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@qboid-bot qboid-bot released this Sep 12, 2019 · 3 commits to master since this release

  • Removed Kopernicus Buoyancy modifications to fix ocean lag, they never worked anyways
  • Fixed texture loading with on-demand loading disabled
  • Unload normal maps from RAM and only keep them in VRAM when loaded on demand
Assets 3

@qboid-bot qboid-bot released this Jul 12, 2019 · 10 commits to master since this release

  • Updated to KSP 1.7.3
  • Fixed the selectable and barycenter options, thanks to Sigma
Assets 3

@qboid-bot qboid-bot released this Jun 8, 2019 · 20 commits to master since this release

  • Fixed Kopernicus crashing when trying to load .bin files that are not
    scaled space caches.
  • Fixed Kopernicus destroying stock texture when trying to load them on demand
  • Fixed Kopernicus misinterpreting node names, that start with the correct
    name but have additional characters after that

This is a hotfix release of Kopernicus 1.7.1-1. Please also check out it's changelog!

Assets 3

@qboid-bot qboid-bot released this Jun 7, 2019 · 24 commits to master since this release

  • Fix KopernicusSolarPanel not working and throwing NREs everywhere.

This is a hotfix release of Kopernicus 1.7.1-1. Please also check out it's changelog!

Assets 3

@qboid-bot qboid-bot released this Jun 7, 2019 · 26 commits to master since this release

  • Fix Kopernicus throwning an exception when trying to load Kerbins stock landcontrol

This is a hotfix release of Kopernicus 1.7.1-1. Please also check out it's changelog!

Assets 3

@qboid-bot qboid-bot released this Jun 7, 2019 · 28 commits to master since this release

  • Fixed the version checker not getting updated by my build server

This is a hotfix release of Kopernicus 1.7.1-1. Please also check out it's changelog!

Assets 3

@qboid-bot qboid-bot released this Jun 7, 2019 · 29 commits to master since this release

  • refactored a large part of the codebase to align more with the coding style
    preferences in my IDE. This also includes merging the three core Kopernicus
    .dlls into one .dll again (+ Kopernicus.Parser).
  • Cache more properties of the generated scaled space mesh and preload them,
    to reduce the amount of calculations and disk IO that is done when loading
    planets
  • Reduce the amount of IO that is done by the logger
  • The texture and normals values from ScaledVersion/Material are no
    longer loaded on demand. If you want on demand loading for scaled space
    textures, you have to specify their paths inside of a
    ScaledVersion/OnDemand node, using texture and normals, just like
    before.
  • Allow loading fogColorRamp through a gradient instead of a texture
  • Abort loading planets if System.cfg was modified directly. There is no
    reason to do that except if you want to make your mod unremovable without
    breaking every other mod. Planet packs are supposed to use ModuleManager
    (I am looking at you, KerbalGalaxy Remastered)
  • Fix an error that prevented bodies with invisible = True from staying
    invisible, unless they templated the sun.
  • Take over the mesh generation / spawning for scatter meshes. Stock merges
    them into one big mesh which makes it impossible to detect their actual
    position, or give them sub-objects. Every scatter instance is now it's own
    dedicated object, which greatly simplyfies things.
  • Added a HeatEmitter scatter component that turns the scatter objects into a
    heat source.
  • Removed ScatterExperiment and replaced it with ModuleSurfaceObjectTrigger.
    It's a part module that can be added to parts, and enable / disable
    KSPActions when the vessel is near a surface object with a certain name
    (surface objects are scatters and PQSCity). It also sends events to all
    other PartModules on the part, so plugin developers could handle scatter
    with custom logic
  • Added a useBetterDensity option to the Scatter config. It tries to
    randomize the density a bit, and avoid rounding it down to an int like stock
    does. In stock, a scatter can either appear once (or more) per quad, or not
    at all. The idea behind useBetterDensity is to allow them to spawn, but not
    strictly on every quad.
  • Added a ignoreDensityGameSetting option to the Scatter config. If
    everything fails, this can be used to stop the density game setting from
    influencing your scatter, so you only have to find one density config that
    works. The scatter will be treated as if the game setting was set to 100%
  • Allow scatter rotation control through the rotation option. By default it
    is set to rotation = 0 360 which means the scatter can rotate between 0
    and 360 degrees. Set it to rotation = 0 0 to fix the rotation
  • Allow specifying multiple meshes and randomly selecting one through the
    Meshes node in the scatter config. It can contain multiple entries (choose
    the key as you like), that point to .obj files in GameData. Kopernicus will
    load them all and assign one randomly to every scatter object that gets
    spawned.
  • Added a spawnChance option in the scatter config, that can be used to fine
    tune density even more.
  • The ScatterColliders component allows specifying a simplified collision mesh
    (.obj), through the collider option, as opposed to using the visual mesh for
    collisions
  • Added a scatter module that forces the scatters to spawn at sea level (with a
    settable offset), this can be used to create floating objects.
  • Readded the ability to set a custom mapMaxHeight for texture exports in
    Kittopia

ATTENTION:

  • This release will break plugins that depend on Kopernicus
  • While the old files still work, it is recommended to regenerate your scaled
    space cache, to take advantage of the improved format and caching
  • You have to adjust your configs to get scaled space OD working again
  • Since this release reduces the amount of dlls that come with Kopernicus, you
    have to delete the Kopernicus folder from GameData before installing. Do
    not overwrite the folder. CKAN users probably have to uninstall and
    reinstall Kopernicus.
Assets 3

@qboid-bot qboid-bot released this Apr 11, 2019 · 67 commits to master since this release

  • Deprecated the barycenter config option. The same functionality can be archived by using the selectable option in Properties, the invisible option in ScaledVersion and givesOffLight in ScaledVersion/Light. Barycenter caused all sorts of bugs that don't exist with the new, more fine grained, mechanism
  • Added the ability to use the Unity "Standard" shader for terrain scatters
  • Added an option to enable GPU instancing on scatterer materials. The actual effects are to be determined
  • Improved the texture exporter. It has a more useful output, and should correctly calculate the min and max altitude of the planet, to clamp the heightmap correctly.
  • Fixed assigning multiple UBIs to a body through the implements option
  • Updated to KSP 1.7.0
  • Don't archive previous log zips anymore, since that caused some problems on Windows that I cannot debug properly. It didn't seem to be used anyway.
Assets 3

@qboid-bot qboid-bot released this Feb 1, 2019 · 85 commits to master since this release

  • Fix a broken starlight occlusion check
  • Add UBI to some places, also fix PostSpawnOrbit not using UBI properly
  • Make the main menu respect the initial rotation value
Assets 3

@qboid-bot qboid-bot released this Jan 12, 2019 · 89 commits to master since this release

  • Fix buggy sunflares from 1.6.0-1
  • Collect all required logs and zip them up when the game closes. If people ask for logs, ask for that .zip file and you get all of them.
  • Update to KSP 1.6.1
Assets 3
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