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[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)


R-T-B

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New in this latest version release-207:

1.) NearFutureSolar support added in Kopernicus Multistar code, in particular for their custom curved panels.

2.) This month will be targeting mod support for the multistar system where it previously was broken, please post any mods you find where panels do not work in multistar and I will try to add support.

See Known Bugs & Caveats for known bugs.

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Posted (edited)

Heh, that didn't take long for a hotfix...  good news is this is pretty much the only noted bug.

New in this latest version release-208:

1.) Hotfix for previous solar support breaking KerbalismDefault profile with NearFutureSolar curved panels.

See Known Bugs & Caveats for known bugs.

Edited by R-T-B
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Hi there.

 

@R-T-B

I noticed something odd. Since I upgraded from Kopernicus 150 to the most recent version I noticed that all AG-assigned Solarpanels were removed from the respective action groups.

I reinstalled Kopernicus 150 and they were back again upon loading craft files. Something along the way to version 206 must have broken the AG-assignments.

 

Greetings

12 hours ago, R-T-B said:

mods you find where panels

Here some that contain solar panels aside from the well known NearFuture-Suite:

-SpikeX

-Planetside

Don't know if they work in the latest Kopernicus iteration

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Posted (edited)
6 hours ago, Rakete said:

Hi there.

 

@R-T-B

I noticed something odd. Since I upgraded from Kopernicus 150 to the most recent version I noticed that all AG-assigned Solarpanels were removed from the respective action groups.

I reinstalled Kopernicus 150 and they were back again upon loading craft files. Something along the way to version 206 must have broken the AG-assignments.

 

Greetings

Here some that contain solar panels aside from the well known NearFuture-Suite:

-SpikeX

-Planetside

Don't know if they work in the latest Kopernicus iteration

Release-150 is a rather big leap so I'm afraid things like that may happen.  The solar panel logic has seen a lot of rewrites in that time, so it is especially sensitive.  I try not to break action group assignments in general but since release-150 it would not surprise me at all that that could happen.

I'd say reassign them and take comfort in the fact I am much better at maintaining action group compatability than I was in the releaese ~150 era.  In other words they should stick from here.

On the bright side there are a lot of improvements in Kopernicus performance wise since release-150, so enjoy those. :)

EDIT:  If this really bothers anyone, in a single-star system, you can force the action group behavior to stay the same and likely "stick" between builds by throwing the following in a random .cfg in your gamedata:

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FOR[Kopernicus]
{
    %useKopernicusSolarPanels = false
    @MODULE[ModuleDeployableSolarPanel]
    {
        %useKopernicusSolarPanels = false
    }
}
@PART[*]:HAS[@MODULE[ModuleCurvedSolarPanel]]:FOR[Kopernicus]
{
    %useKopernicusSolarPanels = false
    @MODULE[ModuleCurvedSolarPanel]
    {
        %useKopernicusSolarPanels = false
    }
}

 

Edited by R-T-B
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Yeah, didn't much time to play ksp since then... so hadn't have time to test out the versions between 150 and 206... Have been away from ksp for a while due to other games and RL.

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Hey, I have an issue using Singularity - the Sunflare isn't properly hidden.
A while ago I've made a small config (thanks to @OhioBob) to remove the Sun's Corona, so i was wondering if there was a way to do the same with a Sunflare.
Also, I'm using Scatterer, so the Sunflare I'm seeing is certainly not the stock one.

pi36fds.png

Any Ideas ?

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I am doing a fresh install of KSP. I am attempting to load Earth UHD (a dependency for another mod), but it seems to have a conflict with Kopernicus, preventing Kopernicus from loading. Have you heard of this? I can provide logs if necessary. Thank you.

Disregard. I was able to figure it out. I had to use a different fork of Kopernicus to get it to work.

Edited by DaveyJ576
Updated
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Posted (edited)

New in this latest version release-209:

1.) Added support for nearly all third party solar mods, with the notable exception of US2.

2.) Fixed numerous solar panel bugs and improved performance. This is all thanks to github user @Aebestach be sure and thank them.

3.) Since RC1 we have fixed singlestar mode not enabling configside. Now singlestar systems will again not be burdened with any multistar extra code, automatically.

4.) This update may reset solar panels assigned to action groups.  We apologize for this, but this code is more robust so it should never happen again.

See Known Bugs & Caveats for known bugs.

Edited by R-T-B
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Hm, that's weird, but it seems the latest Kopernicus update broke all my solar panels - they generate 0 electricity now, regardless of exposure, alignment, etc. I initially suspected my attempt at installing Kerbalism Science config to be the reason, but once I reverted the install and tried a fresh save, all solars (stock, Near Future, other mods, you name it) still generate 0 EC and have no trace of EC generation in their VAB properties...

I checked CKAN properties and this seems to be the only mod I have installed that got updated since I last played in late July... I admit that my build is very mod-heavy (JNSQ as base system + Kcabeloth for the fun of it), but at this moment Kopernicus is the only suspect I have.

Link to Kopernicus logs - let me know if you'd need any other files -> https://drive.google.com/file/d/1mdrmjqbo1xew2I48xWO_wYj0G4DnR_DS/view?usp=drive_link

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Posted (edited)
35 minutes ago, Astraph said:

Hm, that's weird, but it seems the latest Kopernicus update broke all my solar panels - they generate 0 electricity now, regardless of exposure, alignment, etc. I initially suspected my attempt at installing Kerbalism Science config to be the reason, but once I reverted the install and tried a fresh save, all solars (stock, Near Future, other mods, you name it) still generate 0 EC and have no trace of EC generation in their VAB properties...

I checked CKAN properties and this seems to be the only mod I have installed that got updated since I last played in late July... I admit that my build is very mod-heavy (JNSQ as base system + Kcabeloth for the fun of it), but at this moment Kopernicus is the only suspect I have.

Link to Kopernicus logs - let me know if you'd need any other files -> https://drive.google.com/file/d/1mdrmjqbo1xew2I48xWO_wYj0G4DnR_DS/view?usp=drive_link

Are you in a singlestar system or multi-star system?

I'm looking into this now, feel free to revert in the interim it should be harmless.

Edited by R-T-B
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6 minutes ago, R-T-B said:

Are you in a singlestar system or multi-star system?

I'm looking into this now, feel free to revert in the interim it should be harmless.

Base system in JNSQ, but I have Kcalbeloh as an endgame one-day-I-will-get-there-I-swear goal.

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Posted (edited)
8 minutes ago, Astraph said:

Base system in JNSQ, but I have Kcalbeloh as an endgame one-day-I-will-get-there-I-swear goal.

I can relate lol.  Yeah just revert for now until I figure this out. A safe version before these changes is

BTW, your google drive link is not public.

Edited by R-T-B
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38 minutes ago, R-T-B said:

I can relate lol.  Yeah just revert for now until I figure this out. A safe version before these changes is

BTW, your google drive link is not public.

Thanks and sorry - just switched the link's settings, I keep forgetting about it...

EDIT: I just made some tests:

Spoiler

jCshINZ.png

PcL6Jib.png

DFAfp3f.png

y1mn2QT.png

>Sombrero Solar Array from Pathfinder extends, but doesn't track the sun and produces no EC
>Stock 1x6 panels don't extend at all, both shielded and non-shielded ones
>Solar panels lack their EC production property in VAB

I tried reverting to 2.08 and as far as I could tell, both Sombrero and shielded 1x6 panel worked fine. The non-shielded one still didn't extend, but that's something I can live with (hopefully that's the only such case).

Edited by Astraph
Ran some tests
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4 hours ago, Astraph said:

Thanks and sorry - just switched the link's settings, I keep forgetting about it...

EDIT: I just made some tests:

  Reveal hidden contents

jCshINZ.png

PcL6Jib.png

DFAfp3f.png

y1mn2QT.png

>Sombrero Solar Array from Pathfinder extends, but doesn't track the sun and produces no EC
>Stock 1x6 panels don't extend at all, both shielded and non-shielded ones
>Solar panels lack their EC production property in VAB

I tried reverting to 2.08 and as far as I could tell, both Sombrero and shielded 1x6 panel worked fine. The non-shielded one still didn't extend, but that's something I can live with (hopefully that's the only such case).

Figured this out.  It appears you are using some WildBlueIndustry mods that we forgot to add to our support list in our solar module (Sombrero in particular crashed the part compilation of half of the solar panels lol).  I'll blacklist them for now, this means they won't be able to work very well with more than one star but at least they'll work.  Next release should be safe, and eventually, we'll sort out how to support these as well.

New in this latest version release-211:

1.) Hotfix for some math errors in multistar mode, resulting in some bodies being occuluded that should not be.

2.) Blacklisted some WBI solar modules that we aren't ready for yet config side. They'll still work, but may act oddly around a secondary Star.

See Known Bugs & Caveats for known bugs.

@Astraph May  I interest you in a bug test?  You can always revert. ;)

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22 hours ago, R-T-B said:

Figured this out.  It appears you are using some WildBlueIndustry mods that we forgot to add to our support list in our solar module (Sombrero in particular crashed the part compilation of half of the solar panels lol).  I'll blacklist them for now, this means they won't be able to work very well with more than one star but at least they'll work.  Next release should be safe, and eventually, we'll sort out how to support these as well.

New in this latest version release-211:

1.) Hotfix for some math errors in multistar mode, resulting in some bodies being occuluded that should not be.

2.) Blacklisted some WBI solar modules that we aren't ready for yet config side. They'll still work, but may act oddly around a secondary Star.

See Known Bugs & Caveats for known bugs.

@Astraph May  I interest you in a bug test?  You can always revert. ;)

Thanks for quick response!

I played a bit more on the reverted version and while the panels worked... It seems they stop producing power as soon as I go to Space Centre or Tracking Station. Didn't notice that happening with my probes (since they run out of juice en route, but quickly recharge once I switch to them), but with a crewed ship it quickly killed my crew as soon as I moved out of LKO. ^^'

Honestly, at this point I feel bad forcing you to work on my autistically overblown modpack, especially since I'm no longer sure if that's really Korpernicus or something else... :( As I said, I didn't notice it earlier with probes, so the issue might've been present earlier and only became apparent earlier.

https://drive.google.com/file/d/1VTbQDyObi8Fk_7WzYuOnBEM7YbHh5WxT/view?usp=sharing <- Current log, just in case.

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21 hours ago, Astraph said:

Thanks for quick response!

I played a bit more on the reverted version and while the panels worked... It seems they stop producing power as soon as I go to Space Centre or Tracking Station. Didn't notice that happening with my probes (since they run out of juice en route, but quickly recharge once I switch to them), but with a crewed ship it quickly killed my crew as soon as I moved out of LKO. ^^'

Honestly, at this point I feel bad forcing you to work on my autistically overblown modpack, especially since I'm no longer sure if that's really Korpernicus or something else... :( As I said, I didn't notice it earlier with probes, so the issue might've been present earlier and only became apparent earlier.

https://drive.google.com/file/d/1VTbQDyObi8Fk_7WzYuOnBEM7YbHh5WxT/view?usp=sharing <- Current log, just in case.

No it's not a problem.  I want to support modpacks of all shapes and sizes lol.  Though the goal of these changes were to expand support, not shrink it, obviously.

Looking into it now.

 

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I just had a simmilar issue to a few other people in this thread recently. Setting up a new game with "Infinate Discoveries" and Kopernicus I coudln't even try to open solar panels and they had no regen rate in the sph/vab and didn't work. I reverted from 1.12.1-211 to 1.12.1-208 and it seems to work fine now. I get solar regen and i can chose which star i want to target with the mobile panels.

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1 hour ago, Socko said:

I just had a simmilar issue to a few other people in this thread recently. Setting up a new game with "Infinate Discoveries" and Kopernicus I coudln't even try to open solar panels and they had no regen rate in the sph/vab and didn't work. I reverted from 1.12.1-211 to 1.12.1-208 and it seems to work fine now. I get solar regen and i can chose which star i want to target with the mobile panels.

Lemme guess, you have Dynamic Battery Storage installed?

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Posted (edited)
3 hours ago, modus said:

If so, latest dbs release should fix it.

Yeah, that one kind of hit us by surprise.  We did not expect this changeset to be such a pain in the rear for other mods, apologies on that front.

The good news is it only really seems to be an issue for multistar users, which are in the minority, but still.  I will try to test things better going forward with regards to interactions with other mods.

There will be a new bugfix release for the new solar code soon.  It will fix some edge cases where changing the tracking target does not set occlusion correctly.  I do not expect it to cause any additional issues, as it's been in testing for a good week.  We slowed pace a bit once we realized the disaster the first rollout was... allowing mod authors to catch up a bit, heh.

Edited by R-T-B
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Updated  to the latest Dynamic Battery Storage and Kopernicus from 206 > 212, now my (Re)Stock panels load as retracted and generate 0 EC, clicking on them doesn't even give me the option to extend them. Using stock star system.

Getting the following errors in log:

[EXC 09:21:59.357] InvalidCastException: Specified cast is not valid.
	BackgroundResources.SolarPanel..ctor (ConfigNode node, BackgroundResources.InterestedVessel vessel, ProtoPartModuleSnapshot modulesnapshot, ProtoPartSnapshot partsnapshot) (at <bf88090251b04db19084ddc4be8e00e6>:0)
	BackgroundResources.InterestedVessel.UpdateModules () (at <bf88090251b04db19084ddc4be8e00e6>:0)
	BackgroundResources.InterestedVessel..ctor (Vessel vessel, ProtoVessel protovessel) (at <bf88090251b04db19084ddc4be8e00e6>:0)
	BackgroundResources.UnloadedResources.AddInterestedVessel (ProtoVessel vessel) (at <bf88090251b04db19084ddc4be8e00e6>:0)
	Tac.LifeSupportController.FixedUpdate () (at <3dd4e3b630ff4890aaf1f8720b239ed6>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Some weird conflict with TAC Life Support?

Log here

Thanks RTB!

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Posted (edited)
On 8/20/2024 at 10:24 AM, OldMold said:

Updated  to the latest Dynamic Battery Storage and Kopernicus from 206 > 212, now my (Re)Stock panels load as retracted and generate 0 EC, clicking on them doesn't even give me the option to extend them. Using stock star system.

Getting the following errors in log:

[EXC 09:21:59.357] InvalidCastException: Specified cast is not valid.
	BackgroundResources.SolarPanel..ctor (ConfigNode node, BackgroundResources.InterestedVessel vessel, ProtoPartModuleSnapshot modulesnapshot, ProtoPartSnapshot partsnapshot) (at <bf88090251b04db19084ddc4be8e00e6>:0)
	BackgroundResources.InterestedVessel.UpdateModules () (at <bf88090251b04db19084ddc4be8e00e6>:0)
	BackgroundResources.InterestedVessel..ctor (Vessel vessel, ProtoVessel protovessel) (at <bf88090251b04db19084ddc4be8e00e6>:0)
	BackgroundResources.UnloadedResources.AddInterestedVessel (ProtoVessel vessel) (at <bf88090251b04db19084ddc4be8e00e6>:0)
	Tac.LifeSupportController.FixedUpdate () (at <3dd4e3b630ff4890aaf1f8720b239ed6>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Some weird conflict with TAC Life Support?

Log here

Thanks RTB!

Looks like it might be an issue with TAC yeah.  I'll investigate.  For now, perhaps disabling/removing the background resource processing option may help you?  Should be in difficulty options somewhere.

EDIT: Wait, you said stock star system?  So no additional stars?  That should always work.  Investigating your log.

EDIT EDIT: Figured this out, your config/*.cfg files look to be outdated here.  You may have upgraded by just replacing the dll?  Don't do that, always extract the contents of the new Kopernicus zip into and replace any existing contents.  It will never overwrite your settings, we ensure that doesn't happen.

Actually at this point since I don't know entirely what's going on, I'd advise just deleting the Kopernicus folder from gamedata (backing up Kopernicus/Config/Kopernicus_Config.cfg if you care about any settings), and then just reinstalling it.  That SHOULD get it working.  If not, please upload your persistent.sfs save for analysis.

Edited by R-T-B
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15 hours ago, R-T-B said:

I'd advise just deleting the Kopernicus folder from gamedata (backing up Kopernicus/Config/Kopernicus_Config.cfg if you care about any settings), and then just reinstalling it. 

This fixed it.

Yeah, I upgraded by extracting into the existing Gamedata folder and overwriting all older files. That left the legacy config remaining.

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