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Everything posted by blackrack

  1. You messed up the installation/files or you have conflicting configs. Specifically, the assetPath pointing to .half files is not correct.Also the pre-release should tell you which path is missing in the log.
  2. You're still on the old version (it says 0.0723 right there). Download the pre-release from the previous page and delete your current scatterer, make sure you don't have a duplicate scatterer somewhere.
  3. Yes this is how it should be. If I remember correctly this is an issue with the old version of Parallax, which Beyond Home is locked to until it updates. The newer versions of Parallax fixed it, but you'll have to wait for Beyond Home to update. I ran into this issue myself. If it's too jarring you can disable godrays or long distance shadows from Scatterer in the meantime, though it might still happen near the camera.
  4. Eclipses are sky and orbit view only for now, what you see on the ground is from EVE. First page of the thread
  5. There's not enough info to go on, check the "How to report Issues" section in the OP please. Looks like something is messing up the shadowmap (That godray still looks sick though).
  6. I have no idea what's going on, seeing as you have so many mods installed I would suggest trying to remove mods until you find what's causing the issue. May be a misconfiguration or some kind of conflict between mods. Also I'm not sure which version of EVE that is, seems like an older build, try replacing it with EVE-redux:
  7. Thank you, things were hectic and as I didn't know when I'd be back I kept deferring it Check the "How to report Issues" section in the OP please.
  8. Try the preview version of the new scatterer which should improve performance a bit: https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip19x-110x-111x-scatterer-atmospheric-scattering-v00723-31122020/&do=findComment&comment=3968136
  9. 0.0767 Preview build Performance improvements, grab them while they're hot https://github.com/LGhassen/Scatterer/releases/tag/0.0767 Changelog: Depth buffer mode: Renders scattering effect using the depth buffer instead of re-rendering opaque objects: Enables CPU and GPU performance improvements (anywhere from 17% to 41% higher fps with the stock game and scatterer) Added option to render the scattering in 1/4 resolution and upsample for performance (incompatible will godrays, will auto-disable if godrays are used) Compatibility wi
  10. I really don't know what's going on, it may be a rare bug in scatterer in the ordrer the destruction is done, unless it can be reproduced consistently though I wouldn't know how to debug it. What happens if you remove buildManager. That's an eclipse, that's how it works, shadow = dark. Well that's disappointing, might be a random interaction I'm guessing the performance savings from EVE-redux are dwarfed by the other mods really.
  11. Here begins the odyssey of catching up on months of posts! Both are known issues for me. 1 will be fixed in next update. 2 is caused by EVE redux and I ahven't worked on it yet. For 1: Eclipses only apply to the sky, not (yet) on local objects/scattering. 2. No idea, looks like a precision issue with EVE-redux, are you on the latest EVE-redux? Is that Mun or Minmus's shadow? Lower experimentalAtmoScale and it should fix it. On 10x rescale you should put experimentalAtmoScale probably in between 0.5 - 1.0, adjust to taste. The new one is just the stock scat
  12. Huh, that's good to hear. @R-T-B what are these lighting fixes? Do you modify anything in the main menu scene relating to scale or the position/direction of the light?
  13. So simply put, main menu is on a different scale than both localSpace and scaledSpace. If I remember correctly it uses the same coordinates as localSpace but a completely diffetent scale. Somewhere the wrong scale information is being set for the cloud shader resulting in wrong calculated position and the funky behaviour that you see. I'll try to look into it for next update.
  14. I'm really not going to look into this if it happens only when cheating a craft into orbit.
  15. Start by posting your computer specs and resolution, and defining "extremely laggy" with a framerate number
  16. You sure about this? Show the planet in map view log file That looks weird though you're sure that's not the shadow of minmus?
  17. Not a massive rewrite, I already do it for Scatterer's caustics, they're integrated in the shadow system, I just have to take some time to do it.
  18. Alright, well to answer your previous question It can be made to work from anywhere, but there's two points there to think about: 1) Deciding at which distance to disable it, as having all eclipses being calculated for every planet is overkill, disabling in scaledSpace is kind of a simple way around this. 2) I was under the impression the game already disables the light when you are in the shadow of the planet even in scaledSpace, is this not the case? It doesn't look same as EVE eclipses as it disables the main light but the ambient light remains, in fact the problem with EV
  19. Can you post a before/after comparison? I have never seen eclipses applying to craft in scaledSpace before but I may have just missed them.
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