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Everything posted by R-T-B
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If it's all the same to you, I'm pretty sure science isn't going to work, so see if the minmolith is/isn't there. I'm beginning to wonder if they are on scanners but not real. So it's not working. I guess we got a false positive somewhere. Back to the drawing board. Thanks, even when it's bad news, it's helpful.
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I really appreciate the real-game tests. God speed test-lander.
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Yeah, that's been in the logs since the update to 1.9.1... I never caught that it was talking about PQS's though. Good catch. I have no idea what generates that long string or what it means, but it's a clue I'm sure. Thanks. Did you actually see the big cave etc? Because these could be logs claiming it's removing them if not.
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Maybe I only fixed Randoliths, based on the above comment. If so, that's going to be interesting. Anyone have any idea what to try next to fix non randoliths? lol. I'll need to think on it.
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Thank you for the report. What pack do you see them in? I don't think they should persist across a save game but it is possible, unfortunately. Coupled with this report: I think a new save may be required to get that fix. Darn, was hoping we could avoid that. Oh well. Dang, but that was kind of expected, I never addressed the science part of the bug. That'll probably be next on the list. Good, thought I got that one in testing but could not remember. Thanks for the confirmation. Bottom line, I think this is overall a good set of fixes without drawbacks that can go to standard branch, probably tomorrow. Thanks for the help everyone.
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I'm seeking feedback on the templated-world fixes. Are templates working properly now? Monoliths not be cloned to templates, etc? Main menu works in 1.10.1 with JNSQ and other mods? If it's testing out good, it's probably time to push that to stable branch.
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[1.12.5] Restock - Revamping KSP's art (August 28)
R-T-B replied to Nertea's topic in KSP1 Mod Releases
Ain't that the truth. Nertea, I know your users can be demanding sometimes, but never doubt your teams work is appreciated. It is. -
People were reporting they weren't spawning in 1.10.1. I have no idea if that's a real issue or isolated to a bad mod install though.
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Bugfix fresh out of the oven! No more frozen main menus or annoying warnings! Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 10 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 10. It contains the following changes: 1.) Fixed the "Ultra shader warning" sticking even after the main menu. 2.) Fixed the main menu freezing in some instances in 1.10.1, requiring arrow keys to navigate. 3.) Fixed ultra settings still being used despite being turned off, in some instances. Known Bugs: 1.) Multistar packs are still buggy with regards to EC generation and lighting. Otherwise pretty bug free, I think. 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
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Darn. Thanks for trying, anyways.
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I just finished my reinstall of my primary coding rig. Given the hour, there probably won't be a bugfix until tomorrow, but we are back up and running. In the meantime, could those of you experiencing issues with asteroids spawning in 1.10.1 please post logs? I need more data to work on a fix there properly.
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If it doesn't like the gas giant shaders, my work around might work to make it run if you combine it with a recompile. Not about to take that on as I have enough on my plate, but if anyone wants to try, I think it'd have a fair shot at working as my releases completely remove the new shaders from all bodies but Jool. Might not too though, because Jool still has the new shader. No idea. I'd expect best case, it'd crash when working with Jool.
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It's most likely the gas giant re-templating code misbehaving in Kittopiatech's case. I'll need to look at the errors later to properly support that. In the meantime, a very early release of Prestja's branch might work (try like release 1).
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Yeah, there is a bug right now with the warning code. It'll be fixed very soon here, my PC's old HDD crashed (hence my recent silence) so I'm doing a reinstall on a new SSD drive. A good upgrade, just bad timing. Will be back and looking at bugs in a moment. But due to these delays, an honest true bugfix release is probably a day or two away. Thanks for understanding. This is likely due to the new code for the anomalies fix. It's been known to remove objects it should not (like in 1.10.1, it removes the main menu click points so you can't click buttons, lol). We'll improve it shortly, if that's the origin.
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No, being at a loss, any spitballs are helpful. Hopefully one will hit something lol. Another thought: Kerbalism rolls its own panel code. Maybe I can sort something out there.
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No, because for whatever reason, these rogue ECs aren't measurable in code in any form I can find. CalculateTracking is a void, it doesn't return any information. You only discover the ECs after you launch the game and it's literally added every star twice, once with stock math, once with mine. And the stock math can be crazy off in multistar situations... Basically , it will build in Visual Studio if on windows with only changes to the csproj file (point the paths in there to your ksp install). The only code changes up right now are actually frustrated reversions to old math models now, so perhaps best wait for me to get in touch with a dev. I've already started to ask around.
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A stopgap release just dropped, since fixing multistar is taking way too long. This release will work properly with single star planet packs. Beyond one star, the math is not going to work well at all, but one star works fine and that's what most people need. Also, for the main-menu freeze bug in JNSQ: we are working on it but not entirely sure why it happens, as initial simple fix attempts have failed. Please use the arrow keys in the main menu until it is fixed. Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 9 R-T-B released this 11 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 9. It contains the following changes: 1.) Rolled back all multistar math, it just wasn't ready. Please use this with single star packs only for best results. 2.) We now only warn about the Ultra Shader being the only supported shader, we don't force it. 3.) This time actually tested 1.10.1 support beyond "it loads" 4.) The multistar math will come back someday, but not today. It's been too problematic. Known Bugs: 1.) The experimental bugfix for PQSCitys (like randoliths) sticking to templates can sometimes freeze the mainmenu in 1.10.1 (most notably in JNSQ). We are working on this. You can navigate by keyboard arrow-keys in the meantime. 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 The main issue is every call of CalculateTracking seems to add unremovable ECs to the panel that mess up all my nice, pretty math. I have no idea what to do. You don't really need to see my code because it was a mess by the end. I just am stuck in this thought loop: 1.) I can't use CalculateTracking because it acumulates rogue ECs from the stock game 2.) I have to call CalculateTracking to get the proper flux figures from the star. It's a catch-22, and unless I can "reset" the panel EC output somehow that I'm missing, I'm stuck, frankly.
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Planet Mod Maker- an easy way to make mods
R-T-B replied to kspnerd122's topic in KSP1 Suggestions & Development Discussion
There is a wiki. It's a little outdated, but mostly works. It still assumes some knowledge. We have an issue for documentation open: https://kopernicus.github.io/wiki/ https://github.com/R-T-B/Kopernicus/issues/12 Honestly it would be hard because there are so many options in Kopernicus. I won't do it personally, but someone could make a basic one with the basic properties pretty easily if they cared too. No need to reinvent the wheel. -
Heh, the code needs cleaning up first. But if I do not solve it by then, I will be happy to do so. Check branch dev191, it's where I do work first.
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So, this branch is buggy in regards to EC charging and will continue to be buggy until I have a reasonable fix for the problem. I'd like to apologize to all the users eagerly wanting to play 1.10.1, only to find it not working, but I really need to crack this before I can justify another release. Thank you for your continued understanding.
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Looking for Solar Panel Math Models in KSP
R-T-B replied to Arrowstar's topic in KSP1 Mod Development
I'm running into an entirely different issue with "solar panel programming." Thought I'd stick it here since it's sort of solar math. Re Kopernicus mulitstar support: I have the proper ECs calculated. They even display in the panel output. But calculating them relies on calling CalculateTracking() in the panel, and everytime I do this, it introduces spurious ECs I can't seemingly purge from the system. Even reassigning flowRate does not remove them, it seems to add to them and net sum them. I have no idea how to do the math without CalculateTracking, and I've been chasing my tail on this for days. What on earth do I do to just set the output of a solar panel to a static number? I'm currently running my code in FixedUpdate, if it makes any difference. -
The panels report EC correctly. It's the internal math that's wrong. ...And I'm still having issues with it, unfortunately. Stand by.
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Rel8 is even worse off than that in some instances. Don't go too far from home orbit... lol. It was indeed only one of many issues (this release actually has to redo how Kopernicus replaces solar panels entirely, so it will not fix existing craft in flight unfortunately), but it's the one issue I could not find... sometimes we just can't see our own mistakes. And now it's fixed. Release incoming.
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