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R-T-B

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Everything posted by R-T-B

  1. I would not mind if blackrack wants to go that route. My fixes for EVE were always intended more as a stopgap than anything else. To be clear: I'm a bugfixer, not a graphics expert. I can't keep up in that regard. Does this still occur in the latest 1.9.1 stable Kopernicus? I think it should be fixed. If so nothing to do on your end, more a minor screwup on ours.
  2. Believe it or not, keeping ones eyes closed 24/7 is boring. They prescribed me something to deal with the nausea and now I am wanting to code, just need to do it in limited stretches for a few days. You sir, have been Joolified. I don't know why that is happening (I thought we dealt with this bug AGES ago...) but I will see to fixing it. Thank you for the report. I have a pretty strong suspicion I can fix that today with some investigation, so that'll be the goal for now. Can't reproduce. I just loaded up the same mods and it works for me. You must have some kind of install issue? A KSP.log file may help.
  3. Beyond using the stock generator or not, no. (so basically on/off). Can you post a screenshot + modlist? I'll look into it tomorrow if I can reproduce. It's possible the stock "Jool Green" shader is slipping through on RSS for some reason.
  4. Sorry for the delay in my work, all. For the past few days I have been fighting off a "minor" inner ear infection (probably related to the nearby wildfires and sinus issues I can have) that made my entire world feel like a dizzy whirlpool from hell. I'm just now getting over it and able to type/code... worst thing I've ever experienced. I'll spare you the details, and get back to work, though.
  5. I suspect a SCANsat or other mod issue as well. Let us know if you can't work it out.
  6. The stability is near identical to 1.9.1 CKAN release. The only issues in the 1.10.1 branch is that comet support is not currently controllable (other than on/off), nor are Joolain shaders (we just shut them off on all bodies but Jool). I'd have released it as as stable by now if I had time to deal with those things, lol.
  7. To it's credit, Principia is MUCH more multithreaded than some mods. But yeah, back to the topic.
  8. Not the cloudfix (I'm honestly not entirely sure what changed there). This commit I thought may be more interesting: https://github.com/R-T-B/EnvironmentalVisualEnhancements/commit/c3106f4f17a741a8c88048e836f291ff9a2a2cee If you already have similar, no worries.
  9. It's more accurate yes but the flight planning interface is just weird to me. That's more what I was referring to. This isn't really their fault as much as the fact making quality mod user-interfaces is hard.
  10. @blackrack, Our eve release has some bugfixes courtesy of forum user and contributor BIOZ, please take a look and ensure you have similar functions. I think the latest commits may be of interest to you. We will be making a release from them very soon here, and you could do the same.
  11. I don't think KopEx stuff is really ready on CKAN, but you can download the footprints and common mod in an updated form here manually: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases/tag/beta6-1.10 Footprints at least work fine. JNSQ is perfectly functional with the Kopernicus CKAN download as of 1.9.1.
  12. Principia also fixes it, if you can handle it's weird n-body navigation.
  13. No prob. I feel like a few of our reports may be due to this, so thanks for a potential cause report!
  14. Yeah, I see that spam in the logs but as bob notes it's for Venus and nothing else, which doesn't add up. So weird. Still investigating, but so far have come up blank. Thank you for trying the different drivers even if it was futile. Gotta rule out the basics.
  15. Some thoughts on this issue: It may be driver related. On that note, please try updating your GPU drivers to the latest "game ready" driver (you can try the studio ones too but they are technically a bit slower) available here: https://www.nvidia.com/en-us/geforce/drivers/ Also, in the event that does not work (likely), can you post a screenshot of how you have eve installed in your gamedata folder? Also, what config are you using? I'm assuming just whatever comes with RSS, correct?
  16. I compile against a 64-bit target, so technically it could be done, but I doubt the releases as posted will work. I just assumed anyone would run it on a 64-bit install, I guess. I can post a 32-bit binary and have you test, though. It wouldn't be hard. That said you probably should be careful with visual mods on old hardware like that because they can really tank your FPS quick. If you still want a 32-bit build despite all that, PM me tomorrow and I'll see to it. Going to bed for now. Yes, even coders sleep... lol. On another note, regarding the white atmopshere bug: I want to take a moment to try to fix this, but I have no idea what's causing it. If you are affected by it, please post the following details to help me investigate: 1.) A standard KSP.log file from your KSP install folder. 2.) What OS and GPU you have. A quick fix I'd attempt if you are having the white atmopshere issue is to update your GPU drivers to the latest from AMD/NVIDIA/Intel (whoever made your card really) and then see if that helps. I strongly believe this to be some kind of driver bug.
  17. I'm unsure what unfortunately, but that is entirely possible that I once fixed it by accident. That being said, it is a known stock bug (or at least it once upon a time was), but that doesn't mean we can't perhaps fix it somehow. Does it actually affect gameplay in a meaningful/problematic way? That'll determine how urgent of a fix it is, essentially. I tend to prioritize things by how likely they are to "kill Jeb."
  18. We have a beta release for 1.10.1 via what is known as the "bleeding edge." It's where we put things that we're still working on. That said, if you don't mind a few oddities with comets (they really only work in stock-style systems), it's pretty much ready for use. The only thing holding back 1.10.1 from release is really comets and some interfaces for planet authors to control the new Jool shaders.
  19. Sadly, that's about as normal as it gets, lol. I was hoping to find a trend of something unusual but so far everyone seems to be running pretty run of the mill stuff, you included. My mind is boggled. Will think on this and update you if I come up with anything.
  20. A new bugfix/feature release of Kopernicus just got pushed to CKAN and stable. It is "release 1.9.1-2." It is based on code that has been well-vetted in bleeding edge for about a week now. Release 2 contains performance optimizations, support for KittopiaTech (a visual editing tool for planet devs), and finally a fix for the large world/JNSQ "Farm patch" bug. Regarding the optimizations: It should give CPU strapped users a nice FPS uplift. Others may not notice so much. The code improvements are mainly in the way it templates planets, and some minor optimization tweaks to the solar math. They aren't major, but if every CPU cycle is counting you may notice it. KittopiaTech is the major thing in this release. You can now use it, though it probably has bugs. Planet devs rejoice! You can grab an updated KIttopiaTech beta here, for now (yes, it works with my bleeding edge builds too): https://github.com/R-T-B/KittopiaTech/releases/tag/UBE-Release-1
  21. Huh. Can I get your graphics card in your system? And I guess OS if it isn't plain old windows? This is weird and I've seen it before, but I've yet to track down a trend and it seems completely random. I wish I knew how to help you, but right now all I can really do is gather evidence and hope something "clicks." Here's hoping. And regardless, thank you for the reports. If more people reported this in good detail like you are doing I'm confident it'd be fixed by now.
  22. Just FYI: There's also a performance optimized build by blackrack, but it requires scatterer. Use either.
  23. Hmmm... I appreciate the log. I think the bug is somewhere in EVE, from that log. What EVE version are you using? Is it mine or blackracks? Regardless of which one, I guess the first thing to try would be to try the other. I'd just like to know if my build is broke or someone else's build, I suppose.
  24. Yeah, if you are using the stock asteroid generator (an option in Kopernicus_config.cfg) it'll spawn comets. It'll only do it around places it should do it in "Kerbin" space though, so obviously it needs some improvement. The mapview tails also freak out and sometimes don't spawn in multistar systems. probably what you are experiencing. I'm going to deal with that before 1.10.1 release, obviously. If the comet bugs bother anyone, you can always opt to turn them off by turning off the stock asteroid generator in Kopernicus_config.cfg. The Kopernicus one, which does not support comets, will then take over.
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