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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
The 1.12.x series are retro-compatible back to 1.9.0, with a special version for 1.8.x. On that note: Kopernicus release-58 R-T-B released this now New in this latest version (release-58): 1.) New, better, configless cross-platform fix for stock shadows. Should work everywhere and look good for most situations! 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. Example of fixed shadows in action here (no config needed): -
[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-57 R-T-B released this now New in this latest version (release-57): 1.) New Kopernicus_Config.cfg boolean parameter UsePureStockScatters, hands off stock body scatters to stock system for performance reasons (stock system is much faster). Do not expect any scatter customizations when this is set to true! Will work for stock, maybe rescales but not much else. Defaults to false. Is incompataible with distance culler (not that it needs it). 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. PS: Shadow release fixes will come later this week. Enjoy this for now. -
[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 plan in next release is to let us set the shadow settings manually in Kopernicus_Config.cfg. It does seem sort of out of the bounds of Kopernicus's mission to mess with shadows I admit, but I think we need this for whatever bug is seemingly being introduced here, to allow players to get the shadow settings "just right"for their solar system without external tools. Eta is probably this weekend, if the PNW heat wave allows me to code at all. Another stretch goal might be to make an ingame GUI for Kopernicus_config.cfg, seeing as it has many options now it may be worth while to make it configurable in game. PS: For AA, MSAA really is one of the better standards short of supersampling which I don't think KSP supports internally (and it's too expensive for me to care to check). It's too bad MSAA breaks with a lot of fancy effects, like scatterer, but it is what it 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
Yeah, I will need to revisit the shadow settings in the next patch, which should be soon. In the meantime scatterer does the job if you can run it. -
Because my patched version is a version behind already, and it appears an official update is well on the way in the near future, I am going to ask you to wait for official at this time. Plus sending out all the links to my binary to anyone who requests consumes time for my other projects, so consider this a notice to "just wait" for official now guys.
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I don't know why this would happen if the configs are the same. Literally all I did was patch a small function. I hope soon Sigma88 will release an official fix.
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And you can ignore the "src" folder. It's just source code to comply with the license.
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First off, lets go over what this plugin is NOT. 1.) It does NOT make your display magically HDR. 2.) It does NOT automagically output HDR (it instead renders it internally in the games pipeline and sends it out to whatever you have). 3.) It does NOT require an HDR display for some of the benfits (though that would be helpful for full effect). 4.) It does NOT play nice with kerbals built in MSAA (antialiasing) modes. It DOES: 1.)Enable better color gradient handling 2.) Enable better highlight handling 3.) Work well with HDR displays and an autoHDR algorithm (such as what is now shipping in the Windows 11 dev builds) to give good quality HDR output. 4.) Eat a bit more vram than standard rendering. 5.) Allows modifying TUFX Paperwhite nits in HDR mode (this is how I use it). If you want this, setup is simple. Unlike prior mods that turned on this mode, this one features no extra baggage. There is just a config file in the zip folder that you edit with two properties. I'll quote the readme for that part: So download, extract to GameData, set settings and go. If you like, keep. If you don't, thow away. Simple. License is GNUv3 GPL. Source is at Github here. Releases here. No screenshots since KSP screenshots do not capture HDR anyways, though I am open to nomininations if you can find better gradient handling before/after instances. This is a very low priority project vs Kopernicus, but it works for me and I actually use it, so it will probably be kept working. Tested on a 55" LG B9 OLED in HDR mode with Windows 11 AutoHDR. Thanks for reading and hope you find this useful.
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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've been trying to track that error down, but as of yet unsuccesful. The good news is it seems completely harmless. Plus since KSP is getting no Unity upgrades anytime soon, we can pretty much ignore it's deprecation warnings. Also, new release with modest improvements: Kopernicus release-56 R-T-B released this 1 minute ago New in this latest version (release-56): 1.) ScatterCleanup speed increased, allowing us to decrease (make faster/work better) the default of the setting that controls it; ScatterCleanupDelta from 10 to 4 with no performance impact. This should result in less "floaters." This will not update automatically if you already have a Kopernicus_Config.cfg, you will need to manually edit it to your preference (valid values are between 1 (best/least floaters) and 10 (fastest)). I advise 4. 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. -
[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 really need to take some time to work on Kittopia, but I've been distracted recently by another side project... Fortunately a it's a good, Kopernicus related one and you'll all be hearing about it soon. When that is done I can promise I will take a hard look at updating Kittopia. As of now though I am afraid no work around is available. -
[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 just is a framework allowing changes to the stock system. It should be fine with LMP provided you have the same mods on both ends. Sorry for the late reply, missed this. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
Indeed. Completely removing the incorrectly floating scatters is expensive, so Kopernicus's default settings let 1-2 through on occasion in a compromise for performance. If you want them eliminated entirely, you can set ScatterCleanupDeleta to 1 or zero in Kopernicus_Config.cfg, example: ScatterCleanupDelta = 1 You can also set it to anything under 10, with varying tradeoffs in incorrect scatter spawn quantity vs performance. Be advised the setting that completely fixes it ("1") is rather expensive to FPS, which is why we implement a compromise by default.- 3,158 replies
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
R-T-B replied to Poodmund's topic in KSP1 Mod Releases
This is correct. I wish I could make it make more sense but haven't come up with a more intuitive way to make a trisetting like that, lol. By the way, that value can be changed by a modulemanager cfg, if OPM's maintainer wants to just autochange it to the "correct" thing for users, he could. Just an idea. -
[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 have discord, there are a lot of helpful people for planet configs there. Our channel is in the OP. Sadly, I'm not really one of them. Despite being the maintainer of Kopernicus I'm not terribly good at configs, 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
It's case insensitive, meaning you could literally write "StOcK" and it would work. Doesn't matter. -
[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 will immediately take effect in a existing game. If you had it on "true" prior, you may lose Sentinel contracts, but other than that all will be well. -
[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. For OPM you'd usually want to use "Stock." (since it is a stock derived system) The default is "true" which would result in no comets (Kopernicus's generator can't cope with them), but in the very distant past it was "stock" by default You may have a Kopernicus_Config.cfg file that has "stock" grandfathered in, or an even older one where the Kopernicus generator was patched to generate comets (it was kinda buggy but it did try). For @king of nowhere, I would advise opening GameData/Kopernicus/Kopernicus_Config.cfg and changing the UseKopernicusAsteroidSystem to be set to "stock." Another thing worth noting: Due to a problem with how KSP handles the "scrubbing" of sentinel contracts, once they are scrubbed once, they are gone for good as best I can tell. You'd need to start a new game in "stock" mode to get them back. Other than that you can change parameters freely. -
[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
Accidental post, oops. -
[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
a.) I did not write the code that manages them and learning it was really a struggle, and b.) the code that manages them is a loopy, poopy mess (the original author would agree) we are only starting to cleanup through said understanding. Unrelated-to-scatters hotfix release: Kopernicus release-55 R-T-B released this now New in this latest version (release-55): 1.) Fix for sunflares shining through planets since an accident with release 50. Oops! 2.) From last update but important: New update coming out that will fix the incorrectly elevated scatters. Unfortunately fixing them completely is quite expensive, so I have implemented a setting balancing performance and their complete elimination. It is called "ScatterCleanupDelta" and accepts a positive number (integer). The higher the number, the more your FPS will rise, but also the odds of a scatter spawning incorrectly elevated. The default is 10, and offers very good protections (nearly 100%) against this issue without going to absolutely insane speeds across the terrain, while not hurting performance much. Don't set it to lower than zero though, as it's pointless. If you want it to act like before, 25 is a very performant setting I'd consider the "safe ceiling." 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." -
[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-54 R-T-B released this now New in this latest version (release-54): 1.) New update coming out that will fix the incorrectly elevated scatters. Unfortunately fixing them completely is quite expensive, so I have implemented a setting balancing performance and their complete elimination. It is called "ScatterCleanupDelta" and accepts a positive number (integer). The higher the number, the more your FPS will rise, but also the odds of a scatter spawning incorrectly elevated. The default is 10, and offers very good protections (nearly 100%) against this issue without going to absolutely insane speeds across the terrain, while not hurting performance much. Don't set it to lower than zero though, as it's pointless. If you want it to act like before, 25 is a very performant setting I'd consider the "safe ceiling." 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." -
[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 dependencies are probably causing him issues if he's on 1.12 (though they work fine). But yes. -
[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
Cheat to orbit does indeed cause some bugs, but not consistently. It's always best to test with a real flight but I recognize that is not always possible. Also, new release, focusing on scatter performance again: Kopernicus release-53 R-T-B released this New in this latest version (release-53): 1.) Yet more performance improvements to the scatter-based distance culler. 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."