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R-T-B

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  1. Oh I know how that's done. That's what we did with the bleeding edge, back in the day. Thing is, I'd rather avoid setting up a separate repo, which that sort of requires last time I checked. We'll be in discussions with CKAN people to make sure there isn't a simpler way though.
  2. works fine in 1.12.5, it's just got old metadata. You can ignore the warning.
  3. try here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/issues the dev for EVE-redux reads there, I know.
  4. Hello all. Community feedback time. The topic for this session will be Kopernicus's release model. Some people have complained that updates feel "rushed" when they come, or untested. To be fair, I can see the complaints validity. The issue is, my testing team these days is basically one guy, and myself. Also, the fact that Kopernicus operates on a "rolling release" since the "bleeding edge" was closed down doesn't help anything. At the moment, basically, when I get a day off, I push changes as soon as I dev them after brief test or two in my personal save game. This obviously has not covered all use cases historically, as some rather significant bugs have slipped through the cracks. To be honest, I'm not keen on maintaining a separate "Bleeding Edge" branch anymore, but I DO have some ideas. I'm thinking of using githubs prerelease system to do subreleases (ie "Release-166 RC1") for new fun features (but largely untested ones) BETWEEN stable releases. These prereleases would be publicly available to anyone on github, but would not propagate to CKAN at all. Once whatever new feature is proven stable, it would become the "new" release number and go to everyone including CKAN. Is this a good idea? Do you have a better one? Just like it how it is? Thoughts? Lets hear it people.
  5. I finally narrowed the cause of this down, it happens with multiple stars somehow. Anyhow it should be fixed. Related issue tracking it: https://github.com/Kopernicus/Kopernicus/issues/577 New in this latest version release-165: 1.) Fixed a bug with the new shadow manager that could cause a infinite loop on loading if used with mainline scatterer and multiple stars. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
  6. New in this latest version release-164: 1.) Further shadow improvements. Now we can support 50000m shadows like Scatterer while keeping them sharp, and we have better transitions between "levels" or shadow cascades. tl;dr, they look better! 2.) Fixed a conflict with EVE city lights that left some users unable to load. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? ;) 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
  7. Yes, that use of a double negative is very confusing lol. I'll reword it. Basically, you can use scatterer as you always have. You'll only get buggy "no shadows at all" if ALL of these three conditions are true: 1.) You have Kopernicus. 2.) You turn off Kop Shadow Manager 3.) You do NOT have Scatterer installed. Scatterer is and will always be supported.
  8. New in this latest version release-163: 1.) This release features a major rewrite of the Kopernicus Shadow manager (in an attempt to make it much more stock like, and perform better also). The new system performs better, but is shorter range in its casting before it degrades in quality. In line with this, your Shadow Casting distance will be reset to a still healthy 10000m. As a bonus, your shadows will be much crisper AND faster now. Enjoy. 2.) Since stock shadows were hopelessly bugged with Kopernicus, I have disabled them entirely while Kopernicus is installed. This means if you have Kopernicus, don't use Kopernicus Shadow Manager and furthermore have not installed a mod like scatterer, etc, you will find yourself with no shadows whatsoever. This may be visually jarring. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
  9. I'd need to see your log file. Post it in the Kopernicus thread (or here is fine too) please. I don't think that one is a Kopernicus specific bug as I have those working, but I'll be happy to diagnose what you have going on. Though I do test at 100% scatter density... I know it will kill your FPS, but can you test that and see if it changes anything, and then get me that log file? Also, your Settings.cfg file might not hurt for this diagnostic session.
  10. This, basically. SigmaDimensions, while it works, has a few annoying bugs. If a planetpack author offers you a "bugfree" config, take it. You're avoiding a lot of workarounds for tiny bugs in SD.
  11. New in this latest version release-162: 1.) Changed config option "ResetFloatingOriginOnKSCReturn" to default false. It is only needed for interstellar planet packs (LY+ ranges), and some mods have issues with it. If you already have this setting enabled without issues, you can ignore this release/change, or IF you are having issues with zfighting or craft icons not being perfectly centerd on the launchpad, and that bothers you, toggle it off manually. This release is for new users going forward to have the right "default" config, and not an urgent download otherwise. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
  12. Can you post both a screenshot of your gamedata folder and if you are able, your ksp.log file? That would help us help you. By the way, it needs to be GREATER THAN 139, not exactly 139 Kopernicus. Just use the latest.
  13. This bug is caused by an odd interaction between Scatterer and Kopernicus both authors have yet to narrow down. There is a fix, if you have plenty of vram. That is to completely disable Kopernicus's ondemand-texture loading subsystem. This WILL eat a lot of memory, mind: Simply throw this in a .cfg file anywhere: @Kopernicus:FINAL { useOnDemand = False }
  14. EDIT: And a wild hotfix, because I forgot to add option above to the ingame settings GUI, lol. @evileye.x, this is the build you'll most likely want for KK support. New in this latest version release-161: 1.) Hotfix: The "Kerbal Constructs" config option documented above has been added to the in game settings GUI. You need not break out a text editor, now. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
  15. See next release below, specifically item #2 in bold: New in this latest version release-160: 1.) Fixed some bugs in the last releases Terrain Detail preset code that were causing some modded users to have to amongst other things, delete their settings.cfg to get their game to load properly. (oops). 2.) Added an option for Kerbal Constructs users in the GUI to fix a bug with their mod. The settings is "ResetFloatingOriginOnKSCReturn", default true. Setting it false may slightly corrupt interstellar scene switches to the KSC, but will fix Kerbal Constructs entirely. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
  16. That would be the local time of the surface of the reference body if you were to draw a line to its surface. I assume you are on the Mun or Minmus? If you were on Kerbin it would say "Sun Related Time" and probably always be noon (because lets be honest, it's aways day on the surface of a star).
  17. This is likely the result of the new long distance terrain support not meshing well with JNSQ's custom settings. JNSQ will likely make an update to address that soon, but in the meantime, you can fix it rather easily. Do the following: Delete your settings.cfg file from your game folder as if you were fresh installing JNSQ (take note of your settings because they will be lost) and regenerate it. On first launch, set your settings and select the JNSQ_High preset as before + whatever custom settings you had. You should be good to go then, fingers crossed. I'll see about cooking up some kind of auto-import function for next release for this scenario. In the interim, I've added a note to the release for users affected by this, and bolded it.
  18. Yep, KSP2 being... not yet ready lit a fire under me, lol. Pretty much. Beware fixes that bite.
  19. @Krazy1, @Jahnus, @Lord Squonk Yep, I somehow broke a BG-ROC feature... sorry for missing that this long! This is fixed now, see note #4 for: New in this latest version release-159: 1.) Additional code was added to the collider fix (the one that fixes bugs with "distant bodies") to fix KSC terrain corruption on return to spacecenter, and fix main menu on game exit with extremely distant bodies. We can now support bodies up to at least 10 real scale LYs away, potentially further. 2.) The "New Text" bug/string that appeared when adding new Terrain Detail settings has been squashed. Furthermore, you can now edit the default "High/Default/Low" presets by simply using their name. Anything stock you edit will not be retained should your mod be removed (it will go back to stock). 3.) A warning was added when changing Terrain Detail presets, as it can in some instances change terrain altitude. You should be careful altering this setting in loaded games with lots of landed craft. 4.) The ROC bugfix that prevented errors in the logfile when using ROCs on nonstock bodies was not functioning properly (errors were actually spawning in the logfile in a way preventing spawn of ROCs). This has been fixed. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details. Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated and no longer supported. 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
  20. I believe the screenshots were taken on an old build that indeed, had some timezone issues. I've since patched them. Very cool mod idea btw, it was an honor to update the old code I could find, and honestly, I use it in my personal game (along with a patched Kronometer build to keep the main game clock in sync with the KSC's local time). The newest build should be accurate, although it considers the KSC timezone "KMT" time, in line with my needs. You are welcome of course to fork my (your) work, this is more for me first and "anyone else who might want it" second. It'd be awesome to see an old time modder return to the fold if you have a different vision for it. As for the art assets, I'm fine with the mod as is but you are welcome agsain, to do whatever you wish if you'd like. Changes in my code base include removing a few small hardcoded points for proper rescale support (at least, I think I remember doing that), implementing UI_SCALE support, and of course, the changes to work without the art. Oh, and I bound it to the (unused) F7 key rather than a partmodule, of course. PS: If anyone has an interest in a patched Kronometer to work with this mod, please post. I'll upload it but only if there is an actual interested user, or two.
  21. I like it. This is the theme I too like to go with in my campaigns/careers (United Government), so I might just borrow this for my use in my game... lol.
  22. New in this latest version release-158: 1.) Port additional bugfixes from KSPCF that are relevant to Kopernicus, to allow that not to be a required dependency for planet packs (specifically, ROCValidationOOR and ScatterDistribution, fixing both ROCs in certain instances and LandScatter longitude landcontrol ranges). 2.) Added MM configs to enable still using KSPCF if you want to without the two fighting for control of patches (we just disable patches Kopernicus natively implements). Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? ;) 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic).
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