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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
Scatterer shadows always take precedence. Kopernicus on it's own really just tries to emulate stock look, which for various reasons, it can't do perfectly (Stock actually dynamically calculates the shadow settings, we set a static per scene value for various reasons that are both boring and very very hardcoded at this point). -
[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
Kopernicus release-60 New in this latest version (release-60): 1.) Shadow fixes for KSC scene and in general on DirectX 11, to act slightly more like stock (and look better). 2.) Minor fix to grass customization at KSC in some custom mods. Known Bugs: 1.) 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. 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. 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.) Before 1.12.0, the mission creator module in Making History is somehow, amazingly, is bugged in such a way as to make landing at bodies more distant than say, Stock Eeloo, impossible, due to sinking landing gear and lethal-to-kerbalkind terrain. The general work around for this is to a.) stay within the standard solar system distance, or b.) install another mod: "MakingLessHistory." 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. Back to normal folks. -
[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
Indeed. I did not intend to stir anything up. I just wanted people to know my stance. Good news is after discussions with @Gotmachine, we have a workable solution. tl;dr: I won't touch Harmony, but I will forward issues requiring it to his mod, KSPCommunityFixes. I would advise people experiencing stock game bugs to look there. Release notes will note this when applicable. I will continue work on the standard part of the codebase as I always have. There will be a minor bugfix release soon, albeit it only fixes some minor bugs with KSC customization and shadows, but hey, we do what we can. Carry 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
This goes back to court cases like Google vs. Oracle re: being able to copyright and/or control an API you have exposed. I believe the end result was that yes, you can do that. But my point is it's not without its past challenges. Either way, even if I am wrong there, the other two points explain my stance well. I'm not willing to wade into those waters, unfortunately. That is indeed the crux of the issue. Indeed. But KSP is in a fairly unique boat of having stock code so buggy there is no way around having to use something like Harmony to fix certain things. It's really a first for me. I can't use the official model, and I can't/won't violate a EULA to use an unofficial model. In a past life, I was a gamedev. Never got anywhere, but this leads to me respecting EULAs, even if I massively disagree with them. Honestly I'd not have taken this project on were I aware of this at the start, but as of now, I can only offter to maintain the parts that don't violate anything, and remind others I did not code the rest. Especially in the case of a game like KSP, yes. They really need to draw a line in the sand and make it clear, or I can't work. That's all it comes down to. -
[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
My thoughts on that are threefold. 1.) That's on a shaky legal foundation, since that prefab is openly exposed via standard reflection. 2.) It's still more than I'd have been willing to do personally had I been aware of this policy. 3.) I furthermore did not code that section of Kopernicus and have no plans to claim ownership of it. It does make things complicated though, for me ethically speaking. I know I could probably get away with it, and even comtemplated that, but have decided I am not willing to walk in that grey area, sorry. -
[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. I am sorry I have not been more attentive to this thread. The truth is not much work has been done on Kopernicus to fix bugs since the last release (outside of one secret, external project you may see later on, but that's OT). The reasoning is I was hoping to make big progress on the known issues list by using a framework for fixing stock bugs known as Harmony. However I have been made aware this is not allowed per KSP and Take Twos EULAS. Thus that work has ground to a halt. I still will fix bugs here and there, but this silly policy has sapped much of my will to work on this project. The main bugs listed in the release notes right now (the interstellar ones) in particular I do not view as solvable without Harmony Framework. I will fix other known Kopernicus bugs as they appear, but few if any new features will be added and you can view Kopernicus as in a "maintanence mode" until this policy improves. The only bug reported as of late I might be able to fix is the one relating to Solar SOI and light range. I am looking into that now. Note, this does NOT mean Kopernicus is "dead." It will continue to work as it always has. But due to squad policies I am doubtful I will be able to fix many of the listed bugs, as I am not the type to go so far as to violate the EULA to do so. Best regards, -RTB -
1.12 is sort of confusing naming. It works with 1.9.x/1.10.x/1.11.x/1.12.x. I know, I should probably state that, huh? I'll put that in the next release notes. BTW, new Kopernicus thread is here:
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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
Provide the link of the paste. It should be in your address bar. You can also use one of the above services. -
[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
just post it's text to a pastebin if you don't know of anything else. https://pastebin.com/ -
[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
Comets won't spawn in Kopernicus by default, an old problem with our asteroid/body generator. You can make them spawn by setting useKopernicusAsteroidGenerator to "Stock" in Kopernicus_Config.cfg Keep in mind this only works well in stockalike systems. -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
R-T-B replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo I both agree that we are sort of "thread crapping" your mod here, while also feeling that this core issue (the use of Harmony) is highly relevant and worthy of discussion. I know you had to report things being an employee whether you agree with them or not (been there done that), but perhaps it is possible we could get a thread dedicated to this topic somewhere for community input? It would allow your mod to stick to well... your mod. I'm even willing to make it, if someone points me to the correct forum for such dialog. -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
R-T-B replied to JPLRepo's topic in KSP1 Mod Releases
Wow. This could've been handled way better. Both sides. We need to remember we're both just trying to improve the game, so a little presumption of goodwill would go a long ways. I'm somewhat shocked that KSP/Squad is taking such a hardline stance on the Harmony framework. I won't lengthen that discussion beyond this statement... you should know, if this is the road Squad decides to ultimately take, I will personally be forced to leave this community as a modder due to ethical disagreements.- 72 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
Right on time. Thanks man. For Kopernicus, land scatters are still often misbehaving if you aren't using pure stock situations. The next update is going to target this issue, trying to address it once and for all, but I may need outside help to do it right (I've struggled with this code in the past), so I have no idea how long until it's done. But it is being worked on. In the meantime, there is an expensive option to make them behave right, in my experience. Set ScatterCleanupDelta=0 in Kopernicus_Config.cfg. It will hurt your FPS in scatter heavy situations, but they behave 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
I know, was just stating for general audiences to be aware. Aden... hmmm. What planet pack is that from? -
[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 also important to ensure you do not have two Kronometer.dlls (or Kopernicus.Parser.dlls). KSP 1.12.x really hates duplicate dlls basically. Use the parser dll included with Kopernicus, and the patchec Kronometer. We are working on making this simpler in the background for those still confused. -
[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 are using 1.12.x, you will need to replace the included Kronometer. Other than that, JNSQ should work. Can we get a modlist and a KSP.log file from you? -
It's also possible you have/had two Kopernicus.Parser.dll files. KSP 1.12 is really intollerant of duplicate dlls.
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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 can't replicate but I've heard a few people report this. My best advise is to try with a fresh install, as it's possible something in the "upgrade" process messes up. -
Do you have another version of the Kronometer.dll installed somewhere, possibly in JNSQ? If so remove it. Two dlls competing for control can cause that type of freeze.
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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
The Kopernicus.parser dlls are basically identical and have been for a bit. Doesn't really matter where it resides. Kronometer is not included in Kopernicus and thus you still need to manually fetch my patch until I can get a hold of Sigma and get it on CKAN. -
[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
Hotfix for 1.9.x shadow fix (wasn't working right with that version): Kopernicus release-59 R-T-B released this now New in this latest version (release-59): 1.) Fix for bad shadows fix code on internal version 1.9.x code branch. Known Bugs: 1.) 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. 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. Known Caveats: 1.) Mutlistar Solar panel support requires an additonal config file, attatched to release. 2.) Before 1.12.0, the mission creator module in Making History is somehow, amazingly, is bugged in such a way as to make landing at bodies more distant than say, Stock Eeloo, impossible, due to sinking landing gear and lethal-to-kerbalkind terrain. The general work around for this is to a.) stay within the standard solar system distance, or b.) install another mod: either Parallax which does it's own colliders, or alternatively, "MakingLessHistory." 3.) 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.