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R-T-B

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Everything posted by R-T-B

  1. To be clear, the solar panel config files are basically your baby right now, lol. I can't claim credit for much of what's left. Very strong thanks for your efforts. They are giving me much needed time to focus on other things in the actual dll. On that note, new release: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 44 R-T-B released this 19 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 44. It contains the following changes: 1.) Solarpanel.cfg fixes to support more third party solar panels with less work. It should fix a lot of B9Partswitch errors. 2.) Fixes for the colliders on land scatters (due to a small bug in the distance-culling system). These fixes may slightly impact performance, but it should not be significant. If you have performance issues, you can always lower the culling distance in Kopernicus_Config.cfg. Known Bugs: 1.) Solar flux (heat) is not applied to the vessel if you are orbiting a non-center/root star. EC generation still works on solar panels, though. This is a (very) old bug we are just now being made aware of and is mostly applicable to complex systems with multiple stars. We hope to fix it by next release. I won't judge you if you attempt to land on stars with this but you probably shouldn't. Please download the right output zip for your version. "191" zips are for 1.9.1, "1101" for 1.10.1, etc. Thanks and as always, report bugs! -RTB
  2. Kopernicus 1.9.1-11 R-T-B released this 1 hour ago · 1 commit to master since this release New in this version (1.9.1-11) 1.) Solarpanel.cfg fixes to support more third party solar panels with less work. 2.) Fixes for the colliders on land scatters (due to a small bug in the distance-culling system). 3.) Added an RGB+A parser (MapSOParserRGBA) for devs who requested it. Largely an under the hood change with no end-user impact immediately visible. New in major release (1.9.1) 1.) Added a culling range to land scatters, by default at 10km, configurable by the Kopernicus_Config.cfg parameter ScatterCullDistance. This massively improves performance in scatter-heavy planet packs with land scatters on. 2.) We now support "Breaking Ground" anomalies out of the box, eliminating the need for "MyRocksAreBiggerThanYours." 3.) Material names have been simplified. You can still use the old ones, but there are simpler alternatives now. You can see https://github.com/R-T-B/Kopernicus/pull/28/files for details, or simply wait for the wiki to update. Remember, the old names still work and we have no plans to change that, this is just for usability. 3.) Planet pack authors (or you) may now specify the packs target shader level by by setting config/Kopernicus_Config.cfg EnforcedShaderLeve. 3 = Ultra/Atlas, 2 = High, 1 = Medium, and 0 = Low. Planet pack authors may use this via modulemanager module if needed as well. Note that we encourage of the KSP Parallax shader project over use of Squad's ATLAS shader. It is both equally performant and more flexible. 4.) The longstanding ringshader bugs have been fixed. 5.) Performance Optimization and bugfixes enabling KittopiaTech support. 6.) JNSQ & other large world "Farm patch" bug fixed. 7.) Particle support restored. 8.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 9.) Multistar support. The math on ECs in single star may be slightly different than stock in some situations, but it should be similar in most and not enough to matter. 10.) Added GameData\Kopernicus\Config\Kopernicus_Config.cfg file, with options to configure shader warnings and enable or disable shader locking, as well as set preferred shader level. Easy to edit, just look inside!
  3. Linx has a lot of experience. But to use his mod, there's supposedly a wiki somewhere for us "normal" level texture people to learn how to work with Parrallax. Is that done yet, @Gameslinx? It is being worked on but is not available yet. Author has COVID so please be understanding and patient.
  4. I pretty much replace the entire Comet system in Kopernicus, and the early implementations were very buggy. Needless to say, it probably won't be very helpful if you aren't using it, but I didn't set all the values comets required during spawn in the first implementation. This resulted in weird bugs similar to this, and every comet being unnamed.
  5. Thanks for looking into this @hemeac, feel free to make a pull request or ping me if you figure it out. I'm neck deep in the new comet system I'm writing for us, which should come out this weekend, hence my recent silence (busy busy busy lol). Also, the "quick and dirty" fix to go with single solar panel code if you are in a single star system (and thus avoid the pitfalls of mod compatability with our multistar code), is to delete Kopernicus/Config/SolarPanels.cfg. There are other ways to attain the same effect, but that is the easiest one to explain.
  6. Well you just sunk my helpful battleship then... good luck figuring it out because that was all I had, heh.
  7. Thanks for getting back to me. I hope I can help you out! And no worries, the only cost of taking a long time with my requests is I can't help you until I get what I ask for, lol. I think he's surprised the internet didn't eat our thread, is all. Forum updates here do weird crap a lot.
  8. I'm not into rescale mods, so I don't know unfortunately. If anyone else could weigh in here I'd appreciate it.
  9. I unfortunately have no idea what might cause that cycle, sorry. This project is at this point mostly deprecated in favor of the EVE Redux by blackrack. I'll fix bugs if there are clear ways to do so, but I don't even know where to begin here. I'd say for your case, try using this instead (since you have scatterer anyways):
  10. I wouldn't suggest the Nature article is inaccurate as they are a pretty respectable Journal. As for the age, it's about a little less than a year old. No idea how much newer stuff has come to light. I won't comment on the youtube because I have no idea.
  11. Sorry for taking so long to get back to you on this, work had me overworked for a bit... heh. I unfortunately have no idea. Sigma would be the one to ask about that. I don't deal with the rescale guys much. And indeed, on that note all, development on Kopernicus should be resuming this weekend. I hope to improve comets, in particular. They aren't really that great right now.
  12. Though guilty of that plenty well so, I'll have you know it was 9PM in my timezone when I posted that, and if work conscripted me then I'd probably quit... lol.
  13. I did say I basically had no idea what it did beyond resizing, but thanks for the claifification. Was just shooting something at the wall in hopes it would stick, really... lol. No discredit to your mod, but you know how interactions can do... things. Had to try and ask him what it did.
  14. It isn't really that complicated and I will try to explain it in simple terms. The bottom line is summed up in this announcement I made earlier in the Kopernicus Discord: Anouncement: I have cracked the issue with square tiles on Joolian Moon templates. It is not a Kopernicus bug so much as an improper use of configs. Most configs (JNSQ included) are using AtmosphericTriplanarZoomRotation as their PQS material. This DOES NOT WORK on the following bodies as they don't implement that shader: Laythe (1.9.1 only), Tylo, Bop, Pol, Eeloo. You must use AtmosphericBasic/AtmosphericOptimized or Vacuum on these bodies or you will get the tile bug! It's that simple! So what does that mean? It means you can fix this two ways: One is the first way I showed, using the more primitive shaders like AtmosphericBasic or Vacuum. The other way is to use the more complex shader, but switch the template completely. That's what OhioBob did. He also removed all PQSMods to make sure it works right. Yes, that will muck with things like randoliths, but at least you get the pretty shader without bugs.
  15. Sounds like it. Only test if you have nothing better to do, as I am 99% sure this is the case then.
  16. Hmmm. Are they in JNSQ though? Another thing to try is compare it with release 40. That's the release before the culling was added. It would certainly be stock behavior and rule out whether the culling code is doing this or not. @Quickspin, if you have a moment to test that, I'd be appreciative. Also keep in mind if it is the culling, you need to move to a new area on gilly to properly test as the ones in a save will still be culled until you move. An "area" is roughly a 10km radius. If that's too much a bother in your active game, I get it. Just asking.
  17. Sounds like scatters on Gilly may just be less dense by nature, dunno for certain. Someone correct me if I'm wrong. But it sounds like the scatter culler is not the cause if it is a bug.
  18. Yep, we bugfixed the cfg file a bit back. Probably helped. It's possible the land scatter culler (a recently added feature) is going a bit overboard. Can anybody confirm if this is intended behavior? If that is the origin, setting Kopernicus_Config.cfg's "ScatterCullDistance" to have two extra zeros on the end (so "1000000" instead of "10000") will effectively disable it.
  19. This screenshot makes me miss Beyond Home again. I just couldn't handle the timeline though, I wanted to be the first on the Mun, etc. Beyond Home assumes it's all already been done... heh. It's a personal preference thing, and not a gripe at all. Beyond Home is a top notch experience just wasn't for me.
  20. Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 42 R-T-B released this 5 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 42. It contains the following changes: 1.) Particle support bugfixes and further small-scale optimizations for the landscatter culler. Known Bugs: 1.) None known as of now, however that does not mean there is none! Report if you find any! Please download the right output zip for your version. "191" zips are for 1.9.1, "1101" for 1.10.1, etc. Thanks and as always, report bugs! -RTB, still trying to optimize until JNSQ runs well on 4GB's of ram, despite the impossibility of it. I get that. I'd say OPM with land scatters off/some other things turned down is your best bet. It's basically stock styled so it will run about the same.
  21. Unfortunately I wasn't even aware Kopernicus managed science, so I am unlikely to be of help there. I'll ping Thomas about it later.
  22. It's land scatters. The code for them has been bad since before I took over. I've been working on optimizing them but they certainly are still problematic. I've heard setting culling distance for them in Kopernicus_config.cfg to 5000 helps a bit. Alternatively, you can turn them off in KSP settings to really help improve performance. We only support 1.10.1 now, but you just download the zip file from releases with "_1101_" in the name for that. I am unsure what you would do for CKAN.
  23. lol, I was pretty vague. All good, assume you figured it out now?
  24. Yep, I think I warned you about this long ago. All good, just uninstall and reinstall. ;) This actually is really handy for automation of the process, thanks for sharing!
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