: Was great fun to work on this... Hope the community enjoys it as much as we enjoyed making it. :)
  22. We're just DARTing it. For veterinary work. It goes sleepy and then we study (for SCIENCE!).
  23. @Gameslinxwill have to comment on the custom Parallax but I'd assume a conflict for starting off, as the way it looks written doesn't seem to have any kind of workarounds. Someone maybe could test and see for us, though? The KopernicusDART.dll overrides (via file version detection code in KSP) and replaces standard Kopernicus if it's present as KopernicusDART.dll features an extended feature set. So no dependency or honestly even declartation needed, but it can do a "provides" if you want as it also provides standard Kopernicus features. But yeah that dll is needed. And yes, to anyone concerned, that KopernicusDART version has all the latest bugfixes from mainline Kopernicus.
  24. I enjoyed greatly working on this. The custom Kopernicus integrated in this plays nicely with stock Kopernicus, just for everyones information. @HebaruSan Can probably help with this. Note that though it is technically self-contained, ModuleManager enables a few additional features (custom experiments IIRC). Heh, it does, but as always there are some caveats due to it being a computer simulation. The asteroid moonlet has a tendency to drift on it's own due to floating point errors, a side effect of how the game engine works. Not much, but it does make it a bit odd to see it's already moved slightly when you approach it. That's really the only thing worthy of note though, it really works rather excellent! Fun fact: The moonlet is actually considered a "vessel" by the game!
  25. No detection happens. They both run, in truth. Scatterer simply adjusts later in the scene, so its settings take precedence by virtue of l being the "last thing that happened." Since we are adjusting the same base unity setting, the last to load wins.
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