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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]


Galileo

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58 minutes ago, Alphard said:

Hello, I get a problem with the clouds when I take a supersampled screenshot, they have small gray squares only on the clouds, tried taking same size screenshot without only SVE and they didn't appear in the final result, why is that?

Here is a 200% enlarged image:

 

Set your SCREENSHOT_SUPERSIZE value back down to 0. Regular screenshots look nice enough that you dont need to raise that value. There is nothing i can do about your issue. I don't develop this mod around supersampling screenshots.. 

Edited by Galileo
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6 hours ago, scavenger said:

@Alphard what is a "supersampled" screenshot?

It's a screenshot which is bigger than your monitor's native resolution.

5 hours ago, Galileo said:

Set your SCREENSHOT_SUPERSIZE value back down to 0. Regular screenshots look nice enough that you dont need to raise that value. There is nothing i can do about your issue. I don't develop this mod around supersampling screenshots.. 

Thanks, I will take supersampled screenshots only with scatterer, normal screenshots with SVE.

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I updated the SVE scatterer .cfg for Kerbin to work with the new Scatterer extinction shaders! (By the way, those aren't your clouds)

Scatterer_atmosphere
{
	Kerbin
	{
		displayInterpolatedVariables = True
		experimentalAtmoScale = 2
		mapExtinctionMultiplier = 0.899999976
		mapExtinctionTint = 1
		mapSkyExtinctionRimFade = 1
		_mapExtinctionScatterIntensity = 1
		drawSkyOverClouds = True
		drawOverCloudsAltitude = 100000
		MapViewScale = 0.998000026
		mapExposure = 0.0500000007
		mapSkyRimExposure = 0.0299999993
		cloudColorMultiplier = 3
		volumetricsColorMultiplier = 1
		cloudScatteringMultiplier = 0.200000003
		cloudExtinctionHeightMultiplier = 1
		mapAlphaGlobal = 1
		Rg = 600000
		Rt = 608490.375
		RL = 608632.125
		atmosphereGlobalScale = 1
		AVERAGE_GROUND_REFLECTANCE = 0.100000001
		HR = 10
		HM = 1.20000005
		BETA_MSca = 0.00400000019,0.00400000019,0.00400000019
		m_betaR = 0.00579999993,0.0135000004,0.0331000015
		m_mieG = 0.949999988
		rimBlend = 20
		rimpower = 600
		specR = 50
		specG = 50
		specB = 50
		shininess = 50
		assetPath = scatterer/config/Planets/Kerbin/Atmo
		configPoints
		{
			Item
			{
				altitude = 200
				skyAlpha = 1
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.550000012
				postProcessDepth = 0.0799999982
				postProcessExposure = 0.200000003
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 0.100000001
				viewdirOffset = -0.0120000001
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 1000
				skyAlpha = 0.899999976
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.5
				postProcessDepth = 0.100000001
				postProcessExposure = 0.200000003
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 0.300000012
				viewdirOffset = 0
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 5000
				skyAlpha = 0.800000012
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.5
				postProcessDepth = 0.129999995
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 0.5
				viewdirOffset = 0
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 55000
				skyAlpha = 0.699999988
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.800000012
				postProcessDepth = 0.200000003
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 1
				skyextinctionGroundFade = 1
				openglThreshold = 10
				edgeThreshold = 0.5
				viewdirOffset = 0
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 100000
				skyAlpha = 0.600000024
				skyExposure = 0
				skyRimExposure = 0.129999995
				postProcessAlpha = 0.899999976
				postProcessDepth = 0.5
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 0
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 1
				openglThreshold = 10
				edgeThreshold = 0.5
				viewdirOffset = 0
				_Post_Extinction_Tint = 0.699999988
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 0.5
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 160000
				skyAlpha = 0.600000024
				skyExposure = 0.0700000003
				skyRimExposure = 0.100000001
				postProcessAlpha = 0
				postProcessDepth = 0.5
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 1
				viewdirOffset = 0
				_Post_Extinction_Tint = 0
				postExtinctionMultiplier = 0
				_GlobalOceanAlpha = 0
				_extinctionScatterIntensity = 1
			}
		}
	}
}

rEyJs05.png

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5 hours ago, cy4n said:

I updated the SVE scatterer .cfg for Kerbin to work with the new Scatterer extinction shaders! (By the way, those aren't your clouds)


Scatterer_atmosphere
{
	Kerbin
	{
		displayInterpolatedVariables = True
		experimentalAtmoScale = 2
		mapExtinctionMultiplier = 0.899999976
		mapExtinctionTint = 1
		mapSkyExtinctionRimFade = 1
		_mapExtinctionScatterIntensity = 1
		drawSkyOverClouds = True
		drawOverCloudsAltitude = 100000
		MapViewScale = 0.998000026
		mapExposure = 0.0500000007
		mapSkyRimExposure = 0.0299999993
		cloudColorMultiplier = 3
		volumetricsColorMultiplier = 1
		cloudScatteringMultiplier = 0.200000003
		cloudExtinctionHeightMultiplier = 1
		mapAlphaGlobal = 1
		Rg = 600000
		Rt = 608490.375
		RL = 608632.125
		atmosphereGlobalScale = 1
		AVERAGE_GROUND_REFLECTANCE = 0.100000001
		HR = 10
		HM = 1.20000005
		BETA_MSca = 0.00400000019,0.00400000019,0.00400000019
		m_betaR = 0.00579999993,0.0135000004,0.0331000015
		m_mieG = 0.949999988
		rimBlend = 20
		rimpower = 600
		specR = 50
		specG = 50
		specB = 50
		shininess = 50
		assetPath = scatterer/config/Planets/Kerbin/Atmo
		configPoints
		{
			Item
			{
				altitude = 200
				skyAlpha = 1
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.550000012
				postProcessDepth = 0.0799999982
				postProcessExposure = 0.200000003
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 0.100000001
				viewdirOffset = -0.0120000001
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 1000
				skyAlpha = 0.899999976
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.5
				postProcessDepth = 0.100000001
				postProcessExposure = 0.200000003
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 0.300000012
				viewdirOffset = 0
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 5000
				skyAlpha = 0.800000012
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.5
				postProcessDepth = 0.129999995
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 0.5
				viewdirOffset = 0
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 55000
				skyAlpha = 0.699999988
				skyExposure = 0
				skyRimExposure = 0.25
				postProcessAlpha = 0.800000012
				postProcessDepth = 0.200000003
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 1
				skyextinctionGroundFade = 1
				openglThreshold = 10
				edgeThreshold = 0.5
				viewdirOffset = 0
				_Post_Extinction_Tint = 1
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 1
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 100000
				skyAlpha = 0.600000024
				skyExposure = 0
				skyRimExposure = 0.129999995
				postProcessAlpha = 0.899999976
				postProcessDepth = 0.5
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 0
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 1
				openglThreshold = 10
				edgeThreshold = 0.5
				viewdirOffset = 0
				_Post_Extinction_Tint = 0.699999988
				postExtinctionMultiplier = 1
				_GlobalOceanAlpha = 0.5
				_extinctionScatterIntensity = 1
			}
			Item
			{
				altitude = 160000
				skyAlpha = 0.600000024
				skyExposure = 0.0700000003
				skyRimExposure = 0.100000001
				postProcessAlpha = 0
				postProcessDepth = 0.5
				postProcessExposure = 0.230000004
				skyExtinctionMultiplier = 1
				skyExtinctionTint = 1
				skyextinctionRimFade = 0
				skyextinctionGroundFade = 0
				openglThreshold = 10
				edgeThreshold = 1
				viewdirOffset = 0
				_Post_Extinction_Tint = 0
				postExtinctionMultiplier = 0
				_GlobalOceanAlpha = 0
				_extinctionScatterIntensity = 1
			}
		}
	}
}

rEyJs05.png

What did you do differently with the clouds?  The issue sve was having with the new shaders was caused by cloud layers that just had volumetrics and no visible 2d layer. 

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Just now, Galileo said:

What did you do differently with the clouds?  The issue sve was having with the new shaders was caused by cloud layers that just had volumetrics and no visible 2d layer. 

I used this config:

EVE_CLOUDS
{
	OBJECT
	{
		name = Kerbin-clouds1
		body = Kerbin
		altitude = 4000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_DetailScale = 30
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseStrength = 0.0005000001
			_UVNoiseScale = 0.0069999998
			_MainTex
			{
				value = BoulderCo/Atmosphere/Textures/kerbin1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
			shadowMaterial
			{
			}
		}
		layerVolume
		{
			maxTranslation = 100,200,100
			size = 2000,2.2
			area = 18000,4
			noiseScale = 1.2,1.3,90
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
}

with Kerbin1 being the Blue Marble image from NASA.

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Just now, cy4n said:

I used this config:


EVE_CLOUDS
{
	OBJECT
	{
		name = Kerbin-clouds1
		body = Kerbin
		altitude = 4000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_DetailScale = 30
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseStrength = 0.0005000001
			_UVNoiseScale = 0.0069999998
			_MainTex
			{
				value = BoulderCo/Atmosphere/Textures/kerbin1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
			shadowMaterial
			{
			}
		}
		layerVolume
		{
			maxTranslation = 100,200,100
			size = 2000,2.2
			area = 18000,4
			noiseScale = 1.2,1.3,90
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
}

with Kerbin1 being the Blue Marble image from NASA.

That seems normal.  Does your configs that you are using have the mun and Minmus fog included from SVE? 

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5 minutes ago, cy4n said:

No, they're the stock BoulderCo configs.

EDIT: Does that mean that if I remove the Mun and Minmus dust cfgs it will work?

Well,  using the stock boulder Co folder is already known to work.  If you were to actually use SVE you would see that it is broken. And yes,  if you were to to remove the mun dust,  Minmus dust and Duna dust clouds,  it should work theoretically. If you add the snow and geysers though,  it will break it again.  

@blackrack is still working on compatibility with SVE.  Besides removing those textures there is no way to fix SVE at the moment with scatterer

Edited by Galileo
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19 minutes ago, Galileo said:

Well,  using the stock boulder Co folder is already known to work.  If you were to actually use SVE you would see that it is broken. And yes,  if you were to to remove the mun dust,  Minmus dust and Duna dust clouds,  it should work theoretically. If you add the snow and geysers though,  it will break it again.  

@blackrack is still working on compatibility with SVE.  Besides removing those textures there is no way to fix SVE at the moment with scatterer

I'm kinda taking a break from scatterer at the moment and working on a ring shader for Kopernicus (it's a fun project). I will try to fix this issue soon.

Edited by blackrack
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3 minutes ago, cy4n said:

Well, I kept the Duna dust in, and it still worked. Maybe try having a Layer2D with an EVE color of 255,255,255,0 for the volumetrics-only layers?

I thought about it,  but when you have volumetrics tied to a 2d layer,  and you set the alpha to 0,  the volumetrics clouds will also be transparent

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19 minutes ago, blackrack said:

I'm kinda taking a break from scatterer at the moment and working on a ring shader for Kopernicus (it's a fun project). I will try to fix this issue soon.

I'll take the ring shader for sure over a fix for SVE.  The last official scatterer release still works beautifully for me.  I'm in no rush to update

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Hello. Is there supposed to be dust/fog on mun/minmus because I am not getting any on the latest version of scatterer and the SVE all-in-one package. I also have SVT (which isn't making the scatterer solid like I thought it was supposed to, maybe 'cos I'm on low res). Thanks,

Benji13.

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36 minutes ago, Benji13 said:

Hello. Is there supposed to be dust/fog on mun/minmus because I am not getting any on the latest version of scatterer and the SVE all-in-one package. I also have SVT (which isn't making the scatterer solid like I thought it was supposed to, maybe 'cos I'm on low res). Thanks,

Benji13.

Yes Minmus and mun will still have dust even in low res. SVT should also have solid scatter.  The configs in both mods are the same in every resolution,  just the resolution of the textures change. 

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4 hours ago, Galileo said:

Yes Minmus and mun will still have dust even in low res. SVT should also have solid scatter.  The configs in both mods are the same in every resolution,  just the resolution of the textures change. 

Hmm. Maybe a fresh install (of SVE and SVT) is in order. Are there any known conflicts?

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2 hours ago, Program Kerbal Space said:

I have a question, what are the system requirements to run this with no lag?

I know this isn't a "requirement" report but if you need a data point, my 2016 Razer Blade runs SVE High Res along with Planet/Windowshine, Distant Object on Full graphics settings around 60 fps.  I also run half of the roverdude suite and KW, MRS, SXT, SpaceY and Procedurals.

The Blade's pretty sweet if you can put up with the daily bluescreens and 3.5 hour battery life....

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4 hours ago, Galileo said:

Nope they were developed together 

I meant with other mods. I have quite a few. If I was going to point the blame at anyone in particular I would probably go for Sigma Dimensions. Even though I don't have it set to rescale the planets I wouldn't be surprised. 

4 hours ago, Program Kerbal Space said:

I have a question, what are the system requirements to run this with no lag?

I have a Metabox Alpha N170 with i7 (that regularly sits at 3ghz), GTX 960m overclocked just a bit (not sarcastic) and 16gb ram. With all graphics settings on full, SVE high res and SVT low res I normally sit around 30fps. Sometimes drops to 15fps with large launches thanks to engine lighting. I consider anything below 15fps to be annoying. Under 10 is unplayable. 

2 minutes ago, olekopyto said:

Hi, why does my kerbin turn dark and orange at 100km?

  Hide contents

UVe6LWN.pngWB4N2k0.pngvbC1kyM.png

 

Why is Jool in the near background?

Edited by Benji13
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4 hours ago, Program Kerbal Space said:

I have a question, what are the system requirements to run this with no lag?

I have an AMD FX-8350 (@4ghz), 16gb DDR3 RAM, and a GTX 780 Ti, running at 1920x1080, with approximately 70 mods, all graphics settings on high or equivalent.  I don't know what FPS I'm getting, because I haven't checked, but the game runs about as smooth for me as I can expect.  The timer stays green up to about 100-part ships, and flickers to yellow between that and 250 parts or so.  The only choppiness I experience is inherent in the game (and some mods), and is not annoying to me.  Like Benji13, I can deal with FPS as low as 15-20.  Anything below that I can't deal with, but even though I haven't checked, I know I'm getting somewhere around 30 or more.  And that's perfectly fine.

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On 23.11.2016 at 6:39 PM, Galileo said:

....  Sorry you can't seem to get it working. 

....

Still no progress here (that static flickering inside clouds), just one thing I would like to add: Curiously the SVE that is bundled in the SSRSS mod seems to work perfectly fine in my SSRSS install.

Weird? Or not? Do you see a reason for this?? @Galileo

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2 hours ago, Dafni said:

Still no progress here (that static flickering inside clouds), just one thing I would like to add: Curiously the SVE that is bundled in the SSRSS mod seems to work perfectly fine in my SSRSS install.

Weird? Or not? Do you see a reason for this?? @Galileo

Very odd because the only thing different is the cfgs.  I'll look into it

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