Krazy1 Posted March 28, 2023 Share Posted March 28, 2023 9 hours ago, R-T-B said: @Krazy1this release might fix your "time of day" animation issues you noted. Thanks for your constant work on this. I'm busy IRL. I'll try it later this week. Might take some time to believe it's working because the unlit KSC happens often but not every time. So would you expect KSC might (with -165 release) have the lights on in the daytime? I'll look for that but have not noticed it. Do you expect it may happen only on non-6-hour day Kerbins and/or Kronometer? Quote Link to comment Share on other sites More sharing options...
R-T-B Posted March 28, 2023 Author Share Posted March 28, 2023 (edited) 15 hours ago, Krazy1 said: Thanks for your constant work on this. I'm busy IRL. I'll try it later this week. Might take some time to believe it's working because the unlit KSC happens often but not every time. So would you expect KSC might (with -165 release) have the lights on in the daytime? I'll look for that but have not noticed it. Do you expect it may happen only on non-6-hour day Kerbins and/or Kronometer? Actually, I narrowed down the problem to scatterer or EVE, as I initially expected. So those bugfixes were rather pointless. I'm leaving them in the codebase though because the code looks neater, if nothing else. But it's unlikely to fix an issue that appears linked to either scatterer or EVE, sadly. And yeah it does seem most common on non-Kerbin style days. I'll reach out to blackrack about this. EDIT: Specifically, EVE_Shadows nodes seem to cause this, when used to try to simulate eclipses. I think the new volumetric clouds beta uses this, as well as perhaps some visual packs, you'll have to check. Edited March 28, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted March 28, 2023 Author Share Posted March 28, 2023 New in this latest version release-166: 1.) This is a mostly minor release, previously vetted yesterday on the bleeding edge, so consider it "update safe." It fixes some (mostly theoretical) bugs with the time of day animation at the KSC and some misc main menu collider bugs in interstellar planet packs. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? ;) 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). Quote Link to comment Share on other sites More sharing options...
ShadowDr Posted April 1, 2023 Share Posted April 1, 2023 Helo. Wanted to ask, is there some sort of more or less complete documentation on Kopernicus configs, something suitable for a bystander to learn this thing and make stuff with it? Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted April 1, 2023 Share Posted April 1, 2023 (edited) Issued all solar-panel same don't worked on blue star won't let charging up battery. From Kcalbeloh System Planet won't charging battery on blue stars same on Strange New World. I changed homeswitch worked fine charging battery on yellow star same stock system Edited April 1, 2023 by Wolves_Hero Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 6, 2023 Share Posted April 6, 2023 (edited) I've been told a bug with the main menu text being unclickable was a bug fixed in Kopernicus 159, but I'm still having that issue. Do I need to make some config change to enable the fix? KSP.log Edited April 6, 2023 by UltraJohn typo Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 6, 2023 Share Posted April 6, 2023 On 4/1/2023 at 3:27 PM, Wolves_Hero said: Issued all solar-panel same don't worked on blue star won't let charging up battery. From Kcalbeloh System Planet won't charging battery on blue stars same on Strange New World. Do you have MultiStarSolarPanels.cfg installed? Quote Link to comment Share on other sites More sharing options...
R-T-B Posted April 7, 2023 Author Share Posted April 7, 2023 (edited) On 4/6/2023 at 5:18 AM, UltraJohn said: I've been told a bug with the main menu text being unclickable was a bug fixed in Kopernicus 159, but I'm still having that issue. Do I need to make some config change to enable the fix? KSP.log There could be two causes for that: 1.) The initial fix for it only worked if you exited the KSC, and then exited to main menu. If you are seeing that symptom, updating to the latest will fix it. 2.) Some users have reported they need this option enabled/checked for the fix to work right: ResetFloatingOriginOnKSCReturn. Do note that if you enable that, it messes with some mods like Kerbal Constructs, so if you can do without that work around, do so. On 4/6/2023 at 4:19 PM, OhioBob said: Do you have MultiStarSolarPanels.cfg installed? Yes, you need that config file for multiple stars and that would be my chief suspect for the issue reported. If he does have it installed it's possible one of his power mods is incompatible with Kopernicus multistar handling. In that case, he could try removing it and pray the mod authors of whatever power mod he is using sorted out the multistar issue. No promises though. Most mods ignore that issue completely, assuming only Kerbol sadly. On 4/1/2023 at 2:18 AM, ShadowDr said: Helo. Wanted to ask, is there some sort of more or less complete documentation on Kopernicus configs, something suitable for a bystander to learn this thing and make stuff with it? There is a wiki, but it's pretty pathetic. Honestly improving it really should be my next priority: https://kopernicus.github.io/wiki/ Edited April 7, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 7, 2023 Share Posted April 7, 2023 33 minutes ago, R-T-B said: There could be two causes for that: 1.) The initial fix for it only worked if you exited the KSC, and then exited to main menu. If you are seeing that symptom, updating to the latest will fix it. 2.) Some users have reported they need this option enabled/checked for the fix to work right: ResetFloatingOriginOnKSCReturn. Do note that if you enable that, it messes with some mods like Kerbal Constructs, so if you can do without that work around, do so. 1. My issue is it happens after loading up the game, not when exiting back to the main menu. 2. I'm using KK, so I suppose that workaround is not feasible for me. If it's any help, I'm using Outer planets mod, Minor planets expansion, Other worlds, and Kcalbeloh. Running at 10x rescale. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted April 8, 2023 Author Share Posted April 8, 2023 (edited) 14 hours ago, UltraJohn said: 1. My issue is it happens after loading up the game, not when exiting back to the main menu. 2. I'm using KK, so I suppose that workaround is not feasible for me. If it's any help, I'm using Outer planets mod, Minor planets expansion, Other worlds, and Kcalbeloh. Running at 10x rescale. If it happens when loading up the game, it's usually caused by an outdated firespitter.dll. Or at least I've seen it caused by that. Not sure what to say beyond that, as I don't know what firespitter.dll does, just seen it introduce issues before with old versions. Edited April 8, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 8, 2023 Share Posted April 8, 2023 7 minutes ago, R-T-B said: If it happens when loading up the game, it's usually caused by an outdated firespitter.dll. Or at least I've seen it caused by that. Not sure what to say beyond that, as I don't know what firespitter.dll does, just seen it introduce issues before with old versions. Firespitter is up to date. I removed it and all mods that depend on it from my install and the issue still persists. The weird thing is that it's not unclickable, it's just the hitbox is moved to the left of the actual text. It's not a big deal, I can live with it. Just wanted to report that the issue is still there. Video example Quote Link to comment Share on other sites More sharing options...
R-T-B Posted April 9, 2023 Author Share Posted April 9, 2023 On 4/8/2023 at 7:44 AM, UltraJohn said: Firespitter is up to date. I removed it and all mods that depend on it from my install and the issue still persists. The weird thing is that it's not unclickable, it's just the hitbox is moved to the left of the actual text. It's not a big deal, I can live with it. Just wanted to report that the issue is still there. Video example hmmm. Very odd indeed. Without being able to replicate it will be hard to fix, but my best guess is it's related to the floating point errors the game has with larger systems. Thanks for the video, I'll keep an eye out for it. Quote Link to comment Share on other sites More sharing options...
Lord Squonk Posted April 14, 2023 Share Posted April 14, 2023 On 3/13/2023 at 2:00 AM, R-T-B said: @Krazy1, @Jahnus, @Lord Squonk Yep, I somehow broke a BG-ROC feature... sorry for missing that this long! This is fixed now, see note #4 for: New in this latest version release-159: 1.) Additional code was added to the collider fix (the one that fixes bugs with "distant bodies") to fix KSC terrain corruption on return to spacecenter, and fix main menu on game exit with extremely distant bodies. We can now support bodies up to at least 10 real scale LYs away, potentially further. 2.) The "New Text" bug/string that appeared when adding new Terrain Detail settings has been squashed. Furthermore, you can now edit the default "High/Default/Low" presets by simply using their name. Anything stock you edit will not be retained should your mod be removed (it will go back to stock). 3.) A warning was added when changing Terrain Detail presets, as it can in some instances change terrain altitude. You should be careful altering this setting in loaded games with lots of landed craft. 4.) The ROC bugfix that prevented errors in the logfile when using ROCs on nonstock bodies was not functioning properly (errors were actually spawning in the logfile in a way preventing spawn of ROCs). This has been fixed. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details. Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated and no longer supported. 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). Just fired up the game again, BG works fine now, awesome work! I have noticed however that Kerbnet no longer seems to work, even with every requirement met. Basically saying its offline and saying "Please ensure you are accessing Kerbnet with a compatible scanning mode." I went looking for some answers and apparently a while back, Kopernicus caused the issue. This was apparently fixed, but as it was a good while ago, perhaps a new version has seen the bug return? Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 2, 2023 Author Share Posted May 2, 2023 On 4/14/2023 at 3:48 AM, Lord Squonk said: Just fired up the game again, BG works fine now, awesome work! I have noticed however that Kerbnet no longer seems to work, even with every requirement met. Basically saying its offline and saying "Please ensure you are accessing Kerbnet with a compatible scanning mode." I went looking for some answers and apparently a while back, Kopernicus caused the issue. This was apparently fixed, but as it was a good while ago, perhaps a new version has seen the bug return? I've not heard that one reported. Can anyone else test this and confirm? Personally I kind of expect another mod conflict at play... but could be wrong. Sorry for my absence... another game had my attention for a bit. But back to kerbal now. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted May 9, 2023 Share Posted May 9, 2023 I going to be attempting a kopernicus mod, how would I replace an existing stock planet? Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 10, 2023 Author Share Posted May 10, 2023 (edited) 10 hours ago, Rutabaga22 said: I going to be attempting a kopernicus mod, how would I replace an existing stock planet? That's a bit of a loaded question, as actually doing a Kopernicus config requires some knowledge of how the game does configs first. I'd advise getting familiar with how ModuleManager syntax works (you should be able to google that), and then consulting the Kopernicus wiki: https://kopernicus.github.io/wiki/ You will probably have a lot of reading to do, but you'll understand things better if you know where to look and keep at it. Also, remember: It takes persistence to learn. That applies to a lot in life by the way, including my own adoption of this mod. I certainly had no idea what I was doing at first, frankly, but I've come a long way! Edited May 10, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted May 10, 2023 Share Posted May 10, 2023 10 hours ago, R-T-B said: That's a bit of a loaded question, as actually doing a Kopernicus config requires some knowledge of how the game does configs first. I'd advise getting familiar with how ModuleManager syntax works (you should be able to google that), and then consulting the Kopernicus wiki: https://kopernicus.github.io/wiki/ You will probably have a lot of reading to do, but you'll understand things better if you know where to look and keep at it. Also, remember: It takes persistence to learn. That applies to a lot in life by the way, including my own adoption of this mod. I certainly had no idea what I was doing at first, frankly, but I've come a long way! Figured it out, there was a reddit post from 7 years ago thatn had exactly the thing i need. Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 26, 2023 Share Posted May 26, 2023 Posted issue #585 to github, but reposting here in case anyone else has had/resolved this issue. Quote I'm building cities with scatters. When setting latitudeRange and longitudeRange in LandClasses, the game doesn't seem to read values beyond 2 decimal places. Acceptable values for the are decimals between 0 and 1. At Kerbin's equator this is a distance of about 38km per "0.01" increment. This is way too course to define city limits. Would it be possible to allow 4 or 5 decimal places to allow for sub-km specificity? Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 26, 2023 Author Share Posted May 26, 2023 (edited) 16 hours ago, Nightside said: Posted issue #585 to github, but reposting here in case anyone else has had/resolved this issue. Unfortunately no. LandClass boundries are a stock game thing. I don't decide the range of the decimal precision inside Kopernicus, I just expose them. It might be possible to alter the stock code for enhanced precision, though. I will look into this at some point, but I can't give an estimate just yet, sorry. You might try binding your scatters to a biome, that may allow some precision, but you'd need to paint a biome for the city. Edited May 26, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 27, 2023 Author Share Posted May 27, 2023 New in this latest version release-167: 1.) This is a mostly minor release, previously vetted in my personal save, so consider it "update safe." All it does is patch a small memleak on game reloading. Further fixes are forthcoming someday, but this felt important enough to get out early. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 29, 2023 Author Share Posted May 29, 2023 (edited) On 5/25/2023 at 11:50 PM, Nightside said: Posted issue #585 to github, but reposting here in case anyone else has had/resolved this issue. I just did some digging in KSP's code, and it looks as though this has the potential to maybe be our fault afterall. I don't see anything in the stock code yet limiting us to two decimal places, BUT, there is a place in the Kopernicus code that downsamples lat/long coordinates to two decimal places IF the allowedBiomes parameter is used. Are you using that, by chance? If so, that limit is there for performance reasons, but it shouldn't be affecting scatters outside of biome placement. We may have a bug on our hands. Further investigation needed. Edited May 29, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 29, 2023 Author Share Posted May 29, 2023 (edited) New in this latest version release-168: 1.) In past release, Kopernicus has downsampled biome and scatter lat/long coordinates to improve performance. This is sensible. What is not sensible is it was doing it to two decimal places, leaving it very rough as far as precision. This default has been changed to 5, and made configurable via config option "ScatterLatLongDecimalPrecision." As this is a simple change with little odds of causing harm, it is being pushed out immediately to stable. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). Edited May 30, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 29, 2023 Author Share Posted May 29, 2023 (edited) @Nightside, please see if this release does what you need, or if something internal to KSP is still stopping you. Btw, I am a big fan of what you are trying to do, please reach out if you need any help. New in this latest version release-169: 1.) Hotfix to fix a bug that prevented the previously newly added config variable from being read. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). Edited May 29, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 29, 2023 Author Share Posted May 29, 2023 (edited) New in this latest version Bleeding Edge Prerelease release-170 RC1: 1.) Prerelease testing a moderate refactor to the biome sampler. Performance FPS wise is about the same, but it appears to improve load times with regards to scene switches. Feedback welcome. 2.) The new refactored biome sampler operates per quad, so the config option "ScatterlatLongDecimalPrecision" is now obsolete. This gives around slightly more than 1km precision on stock Kerbin. Increase subdivision level if needing more precision for scatters or biomes. 3.) As this is a bleeding edge prerelease, some or all of these changes may be rolled back, pending testing. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). Additional Bleeding Edge Prerelease note: Prereleases do not get pushed via CKAN (unless you subscribed as shown here), or show in the standard release list. You must manually download them by clicking the link in their release notes and they are intended for testing. Please help Kopernicus grow by testing non-vital saves, but also be aware of the risks in doing so! At the very least, keep save backups! Edited May 30, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted May 29, 2023 Author Share Posted May 29, 2023 (edited) New in this latest version Bleeding Edge Prerelease release-170 RC2: 1.) Reverted the refactor of the biome sampler. Some mods that probably won't get updated (Parallax) are dependent on its methods, so cutting out large chunks of it is not an option. 2.) Yes, this means the config option "ScatterLatLongDecimalPrecision" is now back. You still can't get more precision than a stock quad, so keep that in mind. We wanted to keep some performance gain, afterall. If this bothers you, you can always raise the subdivision level of your world. 3.) As this is a bleeding edge prerelease, some or all of these changes may be rolled back, pending testing. Known Bugs: 1.) Not exactly a bug, but worth mentioning: The Kopernicus_Config.cfg file is rewritten when the game exits. This means any manual (not in the GUI) edits made while playing the game will not be preserved. Edit the file only with the game exited, please. 2.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away. (I am not sure if this is still releavent as of Release-159, feedback welcome). 3.) When zooming out all the way out in map view at interstellar ranges, the navball furthermore sometimes behaves oddly. We are working on this and monitoring all the interstellar bugs actively. (I am not sure if this is still releavent as of Release-159, feedback welcome). 4.) Very Old craft files may complain about a missing module. This is a cosmetic error and can be ignored. Reload and re-save the craft to remove the error. 5.) Sometimes when reloading a quicksave to KSC, you will get the KSC sunken into the ground. This is cosmetic only, another reload of the same save will fix it. (This error has been around forever, just now listing it). 6.) When you uninstall a mod that had installed a Terrain Detail preset you were using, it may be listed still in the Graphics settings as "New Text." This is by design. If it bothers you, please reinstall the mod that setup that preset, or delete settings.cfg and let it regenerate. 7.) Some mods that used custom Terrain Presets may require you to delete your settings.cfg file and reset your settings with this release. This is rare, but can happen. See this post for details. Known Caveats: 1.) The 1.12.x release series works on 1.12.x. The 1.11.x,1.10.x,1.9.x and 1.8.x releases are deprecated 2.) Multistar Solar panel support requires an additional config file, attached to release. 3.) As of release-107, scatter density underwent a bugfix on all bodies globally that results in densities acting more dense than before on some select configs. Some mods may need to adjust. Normally we'd not change things like this, but this is technically the correct stock behavior of the node so... if you need the old behavior, see config option UseIncorrectScatterDensityLogic. 4.) As of release-151, polar generation behavior has changed slightly. Though it will be safer overall for new missions, be careful loading existing craft there. This is probably not lethal but I don't want you to be unaware. Maybe make a save just in case? 5.) The "collider fix" as it's called, which fixes the event in which you sink into the terrain on distant bodies, is now on by default. If you really need distant colliders, turn this off, but you'd best have a good reason (I can't think of any). 6.) The particle system was hopelessly broken and has been since sometime past 1.10.x. Few mods used it, so it has been removed completely as of Release-146. 7.) Because we now unpack multipart PQSCity's correctly, you may find some PQSCity structures are in the earth or floating. Report such bugs to your planet pack author as this is an intended change (only cosmetic). Additional Bleeding Edge Prerelease note: Prereleases do not get pushed via CKAN (unless you subscribed as shown here), or show in the standard release list. You must manually download them by clicking the link in their release notes and they are intended for testing. Please help Kopernicus grow by testing non-vital saves, but also be aware of the risks in doing so! At the very least, keep save backups! Edited May 30, 2023 by R-T-B Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.