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Space Cowbuoy

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  • About me
    Bottle Rocketeer
  • Location
    Doncaster, UK
  • Interests
    KSP, other indie and some mainstream PC gaming, music [roots, blues, soul, rock], science and nature. Unbending and pitiless slaughter of the innocents. Sex.

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  1. I would love to see this in 1.1, it really adds a cute touch and I miss it x
  2. Do you experience a lot of flickering when you pan or zoom the camera dude? Thanks for letting me mess around with those settings! They look lovely to fly over but break all over when you get too close lol Being able to tone down the foam is a great idea! x
  3. Hi back at you man Did the test. Removing EVE didn't help with the green jaggies, but running in dx11 did remove them. However the post processing layer, the ocean layer and the edges of landmasses especially [interplay between sea and sky shaders?] have begun to flicker like crazy in dx11. There was some flickering before when moving the camera, but moving the camera or zooming now causes serious flickering especially at high altitude. Everything else, as far as I can tell, is working great. BTW: I was also having the weird halo over Kerbin [which I thought best not to complain about ha] and those new files you provided cleared that up quick smart, good stuff!! x EDIT: Oh my stars, flickering aside, it looks so convincing; can't compliment you enough. EDIT 2: Did anyone disclose the settings for the ocean shader as seen in the OP screenshots? It reminds me of the sea in Empire TW and I want it!!
  4. Yo kids so I hate to be "that guy" but could anybody tell me a) how big in pixels the ideal cover photo size is? and, b] where do I go to add a signature to my posts? I've been looking through my profile settings and I've not seen it... Any help gratefully received guys, thanks x
  5. Thanks for the suggestions @Deutherius really appreciate the help! Yeah, I'd noticed toggling post processing got rid of it too but like you say why do that lol? At least it leaves the ocean shaders if I'm really desperate ha! As for using dx11 I don't have a problem doing that I haven't tested it yet myself [so far in testing on using dx9] and I'll give it a go. Only thing is have you noticed any bugs or glitches arising from using dx11? Some people on here have been saying it's more unstable with scatterer than 9. Peace bro x
  6. All of this, in my face, right now!!!!1 XD In the mean time I've tried everything you've suggested @blackrack but I'm still getting these strange green triangular artefacts coming down from the horizon, they are in 1.0.4 and 1.0.5 now... The only way they disappear is if I set the oceanrenderqueue to 3000 or really close to that; for example at 2500-2990 they still appear. The sea looks weird when it's up at 3000 though. Strangely they only appeared when I got up in altitude to 50% cfgpoint1. I tested this multiple times and tried to see any settings that changed massively between the two points. Again sorry if this is more useless noise, but I've not seen anybody else with this green triangle thing. I knew I was asking for trouble running it in 1.0.4, and 64-bit, but I thought you'd like to know I see the same thing in 1.0.5 Peace man x
  7. YAY!! Great news, I was going to ask about this too but you're already fielding inane queries from me! Is it still possible to modify the OceanRender queue with this new 0.0215 version or does the line oceanrenderqueue=3000 added to the config file work even if I can't edit it from the GUI? Also is there a line I can add to start with post processing disabled? And I'd love to know what I need to edit to increase atmosphere heights in earlier versions of Scatterer, say maybe v0.01781 for 1.0.4, if such a config edit exists? Thanks again for all your hard work @blackrack !! At the moment I'm just a guy asking stupid questions, but I swear when I get everything up and running I shall provide you with screenshots of such beauty and composition you will never want for promo materials again! x
  8. Once again I would be more than happy to try anything you can suggest dude and I appreciate you looking into it. In the meantime is there a line I can add to the config to make it start with post processing off as a workaround? In reference to the ability to toggle the default water back in, this is great news! Peace x EDIT: Took a minute and can confirm that on my system, KSP v1.0.5 64bit with just EVE/SVE ultra and scatterer latest with the fixed .dll runs beautifully with no artefacts I can see and looks just, just... Stunning. Just in 1.0.4 having my issue.
  9. @blackrack Hello brother thanks for posting up that .dll I've used it and increased oceanRenderQueue to 3000 and as you can see with these images it's largely resolved the "clouds through water" issue, at least it's not as obnoxious! However I'm still seeing this strange disc effect on the ground that seems to be an issue with something else? Turning off post processing gets rid of it. Sincere apologies if I'm being dumb and bothering you unnecessarily, but I really appreciate the help thank you so much x PC Windows 8.1, KSP 1.0.4 64bit workaround, no mods except scatterer latest with the new .dll and EVE v7-4. Rendered in directX 9. Also everybody's screenies are amazing! The future is so here!
  10. Haha I quoted you ... I'm not asking for official support as I understand we've moved on to KSP 1.0.5 now, but would you kindly offer an opinion for a guy still enjoying his heavily modded 1.0.4 install? I promise you I've been up and down the thread especially 10 pages back from here but didn't see any pictures of similar issues or read anything that sounded like this. Are there any fixes for issues like this? BTW this is in 1.0.4 and aside from these glitches I can confirm the game plays fine and up close the water shaders are flippin' amazing, amazing work!! Peace x
  11. Don't mean to necro, but have to confirm deleting DOE from my Gamedata folder fixes this infuriating issue! Peace.
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