tomf Posted September 2, 2019 Share Posted September 2, 2019 (edited) 6 minutes ago, OhioBob said: I've never experienced your first issue, so I have no answer for that. Regarding your second question, as far as I know, they are in slow orbits. As I understand it, everything orbits around one central body, typically the Sun. However, not long ago Kopernicus introduced the ability to use custom orbital periods, so perhaps they can be put into a fixed position by setting the orbital period to 0. I don't know if any mods that actually do that, however. Do you mean that for you the trajectory lines for hyperbolic solar orbits stretch out to infinity? I have just spotted that the star Cercani which is my destination has an orbital velocity so presumably it is in a very slow orbit. Edited September 2, 2019 by tomf Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 2, 2019 Share Posted September 2, 2019 7 minutes ago, tomf said: Do you mean that for you the trajectory lines for hyperbolic solar orbits stretch out to infinity? Theoretically, yes. But I don't know how KSP handles "infinity". Perhaps there's a hard limit at some point? Quote Link to comment Share on other sites More sharing options...
ddavis425 Posted September 5, 2019 Share Posted September 5, 2019 On 8/29/2019 at 3:33 PM, Gordon Fecyk said: I had to add a placeholder ocean to Minmus in Alien Space Programs to deal with home world frame rate issues. The solution involved enlarging Minmus ever so slightly to cover all of the water. @PQS { Mods { VertexHeightOffset { offset = 10 enabled = True order = 1000000 } } } …or something like this. +10 metre radius. I can't seem to get this fix working correctly. I tried adding it to the same CFG file as the previously posted fix as well as creating a new CFG file for it. Both times it doesn't raise the surface above the ocean, both the flats and the ocean surface are at the same level. Quote Link to comment Share on other sites More sharing options...
coredumpster Posted September 5, 2019 Share Posted September 5, 2019 On 9/1/2019 at 11:53 AM, Jognt said: Link in my sig afaik that bug is fixed in the current master branch, you could compile it yourself, try the bandaid patch in my sig, or wait for an official update. FYI on that patch ( which adds oceans to all bodies ). It causes some weird visual dopplering effects on Minmus flats. ( I can live with that though, as it fixes the severe lag issue ). Another problem it causes is with deployed science on the flats ( which are now "splashed" ). That's an invalid state for them, so they don't run and generate science. "Experiment Situation Invalid". Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted September 5, 2019 Share Posted September 5, 2019 2 hours ago, ddavis425 said: I can't seem to get this fix (raising Minmus surface above placeholder ocean) working correctly Let me get home from work and I can take a shot at it at my own PC. There were other things changed alongside this, and it was done on a fully defined Minmus configuration and not the Minmus stock template. So I'd need to adapt this some. Quote Link to comment Share on other sites More sharing options...
Jognt Posted September 5, 2019 Share Posted September 5, 2019 2 hours ago, Gordon Fecyk said: Let me get home from work and I can take a shot at it at my own PC. There were other things changed alongside this, and it was done on a fully defined Minmus configuration and not the Minmus stock template. So I'd need to adapt this some. Could you let me know if you find a fix for the planet-flooding from the fix for the FPS? I don't know much about Kopernicus, so I can't be of much help, but I'd like to update my post for that FPS fix if it can be improved. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted September 6, 2019 Share Posted September 6, 2019 @ddavis425 and @Jognt This is the full Minmus config that seems to work: Spoiler @Kopernicus { @Body[Minmus] { %identifier = FixFrameRateIssues/Minmus %cacheFile = FixFrameRateIssues/Cache/FFRIMimnus.bin Debug { update = true } @Properties { @ScienceValues { } } @Orbit { } @ScaledVersion { } @PQS { Mods { //Added thanks to Thomas //Raises Minmus' surface above placeholder ocean VertexHeightOffset { offset = 10 enabled = True order = 1000000 } } } %Ocean // Placeholder taken from Oceanus, example ocean world { maxQuadLengthsPerFrame = 0.03 minLevel = -4 maxLevel = -2 minDetailDistance = 16 oceanColor = 0.15,0.25,0.35,0 Material { colorFromSpace = 0.15,0.25,0.35,0 color = 0.15,0.25,0.35,0 } FallbackMaterial { colorFromSpace = 0.15,0.25,0.35,0 color = 0.15,0.25,0.35,0 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.0,0.0,-1,0 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 200 } } Fog { fogColorEnd = 0.15,0.25,0.35,0 fogColorStart = 0.15,0.25,0.35,0 skyColorOpacityBase = 0.7 } } } } This adds an ocean and raises Minmus' flats 10 m above the new 'sea level.' Be warned that craft placed on the surface prior to this patch could jump on load; use World Stabilizer to counter this effect. Quote Link to comment Share on other sites More sharing options...
Jognt Posted September 6, 2019 Share Posted September 6, 2019 11 hours ago, Gordon Fecyk said: @ddavis425 and @Jognt This is the full Minmus config that seems to work: Reveal hidden contents @Kopernicus { @Body[Minmus] { %identifier = FixFrameRateIssues/Minmus %cacheFile = FixFrameRateIssues/Cache/FFRIMimnus.bin Debug { update = true } @Properties { @ScienceValues { } } @Orbit { } @ScaledVersion { } @PQS { Mods { //Added thanks to Thomas //Raises Minmus' surface above placeholder ocean VertexHeightOffset { offset = 10 enabled = True order = 1000000 } } } %Ocean // Placeholder taken from Oceanus, example ocean world { maxQuadLengthsPerFrame = 0.03 minLevel = -4 maxLevel = -2 minDetailDistance = 16 oceanColor = 0.15,0.25,0.35,0 Material { colorFromSpace = 0.15,0.25,0.35,0 color = 0.15,0.25,0.35,0 } FallbackMaterial { colorFromSpace = 0.15,0.25,0.35,0 color = 0.15,0.25,0.35,0 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.0,0.0,-1,0 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 200 } } Fog { fogColorEnd = 0.15,0.25,0.35,0 fogColorStart = 0.15,0.25,0.35,0 skyColorOpacityBase = 0.7 } } } } This adds an ocean and raises Minmus' flats 10 m above the new 'sea level.' Be warned that craft placed on the surface prior to this patch could jump on load; use World Stabilizer to counter this effect. Thank you. Since I’m guessing Minmus isn’t the only planet with this problem (MoHole anyone?); do you know how to do this in a similar blanket statement like the first ‘fix’? Or does it have to be done ‘custom’ for each planet? Quote Link to comment Share on other sites More sharing options...
viveleroi Posted September 11, 2019 Share Posted September 11, 2019 (edited) It seems like this issue was fixed in the github repo but no work has been done in months. Can someone fork it and release a binary? I'd really rather not use hacky ocean patches to fix this problem when the at fault code was removed in the repo. Edit: Hours after I posted this, the mod officially had an update released. Edited September 12, 2019 by viveleroi Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted September 12, 2019 Author Share Posted September 12, 2019 (edited) Released 1.7.3-2 and all the other backports: Removed Kopernicus Buoyancy modifications to fix ocean lag, they never worked anyways Fixed texture loading with on-demand loading disabled Unload normal maps from RAM and only keep them in VRAM when loaded on demand Sorry for the really long delay, I just didn't really have time (or motivation) to do the release work. Note: This doesn't fix the lags that are caused by the DLC scatters! Those lags are not something that Kopernicus can fix, they are a design flaw in the DLC scatter system that is noticeable in rescaled systems (JNSQ for example). If a part of the terrain has reached it's highest subdivision level, the DLC scatters will be enabled in that area. In a rescaled system, the planets have to subdivide way earlier than in stock scale, to keep the same level of detail, meaning the area that gets filled with scatters is higher. I actually did the math, and in JNSQ you have 11x more DLC scatter than in stock. The stock scatters (i.e. the ones that exist for literally years without ever being enabled :P) solve this by not checking for subdivision level, but checking for the distance to the active vessel AFAIK. Of course I could probably hijack them somehow, but I would really prefer if Squad would fix their code to work better with rescaled systems. For a quick and dirty solution you have to disable the DLC scatters in your savegame (set ROCSeed to -1). Alternatively planet makers would have to finetune their subdivision settings for the DLC, but that might have other performance implications (because you need *more* subdivision) Edited September 12, 2019 by Thomas P. Quote Link to comment Share on other sites More sharing options...
Jognt Posted September 12, 2019 Share Posted September 12, 2019 Thank you very much! With regards to the ROCs.. meh, thats squad’s problem to solve I wish you the best. May the force odds dV be in your favor Quote Link to comment Share on other sites More sharing options...
Joker58th Posted September 12, 2019 Share Posted September 12, 2019 4 hours ago, Thomas P. said: Released 1.7.3-2 and all the other backports: Removed Kopernicus Buoyancy modifications to fix ocean lag, they never worked anyways Fixed texture loading with on-demand loading disabled Unload normal maps from RAM and only keep them in VRAM when loaded on demand Sorry for the really long delay, I just didn't really have time (or motivation) to do the release work. Note: This doesn't fix the lags that are caused by the DLC scatters! Those lags are not something that Kopernicus can fix, they are a design flaw in the DLC scatter system that is noticeable in rescaled systems (JNSQ for example). If a part of the terrain has reached it's highest subdivision level, the DLC scatters will be enabled in that area. In a rescaled system, the planets have to subdivide way earlier than in stock scale, to keep the same level of detail, meaning the area that gets filled with scatters is higher. I actually did the math, and in JNSQ you have 11x more DLC scatter than in stock. The stock scatters (i.e. the ones that exist for literally years without ever being enabled :P) solve this by not checking for subdivision level, but checking for the distance to the active vessel AFAIK. Of course I could probably hijack them somehow, but I would really prefer if Squad would fix their code to work better with rescaled systems. For a quick and dirty solution you have to disable the DLC scatters in your savegame (set ROCSeed to -1). Alternatively planet makers would have to finetune their subdivision settings for the DLC, but that might have other performance implications (because you need *more* subdivision) Thank you for your efforts Thomas. Unfortunately, the FPS loss issue persists as I reported on git here. No rescale or DLC scatters, just plain 1.7.3 stock with Kopernicus and MFI. When you say DLC scatters, does this by chance include stock Terrain Scatters even with no rescale? Sorry, I'm just seeking clarification. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 12, 2019 Share Posted September 12, 2019 56 minutes ago, Joker58th said: Thank you for your efforts Thomas. Unfortunately, the FPS loss issue persists as I reported on git here. No rescale or DLC scatters, just plain 1.7.3 stock with Kopernicus and MFI. When you say DLC scatters, does this by chance include stock Terrain Scatters even with no rescale? Sorry, I'm just seeking clarification. 'DLC scatter" does not include the stock scatter. Quote Link to comment Share on other sites More sharing options...
Joker58th Posted September 12, 2019 Share Posted September 12, 2019 1 hour ago, Galileo said: 'DLC scatter" does not include the stock scatter. That was my guess but since I don't know anything about the behind the scenes stuff, I thought I would ask just to clarify. Thanks @Galileo! Quote Link to comment Share on other sites More sharing options...
KerbMav Posted September 12, 2019 Share Posted September 12, 2019 @Thomas P. @Joker58th @Galileo At some point I added this to my personal configs: Quote @ROC_DEFINITION:HAS[#Frequency[*]]:FINAL { @Frequency *= 0.1 } And I imagine it had a positive effect on performance (in my x10 sized stock system). Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 12, 2019 Share Posted September 12, 2019 21 minutes ago, KerbMav said: @Thomas P. @Joker58th @Galileo At some point I added this to my personal configs: And I imagine it had a positive effect on performance (in my x10 sized stock system). With the latest update of kopernicus, I removed that little bit from JNSQ and the performance is still well over 100fps for me. I'll keep it in as a precaution, but I don't think it's necessary anymore. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted September 13, 2019 Share Posted September 13, 2019 (edited) Hi there! I am very new to using kopernicus, upgrading from 1.7.3-1, is there anything that I should be on the look out for? Edited September 13, 2019 by gamerscircle Quote Link to comment Share on other sites More sharing options...
Purplefin Neptuna Posted September 13, 2019 Share Posted September 13, 2019 (edited) with 1.7.3-2 release i encountered long freeze when loading the map view, and the freeze worsen when i use bigger planet packs. i think something happened when loading celestial bodies' texture. Edited September 13, 2019 by Purplefin Neptuna language barrier Quote Link to comment Share on other sites More sharing options...
A35K Posted September 13, 2019 Share Posted September 13, 2019 @Purplefin Neptuna Yep, similar issue here, although not really lag. When in flight, I press M to load map and the game completely freezes for like 3-4 seconds before loading the map, after which it works perfectly normally though. It's a much more minor issue than the surface lag on planets in the previous version but still slightly annoying. Quote Link to comment Share on other sites More sharing options...
Purplefin Neptuna Posted September 13, 2019 Share Posted September 13, 2019 @A35K, its actually freeze, not lag. and the freeze is between 10-15s for me. sorry for my bad english. Quote Link to comment Share on other sites More sharing options...
A35K Posted September 13, 2019 Share Posted September 13, 2019 @Purplefin Neptuna No problem, yeah I guess the freeze time might depend on the number of planets you have? I've only got OPM Quote Link to comment Share on other sites More sharing options...
ddavis425 Posted September 13, 2019 Share Posted September 13, 2019 I'm also getting that scene switch freeze. It's about 4 seconds long and in terms of number of planets I am playing with Galileo's Planet Pack. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 13, 2019 Share Posted September 13, 2019 I assume this pause when switching to map view is due to the loading/unloading of textures. I'm not quite sure, but I'm certain it will be looked at in time. Quote Link to comment Share on other sites More sharing options...
nwillard Posted September 18, 2019 Share Posted September 18, 2019 Apologies but I need some clarification: is the horrific FPS issue that necessitated the ocean collider fix not a problem with this new update? Can I remove Minmus' seas? Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 19, 2019 Share Posted September 19, 2019 1 hour ago, nwillard said: Apologies but I need some clarification: is the horrific FPS issue that necessitated the ocean collider fix not a problem with this new update? Can I remove Minmus' seas? Yes, the latest update fixes the fps issues. Feel free to remove the temporary fix cfg Quote Link to comment Share on other sites More sharing options...
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