hemeac Posted October 6, 2020 Share Posted October 6, 2020 @R-T-B, not sure that the fix to your Solar Panel Config will end up with the expected behavior with parts with multiple solar panels. Going into the ModuleManager.ConfigCache, can see that parts with multiple solar panel modules will only have the first set a Kopernicus module, the rest will remain stock: Spoiler UrlConfig { parentUrl = Luciole/Parts/Probes/_Luciole_cubesat_3u_03125.cfg PART { name = _Luciole_cubesat_3u_03125 module = Part author = Well node_stack_top = 0.0, 0.090274, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.090275, 0.0, 0.0, -1.0, 0.0, 0 scale = 1 rescaleFactor = 1 CrewCapacity = 0 TechRequired = engineering101 entryCost = 1500 cost = 150 category = Pods subcategory = 0 title = L3U "Ked" CubeSat manufacturer = Luciole Space Systems description = L3U "Ked" is the latest development in probe miniaturization. Despite it's diminutive size, the Ked is a fully-functional and incredibly lightweight command unit. The Ked's tiny enclosure means there is no room for internal reaction wheels, and battery capacity is pitiful at best. attachRules = 1,1,1,1,0 mass = 0.005 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 15 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size00 tags = command control (core cube kerbnet probe sas satellite space steer MODEL { model = Luciole/Parts/Probes/Luciole_cubesat_3u_03125 } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True defaultControlPointDisplayName = Default RESOURCE { name = ElectricCharge rate = 0.001 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } MODULE { name = ModuleReactionWheel PitchTorque = 0.001 YawTorque = 0.001 RollTorque = 0.001 RESOURCE { name = ElectricCharge rate = 0.001 } } RESOURCE { name = ElectricCharge amount = 30 maxAmount = 30 } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 13 MaximumFoV = 40 AnomalyDetection = 0.1 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 1.0 packetSize = 2 packetResourceCost = 1.0 requiredResource = ElectricCharge antennaPower = 250 packetFloor = .1 packetCeiling = 5 } MODULE { name = KopernicusSolarPanels isTracking = false secondaryTransformName = suncatcher1 pivotName = suncatcher1 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher2 pivotName = suncatcher2 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher3 pivotName = suncatcher3 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher4 pivotName = suncatcher4 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleScienceExperiment experimentID = StudentExperiment experimentActionName = Run Student Experiment resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 1 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModulePartVariants baseVariant = 1U VARIANT { name = 1U displayName = 1U primaryColor = #999999 GAMEOBJECTS { Luciole_1U = true Collider_1U = true SolarPanel_1U = true structural_Grey_1U = true Luciole_2U = false Collider_2U = false SolarPanel_2U = false structural_Grey_2U = false Luciole_3U = false Collider_3U = false SolarPanel_3U = false structural_Grey_3U = false } } VARIANT { name = 2U displayName = 2U primaryColor = #999999 cost = 10 mass = 0.005 GAMEOBJECTS { Luciole_1U = false Collider_1U = false SolarPanel_1U = false structural_Grey_1U = false Luciole_2U = true Collider_2U = true SolarPanel_2U = true structural_Grey_2U = true Luciole_3U = false Collider_3U = false SolarPanel_3U = false structural_Grey_3U = false } NODES { node_stack_top = 0.0, 0.156217, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.156216, 0.0, 0.0, -1.0, 0.0, 0 } } VARIANT { name = 3U displayName = 3U primaryColor = #999999 cost = 30 mass = 0.01 GAMEOBJECTS { Luciole_1U = false Collider_1U = false SolarPanel_1U = false structural_Grey_1U = false Luciole_2U = false Collider_2U = false SolarPanel_2U = false structural_Grey_2U = false Luciole_3U = true Collider_3U = true SolarPanel_3U = true structural_Grey_3U = true } NODES { node_stack_top = 0.0, 0.222158, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.222158, 0.0, 0.0, -1.0, 0.0, 0 } } } MODULE { name = KOSNameTag } MODULE { name = ModuleDockingAid } MODULE { name = ModulePartInfo originalPartName = _Luciole_cubesat_3u_03125 } } } Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 6, 2020 Share Posted October 6, 2020 (edited) Going back to 1.9.1-7, you can see the issue with the Near Future Solar, your solar code still patched the solar module: Spoiler UrlConfig { parentUrl = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-1x1-ikonos-1.cfg PART { name = nfs-panel-deploying-advanced-1x1-ikonos-1 module = Part author = ChrisAdderley rescaleFactor = 1 TechRequired = advSolarTech entryCost = 240 node_attach = 0.001, 0.0, 0.0, 1.0, 0.0, 0.0 cost = 95 category = Electrical subcategory = 0 title = K0x7-FR 'Imager' 1x1 Advanced Photovoltaic Panels manufacturer = Kerbal Techsystems description = An advanced non-pivoting panel that folds out from the body of the spacecraft. Not sun-tracking. attachRules = 0,1,0,0,1 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 bulkheadProfiles = srf tags = charge deploy e/c elect energ extend generat (light panel photo power sun track unfold volt watt nearfuture advanced ikonos fold retract MODEL { model = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-1x1-ikonos-1 scale = 1.0,1.0,1.0 } MODULE { name = KopernicusSolarPanels animationName = PanelsExtend sunTracking = false raycastTransformName = Suncatcher pivotName = B_Ikonos_Base isBreakable = true resourceName = ElectricCharge chargeRate = 0.7 retractable = true extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleB9PartSwitch moduleID = cellSwitch switcherDescription = Cell Type affectDragCubes = False affectFARVoxels = False SUBTYPE { name = Basic title = Basic Cells descriptionSummary = descriptionDetail = Basic cells deliver a good balance of power at a reasonable mass and cost. primaryColor = #5d7682 secondaryColor = #5d7682 addedCost = -34 addedMass = -0.0015 TEXTURE { baseTransform = B_IkonosPanel texture = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-4-basic shaderProperty = _MainTex } TEXTURE { baseTransform = B_IkonosPanel texture = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-4-basic-s shaderProperty = _SpecMap } MODULE { IDENTIFIER { name = ModuleDeployableSolarPanel } DATA { chargeRate = 0.5 } } } SUBTYPE { name = Advanced title = Advanced Cells descriptionSummary = <color=#00ff0c>+30% power</color>, <color=#ff0000>+25% mass, +35% cost</color> descriptionDetail = Advanced cells deliver more power per area at a higher cost. primaryColor = #2d373c secondaryColor = #2d373c defaultSubtypePriority = 1 addedCost = 0 addedMass = 0 TEXTURE { baseTransform = B_IkonosPanel texture = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-4 shaderProperty = _MainTex } TEXTURE { baseTransform = B_IkonosPanel texture = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-4-s shaderProperty = _SpecMap } MODULE { IDENTIFIER { name = ModuleDeployableSolarPanel } DATA { chargeRate = 0.7 } } } SUBTYPE { name = Concentrating title = Concentrator Cells descriptionSummary = <color=#00ff0c>+75% power</color>, <color=#ff0000>+85% mass, +110% cost</color> descriptionDetail = Concentrator cells deliver maximum power in a small area, but weigh more. primaryColor = #000000 secondaryColor = #000000 addedCost = 72 addedMass = 0.0036 TEXTURE { baseTransform = B_IkonosPanel texture = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-4-concentrator shaderProperty = _MainTex } TEXTURE { baseTransform = B_IkonosPanel texture = NearFutureSolar/Parts/SolarPanels/deploying-advanced/nfs-panel-deploying-advanced-4-concentrator-s shaderProperty = _SpecMap } MODULE { IDENTIFIER { name = ModuleDeployableSolarPanel } DATA { chargeRate = 1 } } } } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartInfo } MODULE { name = ModulePartInfo originalPartName = nfs-panel-deploying-advanced-1x1-ikonos-1 } } } The culprit happened in JNSQ as that disables Kopernicus solar panels at the part level which disables the B9 patch BUT You have @PART:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[~useKopernicusSolarPanels[false]]]:FINAL { @MODULE[ModuleDeployableSolarPanel],* { @name = KopernicusSolarPanels } } Which will convert all moduledeployablesolarpanels to Kopernicus unless the modder has ALSO specified useKopernicusSolarPanels = false within the module of the solar panel part. This is my suggested config which also incorporates elements of Zorg's BDB Patch to hopefully make it a bit more failsafe. I have tested this with 60+ part mods in both JNSQ as well as multi-sun setup: Stock + GEP with no B9 Warnings in 1.9.1. // If any modder adds useKopernicusSolarPanels = false to a module instead of a part, add it to the part: @PART:HAS[@MODULE:HAS[#useKopernicusSolarPanels[?alse]]]:FINAL { %useKopernicusSolarPanels = false } // Uses regular expressions to convert any case variants like FalSe to false @PART:HAS[#useKopernicusSolarPanels[*]]:FINAL { // This cfg will enable KopernicusSolarPanels // to allow support for multiple lightsources // // If you want to avoid this, add "useKopernicusSolarPanels = false" to the PART node // That will stop Kopernicus from changing the behaviour of SolarPanels @useKopernicusSolarPanels,* ^= :F:f: @useKopernicusSolarPanels,* ^= :A:a: @useKopernicusSolarPanels,* ^= :L:l: @useKopernicusSolarPanels,* ^= :S:s: @useKopernicusSolarPanels,* ^= :E:e: } // Converts all ModuleDeployableSolarPanel modules within a part to KopernicusSolarPanels unless the part has useKopernicusSolarPanels = false @PART:HAS[@MODULE[ModuleDeployableSolarPanel],~useKopernicusSolarPanels[false]]:FINAL { @MODULE[ModuleDeployableSolarPanel],* { @name = KopernicusSolarPanels } } //B9PartSwitch support, changes the identifier to a generic identifier, just to be safe, but only runs if the part does not have useKopernicusSolarPanels = false ... @PART:HAS[@MODULE[ModuleB9PartSwitch],~useKopernicusSolarPanels[false]]:FINAL { @MODULE[ModuleB9PartSwitch],* { @SUBTYPE,* { @MODULE:HAS[@IDENTIFIER[ModuleDeployableSolarPanel]] { @IDENTIFIER[ModuleDeployableSolarPanel] { @name = *SolarPanel* } } } } } // clean up @PART:HAS[#useKopernicusSolarPanels[*]]:FINAL { !useKopernicusSolarPanels = delete } @PART:HAS[@MODULE:HAS[#useKopernicusSolarPanels[*]]]:FINAL { @MODULE,*:HAS[#useKopernicusSolarPanels[*]] { !useKopernicusSolarPanels = delete } } Edited October 6, 2020 by hemeac Updated suggested patch after testing Quote Link to comment Share on other sites More sharing options...
R-T-B Posted October 6, 2020 Share Posted October 6, 2020 (edited) 2 hours ago, hemeac said: @R-T-B, not sure that the fix to your Solar Panel Config will end up with the expected behavior with parts with multiple solar panels. Going into the ModuleManager.ConfigCache, can see that parts with multiple solar panel modules will only have the first set a Kopernicus module, the rest will remain stock: Reveal hidden contents UrlConfig { parentUrl = Luciole/Parts/Probes/_Luciole_cubesat_3u_03125.cfg PART { name = _Luciole_cubesat_3u_03125 module = Part author = Well node_stack_top = 0.0, 0.090274, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.090275, 0.0, 0.0, -1.0, 0.0, 0 scale = 1 rescaleFactor = 1 CrewCapacity = 0 TechRequired = engineering101 entryCost = 1500 cost = 150 category = Pods subcategory = 0 title = L3U "Ked" CubeSat manufacturer = Luciole Space Systems description = L3U "Ked" is the latest development in probe miniaturization. Despite it's diminutive size, the Ked is a fully-functional and incredibly lightweight command unit. The Ked's tiny enclosure means there is no room for internal reaction wheels, and battery capacity is pitiful at best. attachRules = 1,1,1,1,0 mass = 0.005 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 15 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size00 tags = command control (core cube kerbnet probe sas satellite space steer MODEL { model = Luciole/Parts/Probes/Luciole_cubesat_3u_03125 } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True defaultControlPointDisplayName = Default RESOURCE { name = ElectricCharge rate = 0.001 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } MODULE { name = ModuleReactionWheel PitchTorque = 0.001 YawTorque = 0.001 RollTorque = 0.001 RESOURCE { name = ElectricCharge rate = 0.001 } } RESOURCE { name = ElectricCharge amount = 30 maxAmount = 30 } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 13 MaximumFoV = 40 AnomalyDetection = 0.1 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 1.0 packetSize = 2 packetResourceCost = 1.0 requiredResource = ElectricCharge antennaPower = 250 packetFloor = .1 packetCeiling = 5 } MODULE { name = KopernicusSolarPanels isTracking = false secondaryTransformName = suncatcher1 pivotName = suncatcher1 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher2 pivotName = suncatcher2 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher3 pivotName = suncatcher3 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher4 pivotName = suncatcher4 isBreakable = false resourceName = ElectricCharge chargeRate = 0.05 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleScienceExperiment experimentID = StudentExperiment experimentActionName = Run Student Experiment resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 1 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModulePartVariants baseVariant = 1U VARIANT { name = 1U displayName = 1U primaryColor = #999999 GAMEOBJECTS { Luciole_1U = true Collider_1U = true SolarPanel_1U = true structural_Grey_1U = true Luciole_2U = false Collider_2U = false SolarPanel_2U = false structural_Grey_2U = false Luciole_3U = false Collider_3U = false SolarPanel_3U = false structural_Grey_3U = false } } VARIANT { name = 2U displayName = 2U primaryColor = #999999 cost = 10 mass = 0.005 GAMEOBJECTS { Luciole_1U = false Collider_1U = false SolarPanel_1U = false structural_Grey_1U = false Luciole_2U = true Collider_2U = true SolarPanel_2U = true structural_Grey_2U = true Luciole_3U = false Collider_3U = false SolarPanel_3U = false structural_Grey_3U = false } NODES { node_stack_top = 0.0, 0.156217, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.156216, 0.0, 0.0, -1.0, 0.0, 0 } } VARIANT { name = 3U displayName = 3U primaryColor = #999999 cost = 30 mass = 0.01 GAMEOBJECTS { Luciole_1U = false Collider_1U = false SolarPanel_1U = false structural_Grey_1U = false Luciole_2U = false Collider_2U = false SolarPanel_2U = false structural_Grey_2U = false Luciole_3U = true Collider_3U = true SolarPanel_3U = true structural_Grey_3U = true } NODES { node_stack_top = 0.0, 0.222158, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.222158, 0.0, 0.0, -1.0, 0.0, 0 } } } MODULE { name = KOSNameTag } MODULE { name = ModuleDockingAid } MODULE { name = ModulePartInfo originalPartName = _Luciole_cubesat_3u_03125 } } } The current fix is more a fallback to old behavior. It won't cover all cases but it will function as it did before for at least near future solar and most major mods. I obviously botched the first patch and was just looking for quick fix (still a modularmanager noob in terms of understanding syntax). I was planning on looking at it in more detail tomorrow but I appreciate you beating me to it. That will likely ship to bleeding edge tomorrow and then to stable very soon thereafter. I just need to test it, which I will probably do tomorrow morning. Thanks. You'll get credit in next release's release notes. Edited October 6, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 6, 2020 Share Posted October 6, 2020 3 minutes ago, R-T-B said: The current fix is more a fallback to old behavior. It won't cover all cases but it will function as it did before for at least near future solar and most major mods. I obviously botched the first patch and was just looking for quick fix (still a modularmanager noob in terms of understanding syntax). I was planning on looking at it in more detail tomorrow but I appreciate you beating me to it. That will likely ship to bleeding edge tomorrow and then to stable very soon thereafter. I just need to test it, which I will probably do tomorrow morning. Thanks. It definitely took my lunch break+ to diagnose why it was failing. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted October 6, 2020 Share Posted October 6, 2020 (edited) Kopernicus 1.9.1-9 R-T-B released this 1 minute ago · 1 commit to master since this release New in this version (1.9.1-9) 1.) Contributions to SolarPanels.cfg from forum user hemeac to help avoid errors in third party packs. New in major release (1.9.1) 1.) Planet pack authors (or you) may now specify the packs target shader level by by setting config/Kopernicus_Config.cfg EnforcedShaderLevel. 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. 2.) The longstanding ringshader bugs have been fixed. 3.) Performance Optimization and bugfixes enabling KittopiaTech support. 4.) JNSQ & other large world "Farm patch" bug fixed. 5.) Particle support restored. 6.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 7.) 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. 8.) 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 October 7, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted October 10, 2020 Share Posted October 10, 2020 (edited) This is a big release to the stable branch people, for both planet devs and players. I strongly advise updating! Highlighting some of the chief improvements below! Kopernicus 1.9.1-10 R-T-B released this now New in this version (1.9.1-10) 1.) 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. 2.) We now support "Breaking Ground" anomalies out of the box, eliminating the need for "MyRocksAreBiggerThanYours." 3.) 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. New in major release (1.9.1) 1.) 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. 2.) The longstanding ringshader bugs have been fixed. 3.) Performance Optimization and bugfixes enabling KittopiaTech support. 4.) JNSQ & other large world "Farm patch" bug fixed. 5.) Particle support restored. 6.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 7.) 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. 8.) 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 October 10, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
Infinity and Beyond Posted October 13, 2020 Share Posted October 13, 2020 Where can i download this mod for KSP 1.9.0? Quote Link to comment Share on other sites More sharing options...
AVaughan Posted October 13, 2020 Share Posted October 13, 2020 1 hour ago, Infinity and Beyond said: Where can i download this mod for KSP 1.9.0? I'm pretty sure there is no released version for 1.9.0. There is a link to the 1.9.1 version in the first post. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 16, 2020 Share Posted October 16, 2020 I have a problem: KSP says that this mod is incompatible with version 1.10.1. Is there any compatible version? Quote Link to comment Share on other sites More sharing options...
boribori Posted October 16, 2020 Share Posted October 16, 2020 3 minutes ago, gabo04 said: I have a problem: KSP says that this mod is incompatible with version 1.10.1. Is there any compatible version? Quote Link to comment Share on other sites More sharing options...
Guest Posted October 16, 2020 Share Posted October 16, 2020 13 minutes ago, boribori said: Thank you. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 20, 2020 Share Posted October 20, 2020 The forum got updated but this thread wasn't deleted... @Thomas P.... what's going on? Quote Link to comment Share on other sites More sharing options...
OOM Posted October 25, 2020 Share Posted October 25, 2020 On 10/21/2020 at 12:08 AM, Poodmund said: The forum got updated but this thread wasn't deleted... @Thomas P.... what's going on? What did you say? Quote Link to comment Share on other sites More sharing options...
TARDIS Mapping Posted October 26, 2020 Share Posted October 26, 2020 On 9/19/2020 at 4:53 PM, R-T-B said: Please be the exception. Will do, I'll have it to you in a few days. My apologies about taking so long to reply, ngl, I forgot I signed up for the KSP forums. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted October 26, 2020 Share Posted October 26, 2020 2 hours ago, TARDIS Mapping said: Will do, I'll have it to you in a few days. My apologies about taking so long to reply, ngl, I forgot I signed up for the KSP forums. Thanks for getting back to me. I hope I can help you out! And no worries, the only cost of taking a long time with my requests is I can't help you until I get what I ask for, lol. On 10/24/2020 at 10:28 PM, OOM said: What did you say? I think he's surprised the internet didn't eat our thread, is all. Forum updates here do weird crap a lot. Quote Link to comment Share on other sites More sharing options...
Maple Kerman Posted October 26, 2020 Share Posted October 26, 2020 Don't know if this is the right place to ask this, but... Regarding configs for bodies, are timewarpAltitudeLimits values still needed? Or is that redundant? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 27, 2020 Share Posted October 27, 2020 5 hours ago, Maple Kerman said: Regarding configs for bodies, are timewarpAltitudeLimits values still needed? Or is that redundant? Still needed. Quote Link to comment Share on other sites More sharing options...
Maple Kerman Posted October 27, 2020 Share Posted October 27, 2020 @OhioBob Thanks. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 27, 2020 Share Posted October 27, 2020 (edited) [snip] Is there a question here? If you're asking if there's a version of Kopernicus for 1.10.1, then yes. It's experimental, however. Edited October 30, 2020 by Vanamonde Quote Link to comment Share on other sites More sharing options...
R-T-B Posted October 31, 2020 Share Posted October 31, 2020 Kopernicus 1.9.1-11 R-T-B released this 1 hour ago · 1 commit to master since this release New in this version (1.9.1-11) 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. New in major release (1.9.1) 1.) 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. 2.) We now support "Breaking Ground" anomalies out of the box, eliminating the need for "MyRocksAreBiggerThanYours." 3.) 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. 3.) 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. 4.) The longstanding ringshader bugs have been fixed. 5.) Performance Optimization and bugfixes enabling KittopiaTech support. 6.) JNSQ & other large world "Farm patch" bug fixed. 7.) Particle support restored. 8.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 9.) 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. 10.) 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! Quote Link to comment Share on other sites More sharing options...
R-T-B Posted November 1, 2020 Share Posted November 1, 2020 (edited) I apologize to release two releases in one day, but we had a logspam issue, so here's the hotfix. Bleeding edge will also get the same fix in just a moment. Kopernicus 1.9.1-12 R-T-B released this 39 seconds ago · 1 commit to master since this release New in this version (1.9.1-12) 1.) This is a hotfix to address logspam issues that were otherwise mostly harmless (may hurt performance but not your game). Updating is still advisable. 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. Particle support restored. 10.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 9.) 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. 10.) 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 1, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted November 1, 2020 Share Posted November 1, 2020 Just so I am clear, when there is a stable, non-experimental ready release for 1.10.x: Will it simply be a milestone in the RTB developmental thread? Or will there be a separate topic completely for just the 1.10.x Kopernicus? Or will this topic update and become the 1.10.x "stable release" thread of discussion? Quote Link to comment Share on other sites More sharing options...
R-T-B Posted November 1, 2020 Share Posted November 1, 2020 (edited) 1 hour ago, Murdabenne said: Just so I am clear, when there is a stable, non-experimental ready release for 1.10.x: Will it simply be a milestone in the RTB developmental thread? Or will there be a separate topic completely for just the 1.10.x Kopernicus? Or will this topic update and become the 1.10.x "stable release" thread of discussion? I suspect we will continue to use this topic for stable 1.10.1 and all future builds, but have not discussed it with Prestja yet so that COULD change. I don't think it will though. When 1.10 is release btw, we won't be dropped support for 1.9.1. The new unified build system I pioneered in the bleeding edge should allow us to continue to support 1.9.1 indefinitely (or at least until something really bad stops us). Edited November 1, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted November 2, 2020 Share Posted November 2, 2020 (edited) 20 hours ago, R-T-B said: I suspect we will continue to use this topic for stable 1.10.1 and all future builds, but have not discussed it with Prestja yet so that COULD change. I don't think it will though. When 1.10 is release btw, we won't be dropped support for 1.9.1. The new unified build system I pioneered in the bleeding edge should allow us to continue to support 1.9.1 indefinitely (or at least until something really bad stops us). Thanks for the information. I agree with your intent to have a unified release and consequentially a unified topic message thread for all versions, based off this, the current 1.9.x topic. Its simpler, and hopefully makes for less work for you and @prestjaas well, since this is a lot of stuff to do and you both are donating your free time. Eric Raymond famously remarked "Every good work of software starts by scratching a developer's personal itch." I hope developing and maintaining this wonderful add-on keeps "scratching" whatever it does for both of you. Edited November 2, 2020 by Murdabenne typo Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted November 5, 2020 Share Posted November 5, 2020 How many open issues are left to fix for a 1.10 release? Or is 1.10 still kinda alpha? Quote Link to comment Share on other sites More sharing options...
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