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Releases: Kopernicus/Kopernicus

Kopernicus release-220

29 Dec 12:17
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New in this latest version release-220:

1.) A small hotfix for the light intensity on setting "KSCLightsAlwaysOn." previously they were only roughly "50% on" in brightness, now they are fully on.

See Known Bugs & Caveats for known bugs.

Kopernicus release-219

21 Dec 23:00
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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. Useful if mod eclipses bother you because the lights are out, or for low light systems.

See Known Bugs & Caveats for known bugs.

Kopernicus release-218

14 Dec 18:37
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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.

Kopernicus release-217

12 Dec 03:26
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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.

Kopernicus release-216

10 Dec 23:35
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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.

See Known Bugs & Caveats for known bugs.

Kopernicus release-215

10 Dec 10:29
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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.

See Known Bugs & Caveats for known bugs.

Kopernicus release-214

30 Aug 03:15
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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.

Kopernicus release-213

30 Aug 00:54
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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.

Kopernicus release-212

15 Aug 10:49
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New in this latest version release-212:

1.) More robust occulusion code when target switching, now you can't "cheat" to get free sunlight anymore. :(

See Known Bugs & Caveats for known bugs.

Kopernicus release-211

06 Aug 00:39
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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.