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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
Kopernicus release-52 R-T-B released this now New in this latest version (release-52): 1.) Small 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." -
[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
Yep. Things are getting back to a normal pace around here, which means bugs are squished as soon as I see them. You don't need to update every day of course. The usual philosophy I'd advise is "update when you see a bug." -
[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-51 R-T-B released this New in this latest version (release-51): 1.) A stock shadow bug that was being exposed by Kopernicus is now patched on level load, effectively hiding/fixing 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." -
I really appreciate it. All we really need is a variable and a setter. The rest is fine as it stands.
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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
Good to know. Consider it "internets mostwanted" bug #1 then. I'm on it. EDIT: Was a stock bug just being exposed by Kopernicus, but now it's fixed! See below! -
[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-50 R-T-B released this now New in this latest version (release-50): 1.) Scaled meshes set to invisible no longer feature colliiders. Furthermore, those without the invisible trait now DO feature colliders, allowing proper occulusion on oblate spheres. 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." @davide96 does it happen in pure stock (no kopernicus?). Just trying to isolate it to my mod. I will look into it. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
R-T-B replied to TriggerAu's topic in KSP1 Mod Releases
because I'm a socially awkward frog, I guess. Also I comment at work between meetings regularly. Bad habit. -
[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 heard of this but have honestly no idea what may be causing it. I assume it does not happen in stock game, ie no mods fresh start? If not, I will put it on the tracker and launch a proper iinvestigation. What build of ksp, for the record? -
[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-49 R-T-B released this New in this latest version (release-49): 1.) Official support for 1.12.0 and 1.12.1 added, warning on those removed. 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
Just a heads up the present build should work with 1.12.1 just fine. Please post if you encounter any issues. The version warning popup will probably be removed next release. No real major bugs to speak of. -
@JPLRepo The KSP stock alarm currently uses hardcoded constants for the length of a month and the length of a year. Some modders would like the ability to change these values. Are there plans to provide a variable setter to do so?
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That is helpful thank you. Now I can dispose of my weird try-catch logic that depends on a generated exception, lol.
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I do know I struggle with supporting back to 1.8 on Kopernicus, and that's just one mod, so I get you. I wrangled with this. The CKAN support for different version artifacts that now exists was pretty much made entirely because Kopernicus needed it badly. If you ever need tips on how to do it, you know where I am.
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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'm pretty sure it was related to the gas giant bug we had. Maybe it was making Jool super dense or something and screwing up a lot of orbital expectations, I dunno. Glad it's fixed. -
I know you maintain a lot of mods but couldn't you just automate it with a bundling script that produces multiple artifacts from the same source? If you have a better way that's fine of course. Was just proposing one way forward. Whatever works for you. Oh damn, I mistook the 2 on the end for a "?" at first. 25... frickin 2 man... you have my respect.
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It's because mods with native C++ dlls now crash KSP load process if the dll resides in gamedata. Pleroy will need to move the native C++ folder to somewhere outside gamedata. The paths are presently hardcoded to GameData so it will require devs to fix it in the code. I have a manually patched version that gets around this, and works in 1.12.0. Contact me if you want it, under the understanding that you absolutely must not bug official Principia channels with any issues from it.
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An example snippet I made that works to set a manual alarm that kills warp and pops a dialog in game: AlarmTypeRaw alarmToSet = new AlarmTypeRaw { title = alarmTitle, description = alarmName, actions = { warp = AlarmActions.WarpEnum.KillWarp, message = AlarmActions.MessageEnum.Yes }, ut = alarmTime }; AlarmClockScenario.AddAlarm(alarmToSet); is trickier. RIght now I iterate through them until I reach the end of array which since I don't know the length generates an exception, so I generally wrap this in a try-catch. and build an internal array to compare them. Then we can decide if something already exists, remove unneccesary alarms with AlarmClockScenario.DeleteAlarm(Alarm), etc. Example code from KCT test release: KCTDebug.Log("KAC Alarm being created!"); AlarmTypeBase alarmCheck = AlarmClockScenario.GetNextAlarm(UT); AlarmTypeBase thisAlarm = alarmCheck; try { while (true) { if (thisAlarm.description.Contains("KCT:")) { AlarmClockScenario.DeleteAlarm(thisAlarm); throw new Exception(); } else { alarmCheck = thisAlarm; } thisAlarm = AlarmClockScenario.GetNextAlarm(alarmCheck.ut); } } catch { //alarm creation logic. } ugly but it works. Was wondering where those were. No rush, I like reverse engineering things anyways, lol. But not everyone may share that sentiment.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
R-T-B replied to TriggerAu's topic in KSP1 Mod Releases
Yeah, probably. My apologies. Please ping me when someone opens a thread for that, I'd be glad to comment on my findings as to how to work the native alarm.