hemeac Posted November 5, 2020 Share Posted November 5, 2020 1 hour ago, infinite_monkey said: How many open issues are left to fix for a 1.10 release? Or is 1.10 still kinda alpha? RTB has a longer post in the bleeding edge thread, but he's been working on code for the comet system and fixing an old issue with solar flux that impacts saves with multiple suns. Think the latter is also present in 1.9.1 as well. Quote Link to comment Share on other sites More sharing options...
Commodore_32 Posted November 7, 2020 Share Posted November 7, 2020 Hello. I have been running in an issue loading KSP while my custom Kopernicus planet pack is installed, so, once loading is done, the main menu simply is missing, you hear the music, the TweakScale's GUIs appear but there is a black screen and the loading symbol is still spining, I managed to press the buttons blind and loaded a test save, once it loaded there was no KSC, but there was the escape button in the top left, everything else was solid black, any ideas? I tested in both 1.10.1 with the Bleeding edge branch and in 1.8.1 with the official Kopernicus release, in both logs I saw some Kopernicus NullRefs, but I'm not sure. Log from 1.8.1 test: https://1drv.ms/u/s!AtUgGSbBKMe8jH4psTTf5hcn0t_1?e=LzknpM Pre alpha planet pack: https://1drv.ms/u/s!AtUgGSbBKMe8jQA7ZD-JrN50isVM?e=uke82U Quote Link to comment Share on other sites More sharing options...
Lisias Posted November 8, 2020 Share Posted November 8, 2020 9 hours ago, Commodore_32 said: Hello. I have been running in an issue loading KSP while my custom Kopernicus planet pack is installed, so, once loading is done, the main menu simply is missing, you hear the music, the TweakScale's GUIs appear but there is a black screen and the loading symbol is still spining, I managed to press the buttons blind and loaded a test save, once it loaded there was no KSC, but there was the escape button in the top left, everything else was solid black, any ideas? Things started to go down the tubes here: [WRN 12:52:05.968] CelestialBodyTransform: Cannot find CelestialBody. [LOG 12:52:05.971] lcScatterList [EXC 12:52:06.036] Exception: Failed to load Body: Erikson Kopernicus.Configuration.Loader.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) (at <0882401b48d84227ad9c2bbcf4ce8401> :0) Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) (at <698cce273aaa41f09ce80d0801f868a2>:0) Kopernicus.ConfigParser.Parser.CreateObjectFromConfigNode[T] (ConfigNode node, System.String configName, System.Boolean getChildren) (at <698cce273aaa41f09c e80d0801f868a2>:0) Kopernicus.Injector.Awake () (at <0882401b48d84227ad9c2bbcf4ce8401>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Kopernicus.Injector:Awake() UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [WRN 12:52:06.062] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. And I'm guessing this can be the reason for Kopernicus borking on loading the GUI Ready thing: [LOG 12:52:26.571] [CM] Adding main icon to toolbar [ERR 12:52:26.575] Exception handling event onLevelWasLoadedGUIReady in class <>c:System.NullReferenceException: Object reference not set to an instance of an o bject at Kopernicus.RuntimeUtility.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) [0x00005] in <0882401b48d84227ad9c2bbcf4ce8401>:0 at EventData`1[T].Fire (T data) [0x000b0] in <9d71e4043e394d78a6cf9193ad011698>:0 [EXC 12:52:26.578] NullReferenceException: Object reference not set to an instance of an object Kopernicus.RuntimeUtility.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) (at <0882401b48d84227ad9c2bbcf4ce8401>:0) EventData`1[T].Fire (T data) (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(GameScenes) <FireLoadedEventGUIReady>d__45:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) From that point, your log is filled with Kopernicus borking on the LateUpdate: [EXC 12:52:26.582] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () (at <0882401b48d84227ad9c2bbcf4ce8401>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) But I'm pretty sure this happens due something not being initialised correctly after Kopernicus borks on the UI Ready thingy. Try to remove Erikson from the planet pack to see what happens. If the problem "vanishes", we can try to figure out what's borking by looking on this planet files. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted November 8, 2020 Share Posted November 8, 2020 (edited) On 11/5/2020 at 12:34 PM, infinite_monkey said: How many open issues are left to fix for a 1.10 release? Or is 1.10 still kinda alpha? basically just comets and the heating bug (which is also present in 1.9 stable right now). The heating bug is priority and slowing things down, but it only affects multistar configurations. I'd actually say 1.10.1 is stable, but it's just not ready for planet pack authors to use yet without proper comet facilities. End users need not fear it right now though. Edited November 8, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
Commodore_32 Posted November 8, 2020 Share Posted November 8, 2020 8 hours ago, Lisias said: Try to remove Erikson from the planet pack to see what happens. If the problem "vanishes", we can try to figure out what's borking by looking on this planet files. Removing it, the thing works perfectly fine, so yeah, I included a copy of my planet pack as it is right now, for a first time planet pack I expected this. Quote Link to comment Share on other sites More sharing options...
TheAshenHat Posted November 11, 2020 Share Posted November 11, 2020 So, i am running on a 1.8.1 save, do i need to find the relevant 1.8.1 kopernicus set, or can i use the 1.9.1 set? trying to figure out if solar panels just are bugged, or if i am using the wrong set. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Wackenhut Posted November 12, 2020 Share Posted November 12, 2020 3 hours ago, TheAshenHat said: So, i am running on a 1.8.1 save, do i need to find the relevant 1.8.1 kopernicus set, or can i use the 1.9.1 set? trying to figure out if solar panels just are bugged, or if i am using the wrong set. Thanks in advance. you need the 1.8.1 set for ksp 1.8.1 Quote Link to comment Share on other sites More sharing options...
AeroSky Posted November 13, 2020 Share Posted November 13, 2020 Is Kopernicus updated to 1.10.1 or is the update still in active development? Also, when will Kopernicus be updated to 1.10.1 because I really want to play 1.10.1 JNSQ. Thanks! Quote Link to comment Share on other sites More sharing options...
hemeac Posted November 13, 2020 Share Posted November 13, 2020 2 minutes ago, AeroSky said: Is Kopernicus updated to 1.10.1 or is the update still in active development? Also, when will Kopernicus be updated to 1.10.1 because I really want to play 1.10.1 JNSQ. Thanks! @AeroSky, it is in development, but it should be stable enough to play as long as you are ok with fact that the comet system in 1.10.1 Kopernicus is still a WIP. If you are upgrading, I would definitely make a backup of your save first. Quote Link to comment Share on other sites More sharing options...
AeroSky Posted November 13, 2020 Share Posted November 13, 2020 9 minutes ago, hemeac said: @AeroSky, it is in development, but it should be stable enough to play as long as you are ok with fact that the comet system in 1.10.1 Kopernicus is still a WIP. If you are upgrading, I would definitely make a backup of your save first. I've never even gone past to Minmus, so that'll be fine (the comet system, I mean) What do you mean by upgrading? Like updating to official Kopernicus 1.10.1? Also, by backup, do you mean just copying the Kerbal Space Program folder and placing the copy somewhere else? Thank you for the help! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted November 13, 2020 Share Posted November 13, 2020 1 hour ago, AeroSky said: What do you mean by upgrading? Like updating to official Kopernicus 1.10.1? Also, by backup, do you mean just copying the Kerbal Space Program folder and placing the copy somewhere else? Backup is always a good idea. So yes, you should do that when waiting for the official Kopernicus 1.10.1, but even more so if you decide to use the Bleeding Edge version. If you have a lot of mods, it's convenient to copy the entire KSP folder to somewhere else. If you don't mind reinstalling your game and mods in case of a disaster, you can just copy the "saves" folder. Quote Link to comment Share on other sites More sharing options...
Geryz Posted November 14, 2020 Share Posted November 14, 2020 Remember the problems I was having? Everything's fixed now and I've made everything into a youtube series! It's called KSP Exodus, currently at episode 12! Thanks everyone for your support, without you, I would've given up on doing this ages ago... Quote Link to comment Share on other sites More sharing options...
Loki92150 Posted November 15, 2020 Share Posted November 15, 2020 Hello, Just tried to install Kopernicus along with EVE, Parallax, PlanetShine, Scatterer & SVT, on 1.10.1, and I get the following error message: https://ibb.co/dJ6fWFM Here are the requested logs/files : https://gofile.io/d/LGm6Dn I guess this line is the problem : Quote [Kopernicus]: Configuration.Loader: Failed to load Body: Squad/Kerbin: Default constructor not found for type UnityEngine.Material Could you please help fix it? Thanks ! Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted November 15, 2020 Share Posted November 15, 2020 SVT isn't for 1.10, discard it. (it is for textures prior to 1.8, plus it can't apply to Parallax either) And Planetshine, I don't know if it is updated, you might want to drop it as well. As for Kopernicus, you'll need the Bleeding Edge branch of Kopernicus for Parallax. Quote Link to comment Share on other sites More sharing options...
Loki92150 Posted November 15, 2020 Share Posted November 15, 2020 (edited) Thanks for the advice on the other mods. For Kopernicus, I did download the Bleeding Edge branch. Maybe not the right version? Do you know where I can find the right one? EDIT : OK I had release 45, I tried with release 44 and it works PlanetShine also. Edited November 15, 2020 by Loki92150 Quote Link to comment Share on other sites More sharing options...
R-T-B Posted November 17, 2020 Share Posted November 17, 2020 (edited) On 11/15/2020 at 5:51 AM, Loki92150 said: Hello, Just tried to install Kopernicus along with EVE, Parallax, PlanetShine, Scatterer & SVT, on 1.10.1, and I get the following error message: https://ibb.co/dJ6fWFM Here are the requested logs/files : https://gofile.io/d/LGm6Dn I guess this line is the problem : Could you please help fix it? Thanks ! SVT is broken now due to something I haven't been able to track down, and little will to do so given it's obsolete anyways. Thank you for identifying it happened on the release of version 45 on bleeding edge though, that at least narrows it down. I'd still use the latest and uninstall SVT though, even stock textures at high+ settings are better now. Edited November 17, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted November 18, 2020 Share Posted November 18, 2020 SVT is useless/ obsolete now with the new shaders anyway. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted November 28, 2020 Share Posted November 28, 2020 (edited) Kopernicus 1.9.1-14 R-T-B released this now New in this version (1.9.1-14) 1.) Solar panel fixes and optimizations for multistar. Heating bug for non-root stars fixed. Pretested in bleeding edge, as always. New in major release (1.9.1) 1.) Solarpanel.cfg fixes to support more third party solar panels with less work. 2.) Fixes for the colliders on land scatters (due to a small bug in the distance-culling system). 3.) Added an RGB+A parser (MapSOParserRGBA) for devs who requested it. Largely an under the hood change with no end-user impact immediately visible. 4.) Added a culling range to land scatters, by default at 10km, configurable by the Kopernicus_Config.cfg parameter ScatterCullDistance. This massively improves performance in scatter-heavy planet packs with land scatters on. 5.) We now support "Breaking Ground" anomalies out of the box, eliminating the need for "MyRocksAreBiggerThanYours." 6.) Material names have been simplified. You can still use the old ones, but there are simpler alternatives now. You can see https://github.com/R-T-B/Kopernicus/pull/28/files for details, or simply wait for the wiki to update. Remember, the old names still work and we have no plans to change that, this is just for usability. 7.) Planet pack authors (or you) may now specify the packs target shader level by by setting config/Kopernicus_Config.cfg EnforcedShaderLeve. 3 = Ultra/Atlas, 2 = High, 1 = Medium, and 0 = Low. Planet pack authors may use this via modulemanager module if needed as well. Note that we encourage of the KSP Parallax shader project over use of Squad's ATLAS shader. It is both equally performant and more flexible. 8.) Performance Optimization and bugfixes enabling KittopiaTech support. 9.) Particle support restored. 10.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 10.) Multistar support. The math on ECs in single star may be slightly different than stock in some situations, but it should be similar in most and not enough to matter. 11.) Added GameData\Kopernicus\Config\Kopernicus_Config.cfg file, with options to configure shader warnings and enable or disable shader locking, as well as set preferred shader level. Easy to edit, just look inside! Seperate from the release notes, I'd like to add to this that is 1 out of 2 blocker issues for 1.10.1 going stable down and fixed. We are 50% of the way there gentlekerbs. Now, on to comets! Edited November 28, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted November 29, 2020 Share Posted November 29, 2020 (edited) Some more minor bugfixes for stable, nearly none of them anything worth worrying about, but still worth fixing: Kopernicus 1.9.1-15 R-T-B released this 1 minute ago New in this version (1.9.1-15) 1.) A cosmetic bug in multistar tracking where a body would show as occuluding the panel when it was not has been fixed. 2.) A bug where if the tracked star was occuluded, total EC output was set to zero has been fixed. New in major release (1.9.1) 1.) Solarpanel.cfg fixes to support more third party solar panels with less work. 2.) Fixes for the colliders on land scatters (due to a small bug in the distance-culling system). 3.) Added an RGB+A parser (MapSOParserRGBA) for devs who requested it. Largely an under the hood change with no end-user impact immediately visible. 4.) Added a culling range to land scatters, by default at 10km, configurable by the Kopernicus_Config.cfg parameter ScatterCullDistance. This massively improves performance in scatter-heavy planet packs with land scatters on. 5.) We now support "Breaking Ground" anomalies out of the box, eliminating the need for "MyRocksAreBiggerThanYours." 6.) Material names have been simplified. You can still use the old ones, but there are simpler alternatives now. You can see https://github.com/R-T-B/Kopernicus/pull/28/files for details, or simply wait for the wiki to update. Remember, the old names still work and we have no plans to change that, this is just for usability. 7.) Planet pack authors (or you) may now specify the packs target shader level by by setting config/Kopernicus_Config.cfg EnforcedShaderLeve. 3 = Ultra/Atlas, 2 = High, 1 = Medium, and 0 = Low. Planet pack authors may use this via modulemanager module if needed as well. Note that we encourage of the KSP Parallax shader project over use of Squad's ATLAS shader. It is both equally performant and more flexible. 8.) Performance Optimization and bugfixes enabling KittopiaTech support. 9.) Particle support restored. 10.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 10.) Multistar support. The math on ECs in single star may be slightly different than stock in some situations, but it should be similar in most and not enough to matter. 11.) Added GameData\Kopernicus\Config\Kopernicus_Config.cfg file, with options to configure shader warnings and enable or disable shader locking, as well as set preferred shader level. Easy to edit, just look inside! Edited November 29, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
antilochus Posted December 7, 2020 Share Posted December 7, 2020 (edited) Is there any way to disable OnDemand loading? I have lots of memory to spare, but OnDemand seems to cause FPS stutters whenever this shows up in console. Quote [LOG 23:28:30.270] [OD] --> ScaledSpaceDemand.LoadTextures loading JNSQ/JNSQ_Textures/PluginData/Mun00.dds and JNSQ/JNSQ_Textures/PluginData/Mun01.dds Edit: nevermind, think I sorted it out by disabling OnDemand loading in JNSQ. A bit curious if this is an issue that others have or notice though. Edited December 7, 2020 by antilochus solved Quote Link to comment Share on other sites More sharing options...
ayothepizza Posted December 16, 2020 Share Posted December 16, 2020 Where is the 1.10.1 version? I can't find it on the GitHub page and I want to use it, even if it's really early in development. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 16, 2020 Share Posted December 16, 2020 2 hours ago, ayothepizza said: Where is the 1.10.1 version? I can't find it on the GitHub page and I want to use it, even if it's really early in development. Quote Link to comment Share on other sites More sharing options...
ayothepizza Posted December 16, 2020 Share Posted December 16, 2020 3 hours ago, OhioBob said: Thanks! I have the intelligence of an ape, I swear. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 19, 2020 Share Posted December 19, 2020 (edited) Minor patch to the stable branch for 1.9.1: Kopernicus 1.9.1-16 R-T-B released this 20 minutes ago New in this version (1.9.1-16) 1.) ModularFlightIntegrator has been patched to fix some landing bugs. (Patches may not be appropriate outside Kopernicus, will discuss with Sarbian soon, source: https://github.com/R-T-B/ModularFlightIntegrator) 2.) added FR localization file. New in major release (1.9.1) 1.) Solarpanel.cfg fixes to support more third party solar panels with less work. 2.) Fixes for the colliders on land scatters (due to a small bug in the distance-culling system). 3.) Added an RGB+A parser (MapSOParserRGBA) for devs who requested it. Largely an under the hood change with no end-user impact immediately visible. 4.) Added a culling range to land scatters, by default at 10km, configurable by the Kopernicus_Config.cfg parameter ScatterCullDistance. This massively improves performance in scatter-heavy planet packs with land scatters on. 5.) We now support "Breaking Ground" anomalies out of the box, eliminating the need for "MyRocksAreBiggerThanYours." 6.) Material names have been simplified. You can still use the old ones, but there are simpler alternatives now. You can see https://github.com/R-T-B/Kopernicus/pull/28/files for details, or simply wait for the wiki to update. Remember, the old names still work and we have no plans to change that, this is just for usability. 7.) Planet pack authors (or you) may now specify the packs target shader level by by setting config/Kopernicus_Config.cfg EnforcedShaderLeve. 3 = Ultra/Atlas, 2 = High, 1 = Medium, and 0 = Low. Planet pack authors may use this via modulemanager module if needed as well. Note that we encourage of the KSP Parallax shader project over use of Squad's ATLAS shader. It is both equally performant and more flexible. 8.) Performance Optimization and bugfixes enabling KittopiaTech support. 9.) Particle support restored. 10.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 10.) Multistar support. The math on ECs in single star may be slightly different than stock in some situations, but it should be similar in most and not enough to matter. 11.) Added GameData\Kopernicus\Config\Kopernicus_Config.cfg file, with options to configure shader warnings and enable or disable shader locking, as well as set preferred shader level. Easy to edit, just look inside! Edited December 19, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 19, 2020 Share Posted December 19, 2020 Just when we seem to have 1.9.x stable, and are advancing on 1.10.x, out comes 1.11 and new textures for all those moons and such. And a huge replication of KIS/KAS by the devs -- I wonder how bad that's going to work at cross purposes to KAS & KIS 1.11 - the official base game has inventory taken from the expansion to now being built in , and how comparable it is. I have a feeling I will be playing on 1.9.1 for years, which makes me sad because there are some things I love that the addon makers either haven't brought to 1.9.1, or skipped from 1.8 to 1.10 (especially Research Bodies) and in the case of RB, he has no interest in making a 1.9 compatible release. Thanks for keeping this thing (and OPM!) functional Quote Link to comment Share on other sites More sharing options...
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