Finray Posted January 13, 2019 Share Posted January 13, 2019 Hey Thomas, I literally made my account to say thanks. I was struck by an amazing bout of unlucky timing, tried to get back into KSP on Wednesday and got to Ceti in my new save before I got rekt by 1.6.1 and the mod was outdated. A little bummed I would have to wait for you to update it, but you've done so WAY quicker than I could ever have hoped. Just.. thanks again. Great work. Quote Link to comment Share on other sites More sharing options...
Gapone Posted January 13, 2019 Share Posted January 13, 2019 Can the bugs with reparenting Kerbin be fixed? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 13, 2019 Share Posted January 13, 2019 8 hours ago, Finray said: Hey Thomas, I literally made my account to say thanks. I was struck by an amazing bout of unlucky timing, tried to get back into KSP on Wednesday and got to Ceti in my new save before I got rekt by 1.6.1 and the mod was outdated. A little bummed I would have to wait for you to update it, but you've done so WAY quicker than I could ever have hoped. Just.. thanks again. Great work. Your thanks is plenty motivation for modders to keep modding. You may want to read back in this thread a bit and learn to prepare yourself for the next KSP release. Quote Link to comment Share on other sites More sharing options...
ultrasquid Posted January 14, 2019 Share Posted January 14, 2019 Not that it's your fault or anything; CKAN is still listing Kittopia Tech v 1.3.0, looking for it in your "KittopiaTech-Legacy" folder on Github. Somebody over there may need a little nudge to get the current version listed. Kopernicus updated on CKAN just fine. Quote Link to comment Share on other sites More sharing options...
Clonos Posted January 14, 2019 Share Posted January 14, 2019 (edited) On 12/25/2018 at 11:06 AM, Cyrus Playz said: KSP: 1.5.1 windows bit Problem: kittopia ui does not show up even when I press ctrl+p Mods installed: Sigma binary Module Manager.3.1.0 scatterer squad squad expansion kopernicus 1.5.1 kittopia tech 1.5.1 kerbaltek Reproduction steps: load up ksp,go into the tracking station and press ctrl+p and watch that nothing will pop up Log: http://www.mediafire.com/file/w108uzttbl6mp2p/output_log(2).txt I don't know if this has already been said, but remove scatterer (IIRC KT and scatterer don't work with eachother) Edited January 14, 2019 by GenesisPlayz Whoops Quote Link to comment Share on other sites More sharing options...
luxorpt Posted January 20, 2019 Share Posted January 20, 2019 I have the last version of ksp in steam.I uploaded your optimum module but .... it did not work.Can you help? Can I send the ksp.log Quote Link to comment Share on other sites More sharing options...
Nightside Posted January 20, 2019 Share Posted January 20, 2019 Which mod? You will get more help if you ask in the mod’s thread. welcome to the forums! Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted January 20, 2019 Share Posted January 20, 2019 Hi @luxorpt. If you tell us which mod you're talking about, we can direct your question to the right place. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 20, 2019 Share Posted January 20, 2019 (edited) On 1/13/2019 at 1:00 PM, Gapone said: Can the bugs with reparenting Kerbin be fixed? I was just thinking that this might be fixed right now, as of Kopernicus 1.6.1-1. I'm putting together a 1.6.1 version of Alien Space Programs which includes Laythe as a starting point. I used to require PostSpawnOrbit{} to move "Kerbin" to Jool's orbit after creating it, but it appears this is no longer needed. Here's a basic config that templates Laythe and makes it the home world. It deletes Kerbin and its moons, then builds a new Kerbin from Laythe's template in orbit of Jool: !Body[Laythe]{} !Body[Mun]{} !Body[Minmus]{} @Body[Kerbin] //Homeworld Laythe { //Legacy cbNameLater %cbNameLater = Laythe %identifier = AlienSpacePrograms/Laythe @Template { @name = Laythe } %Debug { update = true } @Properties { displayName = #autoLOC_910029 // Laythe isHomeWorld = True @ScienceValues { } } @Orbit { %referenceBody = Squad/Jool } SpaceCenter { //PQSCity latitude = 0 longitude = 198.4 lodvisibleRangeMult = 6 repositionToSphereSurface = true repositionToSphereSurfaceAddHeight = true repositionRadiusOffset = -20 //Fix added for induced rotation reorientToSphere = true reorientFinalAngle = 72 //MapDecal decalLatitude = 0 decalLongitude = 198.4 heightMapDeformity = 670 absoluteOffset = 0 absolute = true radius = 10000 //Ground Materials groundColor = .091, .0851, 0.069, 0.5 groundTexture = BUILTIN/ksc_exterior_terrain_ground } @ScaledVersion { } @PQS { } } Notice the lack of PostSpawnOrbit{} and the addition of the identifier value. This also includes Jool's new stock identifier in the referenceBody value. It seemed to ignore PostSpawnOrbit{} entirely and put Laythe below the surface of the sun at first. Then I changed Orbit{} directly and, not only does the Space Center scene work, but the funny business of Jool streaking off into the distance has stopped happening. I'm wondering if this is what the identifier= value accomplishes. Edited January 20, 2019 by Gordon Fecyk Module Manager syntax error Quote Link to comment Share on other sites More sharing options...
Gapone Posted January 20, 2019 Share Posted January 20, 2019 1 minute ago, Gordon Fecyk said: I used to require PostSpawnOrbit{} to move "Kerbin" to Jool's orbit after creating it, but it appears this is no longer needed. The bug I am reffering to is that when reparenting kerbin the space center view goes dank. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 20, 2019 Share Posted January 20, 2019 (edited) 2 minutes ago, Gapone said: The bug I am reffering to is that when reparenting kerbin the space center view goes dank. You mean dark? That happened when reparenting Kerbin but not using PostSpawnOrbit{} to do the reparenting. This appears to be fixed, too. Do you have an example config where you're reparenting Kerbin but the KSC view goes dark or otherwise doesn't work right? Edited January 20, 2019 by Gordon Fecyk Asked for example Quote Link to comment Share on other sites More sharing options...
Gapone Posted January 20, 2019 Share Posted January 20, 2019 Just now, Gordon Fecyk said: You mean dark? No. For example, when I start on Laythe the Jool moves very quickly out of view, and kerbol issues (permanent night) Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 20, 2019 Share Posted January 20, 2019 (edited) 6 minutes ago, Gapone said: For example, when I start on Laythe the Jool moves very quickly out of view, and kerbol issues (permanent night) That's from using PostSpawnOrbit{} Pre-1.6.1. Here, I'll upload my new Laythe config to the ASP repository and let you try it out. Remember to install the rest of the ASP 1.5.1 release before adding that piece. OK, never mind, that isn't fixed; Jool kind-of rises and sets like the sun normally does in the stock KSC scene. But at timewarp x 1 Jool doesn't move quickly out of view anymore. Edited January 20, 2019 by Gordon Fecyk Quote Link to comment Share on other sites More sharing options...
Gapone Posted January 20, 2019 Share Posted January 20, 2019 I don't have KSP 1.6.1 right now. Can installing Kopernicus 1.6.1-1 on 1.6.0 solve the problem? Would it even work? Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 20, 2019 Share Posted January 20, 2019 1 minute ago, Gapone said: Can installing Kopernicus 1.6.1-1 on 1.6.0 solve the problem? Kopernicus is strictly version-locked. Though I haven't tried it on 1.6.0-1 yet. Wanted to make sure it worked on 1.6.1-1. Quote Link to comment Share on other sites More sharing options...
Kerbiter Posted January 21, 2019 Share Posted January 21, 2019 (edited) I am using the backport for 1.5.1, and I get this message in logs (here is just a small example): [EXC 22:30:47.029] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.064] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.100] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.136] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.172] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.207] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.244] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.276] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.309] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.342] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.376] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.409] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.443] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.478] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.513] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.549] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.586] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.621] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.657] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.692] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.726] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.762] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.799] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.834] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.870] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.906] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.942] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:47.977] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.013] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.049] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.086] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.120] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.157] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.193] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.228] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.262] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.295] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.333] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.368] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.404] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 22:30:48.440] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () Here is my modlist: As it may be expected from running the 1.5.1 version of Kopernicus, I am running version 1.5.1. Are there any possible incompatibilities? Edited January 21, 2019 by Kerbiter Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 22, 2019 Share Posted January 22, 2019 19 hours ago, Kerbiter said: I am using the backport for 1.5.1, and I get this message in logs (here is just a small example) I see Stock Visual Terrain and Outer Planets Mod in use here, which would have Kopernicus configurations. Are there any that I've missed? I'd first narrow this down to only the add-ons that use Koperncus, and go from there. Also I'd make sure the version of Modular Flight Integrator is the one included with that version of Kopernicus. Quote Link to comment Share on other sites More sharing options...
Kerbiter Posted January 22, 2019 Share Posted January 22, 2019 23 minutes ago, Gordon Fecyk said: I see Stock Visual Terrain and Outer Planets Mod in use here, which would have Kopernicus configurations. Are there any that I've missed? I'd first narrow this down to only the add-ons that use Koperncus, and go from there. Also I'd make sure the version of Modular Flight Integrator is the one included with that version of Kopernicus. Solved the issue. OPM Tilt seems to be the issue, since it's incredibly old. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 22, 2019 Share Posted January 22, 2019 (edited) Question for the planet creators out there who have dabbled with Biome creation.... Is there a best practice methodology with selecting biome colors to avoid unwanted biome popping up between edges? Is there a particular palette that helps? As an Example, if you have biomes (in color order) A,B,C,D and you want to have biome A next to biome D without the double ring of biomes B & C appearing in between? Methods I'm using so far: increase the resolution on the biome map to reduce the width of any "inbetween biomes" when they do appear (annoyingly it's mostly the 'poles' that appear inbetween biomes during my testing) I'm using Paint.net and saving the file as a 32-bit .png anti-aliasing is off for any colors applied reduce 'nesting' of biomes where possible I've read through the 2016 @Poodmund post here and have a handle on the "hard" line requirement and making sure there is no dithering used when saving the file. Is there a certain amount that's unavoidable if you want biome overlaps? (Hence squards use of the 'Slopes' biome) Edited January 22, 2019 by wile1411 Quote Link to comment Share on other sites More sharing options...
OhioBob Posted January 22, 2019 Share Posted January 22, 2019 (edited) @wile1411, I've repeatedly had the problem you describe. I've tried the techniques described by @Poodmund and others and it just won't work for me. Don't know why it works for them and not me; very frustrating. The only thing I've found that I can get to work is to use the Web palette. Using the Web palette, for each of R, G and B, you can only use the values 0, 51, 102, 153, 204 and 255. So that gives a total of 6^3 = 216 possible colors. But even using the Web palette, I still can't get it to work if I save the file in Photoshop. For some mysterious reason, it will only work for me if I save the file using GIMP. What I do is create the biome map in Photoshop and save it as a RGB file. I then load it into GIMP and select, Image > Mode > Indexed > Use custom palette > Web > Convert. Then just save it as a .PNG file. It makes no sense to me, but that's the ONLY thing I can get to work that eliminates the problem. Edited January 22, 2019 by OhioBob Quote Link to comment Share on other sites More sharing options...
Catto Posted January 23, 2019 Share Posted January 23, 2019 (edited) this is really annoying. Kopernicus NEVER works. It just keeps crashing and doing other stuff, And it makes me mad. Thanks. Edited January 23, 2019 by siklidkid Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 23, 2019 Share Posted January 23, 2019 (edited) No Ocean = Bad Frame Rate? I released Alien Space Programs 1.6.1 last weekend. Yay. For some reason though, regardless of how I build the home world I will get a poor frame rate if I launch a 100+ part craft, if the home world has no ocean. This means using Duna, Minmus, Dres, Tylo or Jool (!) as the home world template will result in a poor frame rate. Using Eve, Kerbin or Laythe I get a much improved frame rate. On a lark I removed Kerbin's ocean with removeOcean=True and !Ocean{}. I get a bad frame rate and the mission timer goes yellow. I put the ocean back, frame rate returns to normal. Going into on-rails time warp improves the frame rate and exiting it slows it back down. Cheating to the low orbit of another world restores a good frame rate, regardless of whether that world has an ocean or not. This is happening without any visual add-ons as well. Does the home world need an ocean for some reason? Even if it's hidden from view? [Update] Apparently, the home world needs an ocean. I copied Laythe's Ocean{} config to homeworld Tylo and the frame rate improved to Kerbin-like frame rates. While that might work as a placeholder for most stock worlds, I have no idea how I'm going to add an ocean to Minmus. Edited January 24, 2019 by Gordon Fecyk Apparently, yes. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 23, 2019 Share Posted January 23, 2019 4 hours ago, OhioBob said: @wile1411, I've repeatedly had the problem you describe. I've tried the techniques described by @Poodmund and others and it just won't work for me. Don't know why it works for them and not me; very frustrating. The only thing I've found that I can get to work is to use the Web palette. Using the Web palette, for each of R, G and B, you can only use the values 0, 51, 102, 153, 204 and 255. So that gives a total of 6^3 = 216 possible colors. But even using the Web palette, I still can't get it to work if I save the file in Photoshop. For some mysterious reason, it will only work for me if I save the file using GIMP. What I do is create the biome map in Photoshop and save it as a RGB file. I then load it into GIMP and select, Image > Mode > Indexed > Use custom palette > Web > Convert. Then just save it as a .PNG file. It makes no sense to me, but that's the ONLY thing I can get to work that eliminates the problem. Thanks for the suggestion @OhioBob. I gave it a test with loading in GIMP and converting to a Web palette. While it certainly helped some some combos, there are still other color combos I'm seeing while if my Kerbal walks 10m near a biome border they end up crossing 4 biomes. Pretty sure that is due to the border line generation in KSP creating rings of intermediate biome colors. I found the best information where the problem is described to be these series of posts from an old Custom Biome thread I've been reading. I plan to paint a test grid and load it into KSP to show where every color I'm using crosses every other color. It would also allow me to see which combos do and don't work well next to each other. Does the order of the biome definitions in the cfg file make any difference? I've not had a chance to test this and thought I'd ask if anyone else had? Quote Link to comment Share on other sites More sharing options...
luxorpt Posted January 25, 2019 Share Posted January 25, 2019 Kopernicus Planetary System Modifier.. Is not this the right forum since mod? Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 25, 2019 Share Posted January 25, 2019 1 hour ago, luxorpt said: Kopernicus Planetary System Modifier.. Is not this the right forum since mod? I suggest asking here. And regarding how to upload logs, use dropbox or drive. Oh, and did you install module manager? Korpenicus wont work without its dependencies. Modular flight integration, or something like that, i believe Quote Link to comment Share on other sites More sharing options...
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