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R-T-B

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Everything posted by R-T-B

  1. Actually, no, it's not. That may just be the weird duplication bug I've been unable to track down, thanks. Most of the optimizations you mentioned have already been implemented I was just waiting to fix that to do a release. Last release was kind of just a "well, it's bleeding edge and I'm tired" product... lol.
  2. Yes, the bleeding edge is awaiting a set of fixes that will probably come tomorrow, as it's EC is ever worse off than here. There is pretty much a total overhaul needed of the EC system there. I don't think there is a release there right now with EC working for 1.10.1. It will be a good place to test them though, and it won't be long, promise.
  3. Yes, I could really use the backup there if you have any data.
  4. Also, install release 6. The present release has some 1.10.1 specific bugs that sometimes lock up the main menu, which is annoying. It will be fixed sometime here shortly.
  5. Add that that Kopernicus is seriously one complex code beast, and yeah, she gets angry easily. Anyways, there will be another release fixing that today, it may be later though. I'm still trying to get that EC math fixed right. KSP insists I'm doing it wrong and does it over, with 20x worse results.
  6. It wasn't supposed to lock 1.10.1 users out entirely, lol. It's all good. That's why we are bleeding edge, so I have an excuse.
  7. Regardless, the fix is the same. Add main menu detection for the PQSCity2 fixes, and don't run them in the main menu. I'm on it.
  8. I don't think we need further logs, I know exactly what caused it now, the question is how to still fix the PQSCity bug while letting 1.10.1 load the main menu. It should be as easy as saying "If you are in the main menu, don't run this code." I just need a few minutes for testing etc.
  9. Yeah... I have no idea why it wouldn't do it in 1.9.1 as well, too. So Release 7 works? Then it is the PQSCity fixes. I'll look at them again. It's too bad because I'm pretty sure they were working... I mean other than this.
  10. I don't see how it could freeze the main menu but maybe... let me dig through that. Release 6 was also before that, btw.
  11. JNSQ should not be able to freeze the main menu through Kopernicus systems even if it wanted too. So yeah, this is a bug. I'll look into it. Can you both do me a favor, and see if Release 6 does the same? It was the first release to support 1.10.1, and maybe this multistar mess is leading to this issue as well (it lacks that stuff). https://github.com/R-T-B/Kopernicus/releases/tag/UBE-release-6
  12. That's what we are doing for right now. Stable won't get multistar until it's proven in bleeding edge, where I'll be testing it, but this stable build will exclude it for now. If anyone wants a multistar-free bleeding edge version that is mostly reliable for 1.10.1 support, Release 6 is for you. It does not do multistar at all, locks light to one star, but works fine and mostly bug free: https://github.com/R-T-B/Kopernicus/releases/tag/UBE-release-6
  13. We are presently advising stable branch users to revert to release 6, and just not use multistar packs if you care about proper ECs. Release 7 and 8 have been officially pulled due to outrageously wrong EC production. The bleeding edge branch will be testing fixes for multistar further, if that interests you. The old releases were just too buggy, and though the ECs displayed were correct, the ECs produced were not. The fix for this is diffilcult because it is KSP attempting erronously to correct our actually correct math. I will update when we have it fixed and tested properly, but it may take a few days. We don't want a repeat of something like this slipping through the cracks to stable.
  14. This bug was a Kopernicus bug, as OhioBob noted. It's fixed now, but please file reports against us rather than planet pack authors. They can't control the bugs creeping out of Kopernicus at the moment, and there are more of those than planet pack bugs, I assure you.
  15. I have identified the problem with the solar panels and EC math. Surprisingly, my math was good this time. The problem is the stock game was still running it's math, and screwing up the results. I'll have this fixed in a little bit. There'll be a hotfix today, and I'm hoping we can also implement solar-panel atmospheric extinction with OhioBobs help soon here. At the rate he is providing math and tests, I'm going to be putting him on the contributors list. He's enabled a lot we could not of otherwise done.
  16. They've been messing with it a lot, so new bugs, is the short vesrion. Presumably so they could add pretty shaders and cool laythe beaches. But yeah, it's definitely been above usual buggy, even in stock. Poor green giant. Kopernicus works around some of the Jool bugs in a novel way right now (at least, the manuaver node ones, I think). It doesn't actually template Jool when told to do so, but build a new Jool from scratch with Joolian properties (sans new shader in 1.10). Wonder if that helps at all. Sadly the original Jool is still well... Jool, and buggy as ever. Wonder if I should rebuild it as well. We'd lose the new shader in the shortterm, though.
  17. I know, right? I'm not sure that atmopsheric extinction one will go down easily. But at least the charge rate one can do with a simple hotfix. It's probably my bad math acting up again somewhere, let me check.
  18. Heh, being an employed adult, I got over it a while ago. This probably happened before many of you were born #oldpersonrant. Still, math fear is real, lol.
  19. If they don't have native Kopernicus-like functions, we are going to have a lot of work, so you'll be well appreciated. For the record, I do plan to add an interface to them someday, but bugs keep distracting me. PRs are always welcome.
  20. I mean, it still can do terrible, terrible things. That's why I test and vet the builds for only one version, and lock them. They might load but longterm stability if built against the wrong files is really iffy. But the new unified build process I am using here is helping A LOT with support for new and old, so you never have to wait long. I could probably produce a 1.8 or even 1.7 build if I felt like it with only moderate changes (and 1.7 is a BIG leap backwards vs 1.8). If I had to pick one thing I am most proud of in this update, that would probably be it. I mean I had 1.10.1 support in literally like 2 hours.
  21. We've got reports of people running packs intended for things as old as 1.2. It's pretty good with compatability. There is never a promise, but overall, things tend to run if all they depend on is Kopernicus. Relevant screenshots of something absolutely ancient running from my beta team (forget what, just know it was part of particles testing): Jeb is lost in the city, send help.
  22. Sadly that sounds like a limited set. There's OPM of course. It's good stuff, they are probably the most official "unofficial" worlds out there IMO. You could try GEP, it works good and we actually test with it (Grannus Expansion Pack, adds small red dwarf way out there orbiting Kerbol, with planets, works with stock and OPM I think). Multistar is kinda fun, for late game I imagine (I say that like I've gotten that far, lol)
  23. I like a stock feel. The GPP/Galileo guys are pretty good at keeping that in JNSQ if that's more what you're after, they change the whole system and rescale it to around 2.5x but keep the "Kerbal" feel about it. Even in their own writings, they ponder if "Lindor" is in fact really a giant choclate truffle, etc.
  24. It was a pretty easy fix... Uh... yeah. That's all it was. I got a D in high school math class and was proud, OK? I've come a long way. Testers were so focused on their GUI's they never noticed their batteries had practically infinite power. My math-tutor-by-neccesity @OhioBob would probably get a kick out of this.
  25. @StoneWolfPCI can not replicate this, at least in 1.9.1. I see this mod includes deprecated KopernicusExpansion parts, remove those folders and it may load for you. Otherwise I think it's some other mods, because 1.9.1 and 1.10.1 share a common codebase and if I can't replicate it in 1.9.1, it's likely invalid in 1.10.1 as well and some other mod is at play (will still test later though).
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