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


R-T-B

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Posted (edited)

New in this latest version release-213:

1.) Add new multistar codepath/support for Sterling Systems.

2.) Add KSPAssemblyDependency that was missing for Harmony (how?!?!?!). This should help with a few load situations when dependency load orders are messy.

See Known Bugs & Caveats for known bugs.

On 8/25/2024 at 7:52 PM, Krazy1 said:

I'm having problems with kerbals sinking into terrain and exploding. Cross-post from JNSQ:

This sounds oddly a lot like the "sinking body" problem we sometimes had when going extremely far out in space.  But actually on eve you are very close to the sun, interesting.  You do have the "Disable distant colliders" feature on, right?  Check in the Kopernicus GUI.

If it's on and you are still sinking, I have no idea but I will make an issue for you to investigate it.  KSP.log from around when it happens may help.

Edited by R-T-B
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Posted (edited)

Never can escape the hotfix...

New in this latest version release-214:

1.) Hotfix for some missing .cfg files for Sterling Systems (in other words, the support announced last release was working in the "yes, but no" style. Now it works fully.

See Known Bugs & Caveats for known bugs.

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

This sounds oddly a lot like the "sinking body" problem

Loaded release 214. Confirmed "disable distant colliders" option is enabled. Nataman Kerman walked on Eve, sank slowly, exploded like before. 

KSP log

[LOG 23:08:27.836] kerbalEVAfemale (Nataman Kerman) Exploded!! - blast awesomeness: 0

Haven't had this issue with other JNSQ planets so far: Moho, Gilly, Kerbin, Mun, Minmus, Duna, Ike, Vall. 

Thanks for looking.

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  • 4 weeks later...

Hey yall, Ive been getting the trouble loading a custom planet order warning and have been digging into the logs but have no clue how to fix it.

 

https://www.dropbox.com/scl/fi/7a96s54sxpc5dsdldz906/Distant-Skies-Demon.pdf?rlkey=qjvmoueogim7x6h8v9dfk9407&st=zzhxov6v&dl=0

https://www.dropbox.com/scl/fi/1md1u7zxe18ahjg5ii2xs/Kopernicus-Distant-Skies.pdf?rlkey=1fsh0x9mrll1k6x7hozbnoygt&st=iqc4fe9x&dl=0

I have experienced it with both the Distant Skies and Kerbal infinity addon and everything has been done through CKAN.

Thank you so much for the help

 

Nevermind found the problem, CKAN didnt have the needed height map as a dependency!

Edited by Jsblu549
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Does anyone know how to properly hide the sunflare on a given star ?
Using "givesOffLight = False" doesn't work as said in the wiki "Whether the star should emit light and have a LensFlare effect, or whether it's an object like a black hole", it only cuts off the light but leaves the LensFlare in place.

The LensFlare is what I'm trying to remove but without any success so far. Is there a parameter I missed ?
Note : I need to disable both Scatterer & the Stock Sunflare.

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On 9/23/2024 at 11:45 AM, Nyxilo said:

Does anyone know how to properly hide the sunflare on a given star ?
Using "givesOffLight = False" doesn't work as said in the wiki "Whether the star should emit light and have a LensFlare effect, or whether it's an object like a black hole", it only cuts off the light but leaves the LensFlare in place.

The LensFlare is what I'm trying to remove but without any success so far. Is there a parameter I missed ?
Note : I need to disable both Scatterer & the Stock Sunflare.

As I recall, you just have to make the sunflare color black.  For instance, I think the following would do it for the Sun.

@Kopernicus
{
	@Body[Sun]
	{
		@ScaledVersion
		{
			%Light
			{
				%sunLensFlareColor = 0,0,0,0
			}
		}
	}
}

 

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10 hours ago, OhioBob said:

As I recall, you just have to make the sunflare color black.  For instance, I think the following would do it for the Sun.

@Kopernicus
{
	@Body[Sun]
	{
		@ScaledVersion
		{
			%Light
			{
				%sunLensFlareColor = 0,0,0,0
			}
		}
	}
}

 

I've tried it but it didn't worked because of Scatterer which was applying its effects at the same time.
In the end the solution was just to create a Scatterer Sun config and replacing every flare / spikes / ghost by a black pixel. It's a bit of brute-force but it worked.

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This worked, but then the stock sun reappears below. :huh:
I got rid of it by using “givesOffLight = false” but then everything goes dark because the “Sun” doesn't emit light...as expected. Yeah. 
As in real life, the accretion disk should emit a huge amount of light (not implemented in Singularity) and this is something I want to keep (i.e. use the Sun's light instead of the Disk's).

I'll stick with my poor solution for now, I played around a bit with the Light node and the Subscale node but it got me nowhere.

In the end it looks like that : (File name is Sun.CFG)

Spoiler

Scatterer_sunflare
{
    Sun
    {
        assetPath = SingularitySunFix\Assets // Black pixels
    }
}
@Kopernicus:AFTER[KOPERNICUS]:NEEDS[SINGULARITY]
{
    @Body[Sun]
    {
        @Properties
        {
            useTheInName = False
            displayName = Sigularity // Or whatever. Why not Jebediah.
        }
        @ScaledVersion
        {
            Coronas
            {
                Value
                {
                    Material
                    {
                        texture = SingularitySunFix\Assets\sunFlare.png // Black pixel
                        
                    }
                }
            }

        }
    }
}
@Singularity:NEEDS[SINGULARITY]
{
    Singularity_object
    {
        name = Sun
    gravity = 200000000
    hideCelestialBody = True
    useAccretionDisk = True
    useRadialTextureMapping = False
    accretionDiskNormal = -0.4,1,1
    accretionDiskInnerRadius = 200000000
    accretionDiskOuterRadius = 6E+9
    accretionDiskRotationSpeed = -1.5
    accretionDiskTexturePath = SingularitySunFix\Assets\AccretionDisk.png // Borrowed from the Event Horizon mod.
    scaleEnclosingMesh = 1
    depthWrite = True
    }
}

 

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  • 1 month later...

Things used to be fine booting up the game, I don't recall changing anything before I was met by this message:

https://imgur.com/a/ehlgCwc

I tried reinstalling many mods to no avail, was wondering if I could get some help.

Kopernicus Log:

https://drive.google.com/drive/folders/1Ezu_JKzmT2vtsIlQVA3snus-jOM6yu41?usp=drive_link

KSP.log

https://drive.google.com/file/d/14jHSALB_HYQfyUUGeNSfCkEbd9y0FsKj/view?usp=drive_link

ModuleManager.ConfigCache

https://drive.google.com/file/d/1lz0yNZ0Bmfv724vAmLXc25cgRf0o7Vca/view?usp=drive_link

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21 hours ago, AmiableBat said:

KSP.log

ORANGES
ORANGES-v1.0.0-beta-2
Outer-Planets-Mod-2.2.10
Outer_Planets_Mod_-_Parallax_with_Scatters-1.0.5
Outer_Planets_Mod_-_Volumetric_Clouds-0.9.4
Parallax
Parallax-2.0.8
Parallax_ScatterTextures-2.0.8
Parallax_StockTextures
Parallax_StockTextures-2.0.8
Photon-Corp-master

my friend, nothing in here is correct. I don't know what prompted you to do things this way, but KSP will never run like this.

I think you should start over with a fresh KSP install and use CKAN to install mods.

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Kopernicus throws Logspams in my install with the latest version ... The log is constantly flooded with this message:

8NRyzNP.png

here the logs and the craft file: https://www.filemail.com/d/blwoqctueuuqfbx  ( @R-T-B: Available for 7 days, because of free file hoster.)

The texted vehicle is a testcraft using solar panels from Planetside, Near Future, SpikeX. The Capsule is from TheMarsian4Ksp...

 

Tested Location KSP-Launchpad and LKO.

Installed Planetmods: REX and OPM. Error do not occur with my previous Kopernicus Version (150)

Edited by Rakete
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