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R-T-B

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  1. I will be doing this tonight, just busy with work again. There will also probably be a minor bugfix for the few very rare instances of sinking that can still happen on distant bodies (pretty darn rare, but can happen). Oh, and there was at least one report of black textured OceanFX's on a world. Need to see if that's a valid report or a broken mod.
  2. It's going to be OVER 9000!!!! soon at this rate. Really though. Bleeding edge is best thought of as a sort of rolling release that gets better with time, and the release number is just a sort of identifier of the time you downloaded it.
  3. Final release for today, basically performance optimizing: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 67 R-T-B released this 40 seconds ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 67. It contains the following changes: 1.) A performance limiter has been applied to the distant-space-landing-gear-physics-checker. This helps large part count craft perform their best. Thanks to Bacon for help testing. Known Bugs: 1.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 2.) When zooming out all the way in map view at interstellar ranges, the navball and sometimes behaves oddly. We are working on this and all the interstellar bugs actively. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
  4. Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 66 R-T-B released this 24 seconds ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 66. It contains the following changes: 1.) A bugfix has been applied to the black stock ocean bug on ultra shaders that appeared sometime around when we added 1.8.1 support. There should be no other 1.8-support-adding side effects, sorry about that. Known Bugs: 1.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 2.) When zooming out all the way in map view at interstellar ranges, the navball and sometimes behaves oddly. We are working on this and all the interstellar bugs actively. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
  5. fall back, lol. The last update made stock oceans black due to a late night typo. Fix pending. Eta very soon.
  6. I pulled a fast one and readded support for 1.8.1. Please test. It should work better than the last official release, and have more bugfixes. All hail the new common source build system, it enabled us to do this relatively easily, and without compromising support for other versions! I'd really like to push 1.8.1 support to stable branch, but we need to test it first. Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 65 R-T-B released this now This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 65. It contains the following changes: 1.) We have extended the common source build system to support KSP Version 1.8.1. This should bring much needed bugfixes including the distant world landing gears bugfix and scatter performance fixes to that build. Other versions should not be affected by this but testing is warranted, especially with the 1.8.1 build itself. Known Bugs: 1.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 2.) When zooming out all the way in map view at interstellar ranges, the navball and sometimes behaves oddly. We are working on this and all the interstellar bugs actively. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. 4.) This build has a bug with stock oceans being black, working on it. See below. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
  7. Ah yes, that's the bug I was talking about. I was just told by a user it was fixed, though I have not independently verified. But I trust the user, so I'm going to say 90% odds that is fixed. Also, new release: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 64 R-T-B released this 15 minutes ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 64. It contains the following changes: 1.) An attempted bugfix for the bug in which distant bodies would have landing gear and legs sink (as well as poof your kerbals) has been deployed. It seems to work well, but testing is required. Note that teleporting can still trigger the bug, but teleporting has always been glitchy so we don't really plan on fixing that. If you must teleport, do a scene switch (spacecenter and back) and it should correct. Known Bugs: 1.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 2.) When zooming out all the way in map view at interstellar ranges, the navball and sometimes behaves oddly. We are working on this and all the interstellar bugs actively. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
  8. It had some issues last I checked in certain large configurations, but overall, yes. They may even be fixed in large configurations, unsure (it was 10x and larger). Yes. the way github orders them is not the most intuitive for end users.
  9. It's released in bleeding edge. It will be pushed to stable soon, within next day probably.
  10. This is correct. CKAN will work properly for 1.11 if you uninstall MFI and then install Kopernicus.
  11. A simple one that changes the stock planets only slightly and is very popular would be outer planets mod. (OPT) Link. New release drop as well. Will be on CKAN shortly: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 63 R-T-B released this 1 minute ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 63. It contains the following changes: 1.) A bug in which Solar Rotation Periods were being handled incorrectly has been patched, as well as some other misc bugs. For details, see PR #51 and PR #52 (Thanks @Sigma88) 2.) SolarPanel.cfg fixes to better cover ModuleCurvedSolarPanel, used by NearFutureSolar. Known Bugs: 1.) Distant bodies (farther out than Eeloo) sometimes exhibit issues with sinking landing gear and deadly terrain to Kerbals. We are tracking this but don't have a fix just yet. 2.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
  12. You seem to have 1.10.1 version Kopernicus installed. Uninstall Kopernicus completely, and try again to install it.
  13. 0.2 update with more science, namely I added a proper star surface temp, and adjusted light output based on some actual fomulas rather than "eyeballing it." Thank you @WarriorSabe Tomorrow I'm going to figure out if I want to start tidally locking bodies to their moons, or if I just want to leave things alone. Technically as the system is set up, everything duna-inward should be tidally locked to the Sun, which I'm not fond of. Tidally locking to a moon on say, Kerbin-Mun, prevents that. Duna is already good for a moon based tidal lock due to Ike's size, pretty sure.
  14. Honestly, it's a weird experience, but certainly more real for if they were born on a small body orbiting a red dwarf like seems most likely given the solar layout. I'm curious if anyone finds it fun, as a side effect... Also, I've been told the atmos are totally not realistic. Yes, I know. But Kerbals gotta breathe.
  15. We've thought about bumping 1.10.1 to stable status, but the truth is, there is no reason to mark 1.9.1 for "bugfixes only." The common source build system I use makes maintaining it easy going forward. I should be able to support the latest features relevant to 1.9 on it forever.
  16. What's that? A planet pack from the Kopernicus Dev himself? Yes, and it's presently what I am playing. Though to be frank, this is probably because I suck at KSP. Best thought of as a form of a "realistic physics Kerbolar system, easy mode edition" this mod does the following: 1.) Resizes Kerbol/Suns mass to be more like a communist utopia red dwarf star, this means much more mass and gravity with the same radius. Light output is also slightly tinted, but not too much, as my understanding is it would mostly diffuse out to a whiteish hue from aparent intensity (fun fact, Kerbin falls into the habitable zone on red dwarf modeling). 2.) Scales the gravity and mass of all planets down by 0.1x. Yes, this means 10% gravity and 10% mass on all bodies. 3.) To prevent you from killing yourself with overpowered rocket engines in the new low gravity yet still same dense atmosphere style environment, every engines max thrust max is quartered. Kerbals themselves have also had their jump reduced from 10 to 2 to prevent them from seeming superhuman and to represent growing up in low gravity. 4.) Fuel density has been kept the same. There is absolutely no physical reason the kerbals couldn't still push the same fuel to orbit, and this mod is about realism in a red dwarf setting. 5.) For Principia support (below) Minmus and Bop have had their orbits slightly tweaked, and been made retrograde. The Mun and gilly have also been moved slightly, but the order of the orbits is still the same. It obviously requires Kopernicus. Bleeding edge or 1.9 stable will do. Given all that, out of the box, it plays sort of like a "KSP Easy mode." A stock flea engine and pod for example will get you to space, but not orbit. There are still challenges, but they are fewer and farther between. Support is offered for the following mods to spice up the challenge a bit (I play with these): 1.) Principia (highly recommended, after much work and a lot of sim time I can safely say the system is stable!) 2.) Kerbalism (ignition count and runtimes are buffed to represent the lower power engines being more reliable). Some survival tips: 1.) Use the thrust limiter. Even with the engine power reduction, you can make some dangerously overpowered craft using the engines kerbals have. You don't want to vaporize yourself on entering orbit. Watch TWR! 2.) You can lift much much more. Take advantage of that. 3.) If it seems too easy, add some challenge mods, or maybe this isn't for you. It's meant for users who want a more laid back experience while still having realistic physics (the stock game scales physics down 10x, and scaling the bodies up 10x to make physics realistic is WAY HARDER gameplay wise). 4.) Gravity wells of bodies are kind of hard to hit with Principia. Consider that you have more fuel: It balances out. In addition, if you want to "Play like the chief Kopernicus Dev, I use/recommend the following mods: 1.) Parallax Stock Textures 2.) Scatterer + EVE 3.) Spectra 4.) RealPlume-Stock, Waterfall 5.) Restock If you use that combo, you might get something that looks like this (provided for show only, and can ONLY can happen with all the mods above loaded, you select the level of your visual experience, this is mainly a gameplay mod): I don't know whether I will maintain this longterm, but it's a fun experiment anyways. Comments and screenshots welcome. Please try not to shoot yourself too far into space, I hear there are Krakens out there. DOWNLOAD HERE (and be easy on me, first planet mod and all) LICENSE: UNLICENSE, as on github. Do whatever.
  17. I forgot I even did that when I first setup Principia... I guess you just proved why it's important to link to your page! heh, thanks.
  18. Are you downloading the correct version? There are several builds for each version. Here, I will link the latest for 1.11.0: https://github.com/R-T-B/Kopernicus/releases/download/UBE-release-62/KopernicusBE_1.11.0_Release62.zip Should be sometime soon, this weekend worst case.
  19. Those are good reasons and precisely why I asked. Thanks. Will comply. Also not questioning the concept, but how do your zips work? They don't seem to be a "platform dependent installer" at all.
  20. What is Principia's policy on bundling your mod builds with another planet pack that basically depends on it? Is that considered an ok practice? Or do you prefer me to point users to your page? (and deal with the inevitable "helpmes" when they fail to install it?).
  21. Good catch. I will patch that next release. My suspicion is they would freak out if you approached a different star.
  22. I'm looking at whether or not the multistar solar code needs a serious optimization attempt ala what I did with the scatter culler. How you can help: I already have some stats, but if you are willing, you can do a "before and after" test by moving solarpanels.cfg out of your Kopernicus folder (thus reverting to stock code) and then moving it back in (using the new multistar code). Compare FPS and report. I would appreciate it from anyone willing. Working on comets now.
  23. because MFI isn't marked compatible with 1.11, we ship it with the MFI and because of that, you have to uninstall MFI before installing Kopernicus. Sorry for that, we are working with Sarbian to fix it. Yes. Kopernicus further more really is dependent on the version it was built against, moreso than most mods. My universal build system makes updates easy, but we still need to "target" a version and sadly, version lock. This would be a Kronometer config bug, not a Kopernicus one (maybe leapyear related?). Check your Kronometer config in your JNSQ folder somewhere.
  24. We are using the current MFI available publically from Sarbian, and the one we advise using is always in the release zip.
  25. I want to emphasize this is not a "hurry up" request. I'm just curious. Do you guys have any kind of progress tracker to the next release? Like a milestone system? Or is it just "when it's done?" Either is cool, just want to make sure I'm not missing something that might be there. Take your time. Slow and steady is what gets us the quality we've come to know and love.
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