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RW-1

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Everything posted by RW-1

  1. it's still an issue, but I believe on the EVE side with terrain mesh Strike that, LG just released a new EVE: https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/ Redux 1.11.7.1 Latest Fix flickering city lights with Parallax (added a small depth offset) Fix volumetrics in VR (fix by @JonnyOThan) for Kerbal-VR https://github.com/JonnyOThan/Kerbal-VR Fix a nullref and some game event leaks (Thanks @BrettRyland and @gotmachine) Going to try it out now ... Update: It's fixed!
  2. Looking great, Guys with the new version let's just relax and report, and GL will look at the issues and correct as necessary. Between this and when BR releases EVE with volumetric clouds, a whole new generation of computer systems and players will have their hardware/minds blown
  3. Oh? So, uh, 3.1 is right around the corner eh? As we go thru this, question, space center looks darker now overall, a setting I missed? [waits as those better than I fool around with various tweaks]
  4. I was going to message you about that if anyone does that, it will just add the _scatters subfolder. but I know you did that to make the downloads smaller right? I'm also looking at Waterfall, No issues I see on launch from Kerbin, however I had a ship in orbit over minmus and firing the engine gave me a slight outline of the flames with nothing "inside", Unfortunately I didnt take a screenshot, but haven't yet seen it again, thought maybe it only affected existing ships, etc. Will look further today and post a screenie if I can.
  5. Arrrgh, I suck at compiling myself. There's always something .... Screw these false copyright scammers ...
  6. No TUFX, will try your suggestions ... Update - Temporal AA was the culprit, not sure why though, I've almost never messed with scatterer settings so far. Can you tell me where in the config by Alt-F11 the toggle is? I looked but must be blind, I enabled by editing the config file instead...
  7. Hi, Perhaps an easy one for you gurus out there. Mods: Eve, scatterer, kopernicus, parallax, planetchine, waterfall. Recently, my planet textures (and aset navball mfd to a degree) become blury. Rover on mun, blurry textures when moving turning. ASET interior navball mfd slightly if rotating in mun orbit, and if looking at mun thru window. Driving me crazy because last week it seemed ok, I dont remember what mod I may have updated last. I just know I had been rover driving on mun earlier last month and hadn't had the issue. I listed some of the mods that impact this, not all mods installed, any thoughts? I even reset setting in graphics and restarted KSP itself, same. It's not a dealbreaker here, just wanting to figure it out and learn in the process, even for someone like me who has played a long time. Most likely if we cant figure it, I figure a mod will update and it will be gone. You all know how it is .... Marc (RW-One)_
  8. Is it also in the Github ? Seems so in the master, cloning now ... If not, I can wait for it. Well, that went well, I have no clue with github, I'd better wait it out
  9. Fracking Awesome! Just found this and decided to add Waterfall as well, I'm really happy, and have refitted all my capsules Great Job! [Shoves Virtual Beer Mug across the bar]
  10. No, it's a bug, the sensors should be referencing AGL, not MSL to solve that problem, i submitted a bug report already, but I'm not sure where developments stands for the mod at this point.
  11. I wouldnt mind reducing the atmospheric haze height as well on Kerbin, seems larger now at 104Km Or should it look that way?
  12. Good to know GL is still working on it. Life comes first, we'll wait Though currently when in shadow of mun, for example, looking at Kerbin The cloud layer is dark, when not in shadow all's good. Thoughts gang? (typing this at work, couldn't add much here)
  13. No one expects miracles from you GL, but you do have a reputation for finding creative workarounds No worries
  14. Running Eve Redux, same with flickering city lights, not bothersome to me (I guess im not going to have an epilectic seisure from it anyways) but I guess we'll have to figure that one out ...
  15. GL, Nice job on the release! I'm finally grabbing it, though for my first load I got the same message as Dom, saying not supported, but im on 1.12.0 ...
  16. Sweet! Patch it when needed and move to KSP 2! Mods have us covered hehehe .... Thanks for all the great work on KSP!
  17. 10 years, the time does fly by .... Thanks Squad! Last major update? I think that's ok, moving to get KSP 2 out the door. KSP itself then benefits from all the mods and new ones that may come, and not having to go thru mod cycles. And there's no saying Squad might not return to KSP after 2 is out the door to apply things they learned in the meantime.
  18. This looks great! I may yet grab and play with it, looks like you have done remarkable work, kudos!
  19. No. Enjoy what we have now, and if it finally releases then we go from there, I likely will play both. I'll be the voice that gets slammed, but until it actually hits, KSP2 is vaporware.
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