Rodger Posted November 10, 2024 Share Posted November 10, 2024 7 hours ago, dok_377 said: Because somehow punishing the whole community doesn't fall under that description. And for what? For doings of one person? Great. As far as I see it, both sides are not thinking straight. The community went through some unpleasant things already, but these types of decisions will not help in the slightest. Like the person doing the leaks will care, yeah right. They will probably laugh their behind at this whole deal and start leaking mods even more. This will just feed the flame. Modding comes down to motivation. If RTB (or anyone) isn't feeling it (for whatever reason), thats just how it is. RTBs reasons for demotivation certainly make sense to me. And maybe if the situation changes that will be enough to remotivate, but I'm not sure telling him he's not thinking straight will help much. Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted November 16, 2024 Share Posted November 16, 2024 On 11/9/2024 at 6:55 PM, modus said: Also, people (especially on reddit) are behaving like a bunch of entitled babies about Blackracks volumetric mod (and are also leaking it), and are whining about it being on Patreon. As a redditor myself I can confirm that there are indeed entitled users who complain and complain and complain over and over about paid mods, like, it's not hurting anyone at all Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 6, 2024 Author Share Posted December 6, 2024 (edited) After a brief detour where I worked on some other mods, it seems the most egregious piracy has stopped. As such, Kopernicus development will be resuming, cautiously, starting today. We should see a new release with some fun stuff around Christmas time, barring any further blatantly horrific piracy incidents, which have apparently stopped for now (seriously, don't upload pirated community dev content to spacedock and github people, it even offends the pirates). Edited December 6, 2024 by R-T-B Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted December 6, 2024 Share Posted December 6, 2024 Could you remake comet tails like from the now-gone feature of Kopernicus expansion? https://github.com/VabienArt/KopernicusExpansion-Continueder/releases 203412052024 Quote Link to comment Share on other sites More sharing options...
q250 Posted December 9, 2024 Share Posted December 9, 2024 is it possible to put planet(parent) inside planet(child)? Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 10, 2024 Author Share Posted December 10, 2024 New in this latest version release-215: 1.) Rings could sometimes wobble when lockedRotation was set, this has been fixed. 2.) Added parameter to lethalRadius system called "lethalRadiusAntiSpamMult", default 30. This is the number of seconds between which warning dialogs will display if you are in the "warning zone" of a lethal scatter. This is a planet pack feature for authors and obviously won't effect anyone in stock or other environments. 3.) Fixed Hillsphere and SOI recomputation code. It was missing a part of the formula that had it close but not quite right. Also added Kopernicus_Config.cfg parameter "PrincipiaFriendlySOIComputation." This is for Principia users mainly, and recomputes the SOI regularly for bodies since Principia is an active n-body system. 4.) Added 16-bit scaled space mesh support. 5.) Minor performance improvements (Utility.GetMod was being slow so we sped it up). 6.) We had a longstanding feature request to add lethalRadius support to PQS City and City2 type objects. Unfortunately, no matter what we do with the config parser, it does not appear to load anything but the stock values for those objects, and I have no idea why. PR's welcome, but until we figure that out this request is on hold. On 12/5/2024 at 8:31 PM, Mr. Kerbin said: Could you remake comet tails like from the now-gone feature of Kopernicus expansion? https://github.com/VabienArt/KopernicusExpansion-Continueder/releases 203412052024 We have no plans to do this, sorry, but better stock comet support is on the roadmap for someday. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 10, 2024 Author Share Posted December 10, 2024 (edited) New in this latest version release-216: 1.) Added a new extended PQSCity class (can be declared under Mods with CityExtended and City2Extended), these extended classes support lethalRadius and may have more functions added in the future. 2.) Fixed PQSMod management of the Inland KSC AKA KSC2. An example of how to use the properties in the new release can be found below, using a Mun Arch as an example, it goes in the Mods node on PQS: CityExtended { lethalRadius = 250 lethalRadiusMsg = DEAD lethalRadiusWarnMsg = WARN lethalRadiusAntiSpamMult = 35 debugOrientated = False frameDelta = 1 randomizeOnSphere = False reorientToSphere = True reorientFinalAngle = 0 reorientInitialUp = 0,1,0 repositionRadial = -15233,-4336,-12360 repositionRadiusOffset = 1970 repositionToSphere = False repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False commnetStation = False isKSC = False order = 100 enabled = True name = RockArch01 LOD { Value { visibleRange = 20000 scale = 0,0,0 delete = False } } } Edited December 10, 2024 by R-T-B Quote Link to comment Share on other sites More sharing options...
Oprissmian Posted December 12, 2024 Share Posted December 12, 2024 Quote 1.) Rings could sometimes wobble when lockedRotation was set, this has been fixed. Yippee Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 12, 2024 Author Share Posted December 12, 2024 (edited) Last release for this month, a minor leftover feature request that was easy to do. New in this latest version release-217: 1.) Added Kopernicus MM version checking support, see file "00Version.cfg" in config folder. This is to help planet modders featuregate based on version feature support. See Known Bugs & Caveats for known bugs. Edited December 21, 2024 by R-T-B Quote Link to comment Share on other sites More sharing options...
Professor K Posted December 13, 2024 Share Posted December 13, 2024 Does anyone know if it would be possible to do a "broken" ring setup ala the planet Moth in Alan Dean Foster's Commonwealth novels and if so, how to go about it? "Its name originates from its incomplete ring system, which has led to it being referred to as a winged planet." Here's a (bad) illustration from one of the older novel covers: -K Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 13, 2024 Author Share Posted December 13, 2024 23 minutes ago, Professor K said: Does anyone know if it would be possible to do a "broken" ring setup ala the planet Moth in Alan Dean Foster's Commonwealth novels and if so, how to go about it? "Its name originates from its incomplete ring system, which has led to it being referred to as a winged planet." Here's a (bad) illustration from one of the older novel covers: -K I think with proper textures it may be possible. Not entirely familiar with ring texture requirements but they have transparency you can use, don't they? If so, just make the broken ring portion transparent. Quote Link to comment Share on other sites More sharing options...
Professor K Posted December 14, 2024 Share Posted December 14, 2024 52 minutes ago, R-T-B said: I think with proper textures it may be possible. Not entirely familiar with ring texture requirements but they have transparency you can use, don't they? If so, just make the broken ring portion transparent. They have transparency, but the ones I have examples of are all a few pixels wide and a few thousand high, with the image running from the inner edge of the ring to the outside, repeated many times, so transparent areas produce a gap in the entire ring at that point. -K Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted December 14, 2024 Share Posted December 14, 2024 17 minutes ago, Professor K said: They have transparency, but the ones I have examples of are all a few pixels wide and a few thousand high, with the image running from the inner edge of the ring to the outside, repeated many times, so transparent areas produce a gap in the entire ring at that point. -K Yeah, it doesn’t work like that, even if it is much wider. Trust me, Sapp’s rings used to be like a 100 pixels wide, still looked like that. Quote Link to comment Share on other sites More sharing options...
williscooler Posted December 14, 2024 Share Posted December 14, 2024 for some reason my solar panels are broken and even after downloading the newest version of Konerpicus i still get the out put details like this (PS i have been getting B9 part switch warnings to so mabey thats the problem but idk) : // Kopernicus/Config/SolarPanels.cfg @PART:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#chargeRate[>0]],#__kop_star_count[>1]]:NEEDS[!Kerbalism,!RealismOverhaul,!SterlingSystems]:LAST[KOP_MULTI_STAR] { +MODULE[ModuleDeployableSolarPanel],* { -* = delete -powerCurve {} -timeEfficCurve {} -UPGRADES {} name = KopernicusSolarPanel } } Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted December 14, 2024 Share Posted December 14, 2024 (edited) 12 hours ago, williscooler said: for some reason my solar panels are broken and even after downloading the newest version of Konerpicus i still get the out put details like this (PS i have been getting B9 part switch warnings to so mabey thats the problem but idk) : // Kopernicus/Config/SolarPanels.cfg @PART:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#chargeRate[>0]],#__kop_star_count[>1]]:NEEDS[!Kerbalism,!RealismOverhaul,!SterlingSystems]:LAST[KOP_MULTI_STAR] { +MODULE[ModuleDeployableSolarPanel],* { -* = delete -powerCurve {} -timeEfficCurve {} -UPGRADES {} name = KopernicusSolarPanel } } Delete the Kopernicus Solar Panel configs. They're completely broken to my knowledge Edited December 14, 2024 by Iapetus7342 Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 14, 2024 Author Share Posted December 14, 2024 (edited) On 12/14/2024 at 8:08 AM, Iapetus7342 said: Delete the Kopernicus Solar Panel configs. They're completely broken to my knowledge They shouldn't be broken, but not all mods are adapted to the new way they work. Deleting the SolarPanels.cfg is a legit fix if you don't need multistar solar panel math support. Actually, just limiting your stars to 1 in the system will do this automatically. Furthermore, If you list the mods that seem to have problems, I can add them to a blacklist so you don't have to keep deleting SolarPanels.cfg. That said, isolating what mod causes it is a bit of a hunt and peck, so I understand if you don't want to do that. New minor bugfix, also: New in this latest version release-218: 1.) Minor hotfix for duplicate commsites at KSC2/Inland KSC in Kerbin template. This really has no major effect on anyone, but is a strange way to waste resources. See Known Bugs & Caveats for known bugs. Edited December 21, 2024 by R-T-B Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 21, 2024 Author Share Posted December 21, 2024 (edited) New in this latest version release-219: 1.) A small holiday surprise! Added GUI and Kopernicus_Config.cfg parameter "KSCLightsAlwaysOn," if you turn this on or MM patch it on, the KSC lights will always be on (takes full effect next game restart). Useful if mod eclipses bother you because the lights are out during the "day", or for low light systems. See Known Bugs & Caveats for known bugs. Edited December 22, 2024 by R-T-B Quote Link to comment Share on other sites More sharing options...
Professor K Posted December 23, 2024 Share Posted December 23, 2024 (edited) I'm having an issue trying to access Kopernicus variables in a MM patch. I'm working from a single example I found, but it throws an error regardless of what variable I try to access. I'm fairly certain it's something small I've got wrong, but I can't seem to find any other references on doing this. Example: Energy = #$@Kopernicus/Body[Phybi]/Properties/mass$ (Note: I've tried mass and Mass, it does not seem to be a case issue) Full Patch: Spoiler //This file adds Deployed Seismic Science Experiment config values for the Outer Kerbin mod. //Stock Energy is roughly: MASS / 1.25e12 @DEPLOYEDSCIENCE:NEEDS[OuterKerbin&SquadExpansion/Serenity]:AFTER[OuterKerbin] { @SEISMICENERGY { ENTRY { BodyName = Phybi Energy = #$@Kopernicus/Body[Phybi]/Properties/mass$ //The following should work out to ~3.39e10 @Energy /= 1.25e12 } ENTRY { BodyName = Iszmi Energy = #$@Kopernicus/Body[Iszmi]/Properties/mass$ @Energy /= 1.25e12 } } } Error: GruTech/Patches/DeployedScience/OK_Deployed_Science_Seismic/@DEPLOYEDSCIENCE:NEEDS[OuterKerbin&SquadExpansion/Serenity]:AFTER[OuterKerbin] to SquadExpansion/Serenity/Resources/DeployedScience.cfg/DEPLOYEDSCIENCE [WRN 09:28:50.044] Cannot find key mass in Properties [ERR 09:28:50.044] Error - Cannot parse variable search when inserting new key Energy = #$@Kopernicus/Body[Phybi]/Properties/mass$ Original reference: https://github.com/KSP-RO/RealSolarSystem/issues/249#issuecomment-1095368165 I've checked the Kopericus body log for the planet and the mass variable is present. I also checked the MM log and the planet is being loaded before the patch is. Anyone know what I'm doing wrong here? -K Edited December 23, 2024 by Professor K Quote Link to comment Share on other sites More sharing options...
R-T-B Posted December 23, 2024 Author Share Posted December 23, 2024 (edited) 7 hours ago, Professor K said: I'm having an issue trying to access Kopernicus variables in a MM patch. I'm working from a single example I found, but it throws an error regardless of what variable I try to access. I'm fairly certain it's something small I've got wrong, but I can't seem to find any other references on doing this. Example: Energy = #$@Kopernicus/Body[Phybi]/Properties/mass$ (Note: I've tried mass and Mass, it does not seem to be a case issue) Full Patch: Hide contents //This file adds Deployed Seismic Science Experiment config values for the Outer Kerbin mod. //Stock Energy is roughly: MASS / 1.25e12 @DEPLOYEDSCIENCE:NEEDS[OuterKerbin&SquadExpansion/Serenity]:AFTER[OuterKerbin] { @SEISMICENERGY { ENTRY { BodyName = Phybi Energy = #$@Kopernicus/Body[Phybi]/Properties/mass$ //The following should work out to ~3.39e10 @Energy /= 1.25e12 } ENTRY { BodyName = Iszmi Energy = #$@Kopernicus/Body[Iszmi]/Properties/mass$ @Energy /= 1.25e12 } } } Error: GruTech/Patches/DeployedScience/OK_Deployed_Science_Seismic/@DEPLOYEDSCIENCE:NEEDS[OuterKerbin&SquadExpansion/Serenity]:AFTER[OuterKerbin] to SquadExpansion/Serenity/Resources/DeployedScience.cfg/DEPLOYEDSCIENCE [WRN 09:28:50.044] Cannot find key mass in Properties [ERR 09:28:50.044] Error - Cannot parse variable search when inserting new key Energy = #$@Kopernicus/Body[Phybi]/Properties/mass$ Original reference: https://github.com/KSP-RO/RealSolarSystem/issues/249#issuecomment-1095368165 I've checked the Kopericus body log for the planet and the mass variable is present. I also checked the MM log and the planet is being loaded before the patch is. Anyone know what I'm doing wrong here? -K It should be mass lowercase yeah. I honestly have no idea why that would not work, try asking MM people maybe? It could be a MM bug of some kind. BTW, I just realized I only lit up the KSC lights halfway when using the new option, giving them a weird incandescent-bulb like yellow glow. That will be fixed after the holidays, appologies. Oh wow, I just realized you are probably talking about this world and it's cfg is public: https://github.com/dxeh/Outer-Kerbin/blob/WIP/Outer Kerbin/Configs/Phybi.cfg Here is your issue: Phybi does not have a mass key defined at all, instead autocalculating mass from Radius and GeeASL! You can fix that by adding the mass as a key, or manually doing the math from radius and GeeASL (this math is hard, so adding a mass key is probably easier). Edited December 23, 2024 by R-T-B Quote Link to comment Share on other sites More sharing options...
Professor K Posted December 24, 2024 Share Posted December 24, 2024 2 hours ago, R-T-B said: Oh wow, I just realized you are probably talking about this world and it's cfg is public: https://github.com/dxeh/Outer-Kerbin/blob/WIP/Outer Kerbin/Configs/Phybi.cfg Here is your issue: Phybi does not have a mass key defined at all, instead autocalculating mass from Radius and GeeASL! You can fix that by adding the mass as a key, or manually doing the math from radius and GeeASL (this math is hard, so adding a mass key is probably easier). Yup, that's the one. I had assumed that since it was using Tylo as a template that it would inherit Tylo's mass variable as well. I hadn't realized it was being done via calculation. I'll give a try at adding the mass key to the cfg and report back. Just to satisfy my curiosity, what is the formula for calculating the mass from the radius and GeeASL? -K Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted December 24, 2024 Share Posted December 24, 2024 14 minutes ago, Professor K said: Yup, that's the one. I had assumed that since it was using Tylo as a template that it would inherit Tylo's mass variable as well. I hadn't realized it was being done via calculation. I'll give a try at adding the mass key to the cfg and report back. Just to satisfy my curiosity, what is the formula for calculating the mass from the radius and GeeASL? -K Actually, in game, under in the in-game info tab, you can see the mass. Quote Link to comment Share on other sites More sharing options...
Professor K Posted December 24, 2024 Share Posted December 24, 2024 21 minutes ago, Professor K said: I'll give a try at adding the mass key to the cfg and report back. That cleared the errors, thank you. I am still interested in the formula for calculating the mass though, as my intent in using the variable was to avoid having to research and add the mass to all the various planet configs or figure out all the energy settings manually. It seems to be uncommon to use the mass key, all the packs I'm using seem to just allow the mass to be calculated. Unless there's a way to access the calculated mass in a MM patch? -K 11 minutes ago, Mr. Kerbin said: Actually, in game, under in the in-game info tab, you can see the mass. I know, but my hope was to be able to use a formula in the MM patches and not have to look each one up. With 95 bodies in the system (DPP, OPM, the entire OPX series and a couple small packs) that's more bodies than I wanted to calculate Energy values for the Seismic experiment for. -K Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted December 24, 2024 Share Posted December 24, 2024 3 minutes ago, Professor K said: That cleared the errors, thank you. I am still interested in the formula for calculating the mass though, as my intent in using the variable was to avoid having to research and add the mass to all the various planet configs or figure out all the energy settings manually. It seems to be uncommon to use the mass key, all the packs I'm using seem to just allow the mass to be calculated. Unless there's a way to access the calculated mass in a MM patch? -K According to Google AI, Mass = (geeASL * Radius2) /(divided by) Gravitational constant 7 minutes ago, Professor K said: I know, but my hope was to be able to use a formula in the MM patches and not have to look each one up. With 95 bodies in the system (DPP, OPM, the entire OPX series and a couple small packs) that's more bodies than I wanted to calculate Energy values for the Seismic experiment for. -K Oh. Okay, then. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 24, 2024 Share Posted December 24, 2024 16 hours ago, Mr. Kerbin said: According to Google AI, Mass = (geeASL * Radius2) /(divided by) Gravitational constant Yes, but not exactly. For that formula to work, gravity must be in m/s2, not gees. So you have to multiply geeASL by 9.80665 to convert. Quote Link to comment Share on other sites More sharing options...
Professor K Posted December 25, 2024 Share Posted December 25, 2024 5 hours ago, OhioBob said: Yes, but not exactly. For that formula to work, gravity must be in m/s2, not gees. So you have to multiply geeASL by 9.80665 to convert. I was just coming to post that the Google formula did not quite provide results that matched the stock planets, but your update fixed that. With the shift to G in m/s the formula produces very close to stock results. I have my formula! : ) Thank you! -K Body Wiki Mass Calculated Mass GeeASL Radius G in m/s Moho 2.5263314000E+21 2.5255594512E+21 0.275 250000 2.69682875 Eve 1.2243980000E+23 1.2240238678E+23 1.700 700000 16.67130500 Gilly 1.2420363000E+17 1.2416568647E+17 0.005 13000 0.04903325 Kerbin 5.2915158000E+22 5.2898990686E+22 1.000 600000 9.80665000 Mun 9.7599066000E+20 9.7569249488E+20 0.166 200000 1.62790390 Minmus 2.6457580000E+19 2.6449495343E+19 0.050 60000 0.49033250 Duna 4.5154270000E+21 4.5140472052E+21 0.300 320000 2.94199500 Ike 2.7821615000E+20 2.7813113770E+20 0.112 130000 1.09834480 Dres 3.2190937000E+20 3.2181100984E+20 0.115 138000 1.12776475 Jool 4.2330000000E+24 4.2319192549E+24 0.800 6000000 7.84532000 Laythe 2.9397311000E+22 2.9388328159E+22 0.800 500000 7.84532000 Vall 3.1087655000E+21 3.1078157028E+21 0.235 300000 2.30456275 Tylo 4.2332127000E+22 4.2319192549E+22 0.800 600000 7.84532000 Bop 3.7261090000E+19 3.7249705941E+19 0.060 65000 0.58839900 Pol 1.0813507000E+19 1.0810202630E+19 0.038 44000 0.37265270 Eeloo 1.1149224000E+21 1.1145817338E+21 0.172 210000 1.68674380 Quote Link to comment Share on other sites More sharing options...
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