Blacks

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Everything posted by Blacks

  1. k i will be more direct [1.3] Collision FX v3.2 (2017-03-09) Now with biome coloured dust! it supose to be [1.2.2 / 1.3] Collision FX v4.0 Now with biome coloured dust! last version what you have is i say agen > 4.0 < NOT > 3.2 <acording your OP & your github confusion confusion but noo bigie
  2. Some little confusing info Title it say => [1.3] Collision FX v3.2 (2017-03-09) Now with biome coloured dust! => OP & github say last version is "Collision FX v4.0" what acording changelog is compatible with 1.2.2 noo bigie but what is what that is ze question? cheers
  3. yes i am play on 1080p & downscale in OBS to 720p for recording end in smaller file & gz for your new video card then
  4. you can see framerate in video what i post is on top near altimeter aka around 20-40 p.s. my advice is to get a model from asus, msi, gigabyte at list it realy matter who was build
  5. my video card is GeForceĀ® GTX 1060 WINDFORCE OC 3G & i am happy with, probabil was better to get that version with 6G Vram but hell difference it was to high ... in rest for a medium budget is a great GPU https://www.gigabyte.com/Graphics-Card/GV-N1060WF2OC-3GD#sp soo video what you was seen was done with this rig: Motherboard: Gigabyte Z77X-UD3H CPU: Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz Gigabyte Geforce GTX 1060 OC Windforce, 3 GB, 192-bit RAM: 2 x 4 GB Corsair Vengeance Pro Red Hdd Seagate 1 TB 7200, SATA3 OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Framerate was show by SmallUtilities FPSViewer mod done by SpaceTiger
  6. well i was play with 0.3.1 release what was work fine for me for testing & i know at this point till scatterer is not came with new proper release for 1.3, see that texture flying bug, all visual pack are on stand by, i already take new dll from blackrack github & test it but i think it require new shaders to .... but till he will not say is ready we need to be patience p.s. small sugestion try add a AVD.version file to let ppls & you track release what you set up
  7. @Matchlight one thing try to update DistantObject from your pack you have 1.8.1 when is up 1.9.0 aka check https://github.com/MOARdV/DistantObject/releases
  8. @Matchlight framerate it can be push much more IF is disable from Scatterer > Ocean: lights compatibility < but then water it will not reflect light what it will brake pleasure to fly in night i activate that intentionally, normal for who not care about fly close to water it not worth to keep that active
  9. a nice visual pack what was make me to do this: cheer mate
  10. Hello there a small issue: Dependency: > Kopernicus = Link broken "Invalid thread: 114649" cheers
  11. @Phineas Freak sorry I don't have time to spend now with more detail, because I am busy with a death in the family, but according print screen what i already posted, "Rt = 6461153.5" value sugest by @Gaest resolve Earth blue bug the only bad part is citylight ... anyway i am out to deal with fun part from real life ... cheers
  12. For curiosity what more exactly it was purchase & from were? coz from my experience all visual pack are base on one think aka NASA picture what are free or let say most are free for not commercial purpose usage ... i am not speaking about work done after or final result get after was take 1 picture from Nasa & modified for a specific goal I am asking this coz i was looking on most visual pack what was out & most i can say "most" have same thing with diferite variation rotate 90 clock wise, mirored, moved 3 cm to left ... removed something ... but all have same origin p.s. this not means i want to blame or point finger to anyone is stealing or cheating or brake intellectual copyright ...nop is just a simple question & i not want any to get offended ... each brush, each color, each change is a source of inspiration for someone or something who want to play with imagination cheers
  13. value check & set = yup it fix problem bye bye blue planet & welcome back our dear earth with continent, land \o/ (under dx11 switch run) i check this time 1499999, 999999, 899999, 799999, 699999, 599999, 499999, 399999, 299999, 199999 distance & all is fine clound, land, water single thing what i seen wierd is daiylight city are bad scale or something is not fine see print screen View from 1499k @Gaest nice
  14. Acording your logs you have 2 Visual pack in same time 1. RSSVE > [LOG 13:01:26.026] Load(Texture): RSSVE/Assets/DetailTextures/DetailAltostratus 2. StockVisualEnhancements > [LOG 13:01:42.723] Load(Texture): StockVisualEnhancements/EVE/Atmosphere/Textures/Aurora Bad bad bad remove SVE or RSSVE & stick to only one, SVE to be use it need to be change to RSS needs aka i hope you know that cheers
  15. Visual pack are not only about RAM is about GPU & Graphic engine what is use aka in KSP case is Unity, or to be more precise i will give you a example difference between DX9, DX10, DX11, DX12 Max Texture Dimension allow to be use or how complex Shader it can be ... if you want to discover more see link below is just a fraction from how sensitive is this subject. If you want to reduce all equation only to RAM it allow to use more & more & more mods what it bring many parts in KSP library with high rez texture (but last part it will feed from VRAM ) https://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx https://docs.microsoft.com/en-us/windows/uwp/gaming/understand-direct3d-11-1-concepts https://docs.unity3d.com/Manual/ImportingTextures.html https://en.wikipedia.org/wiki/DirectX
  16. @Phineas Freak we have a problem change what you was ask to be done it fix partial issue aka what i was not pay attention in print screen!!! we have noo continent or land & for that i done more test HyperEdit fun time aka i was change altitude of satelite 999999 - ok - but noo continent seen / land 899999 - ok - but noo continent seen / land 799999 - blue planet - noo continent / land 699999 - blue planet - noo continent / land 599999 - blue planet - noo continent / land 499999 - blue planet - noo continent / land 399999 - blue planet - noo continent / land 299999 - blue planet - noo continent / land 199999 - blue planet - noo continent / land 99999 - atmo, cloud apear but still noo continent / land & some wierd texture what i think was or want to be from citylight or terain part ... this was done using DX11 switch soo back to square 1
  17. RSSVE\Scatterer_Configs\Earth\Earth_Atmosphere cfg 1. "drawSkyOverClouds" parameter and set it to false = check / done 2. "drawOverCloudsAltitude" parameter to "100000" = check / done result in print screan below soo this is a fix to issue, but now it came question way if scatterer is remove completely haze, glow planet it get screw up ? you have something hard coded in your build ? if yes then bad idea aka is good to have a flexible visual pack
  18. aaa that you was meant ok. Well if you say DX11 switch was broke something then DX9 it will affect to after that to, but is good you succeed to replicate or triger ze :bug: now hard part is to find what was cause it or what it generate that, anyway if you need something specific how i say yell
  19. problem it is there to with or without "-force-d3d11" switch aka i remove that & run game with only this -popupwindow what means game it will run by default with dx9 what i say i test already in first post aka dx11 or dx9 same thing when you say "there's your problem!" you mean our SO it have a broke Directix or what ? coz in this case i will say you goo on wrong path
  20. Hello Here logs, you will have 2 diferite log: 1. RSSVE + Eve + Scatterer = EVESCAT dir => blue planet strike but scenario from print screan is noo more aka earth haze, glow is fine few NRE generate by Scatterer 2. RSSVE + Eve = Eve dir => remove blue planet but it generate scenario what you was seen in printscrean You will find KSP log + a extra kopernicus one what can help you (there are in gamedir\Logs\Kopernicus\), if you need more pm or yell https://drive.google.com/file/d/0B9RK2PFOUhe3cXd1U0FvcTV1WDA/view?usp=sharing cheer
  21. I can confirm RemoteTech v1.8.0.0 / v1.8.6 it fix / stop NRE spam aka https://github.com/RemoteTechnologiesGroup/RemoteTech/commit/82988559c5a03566feb7c622a5920e43a95649fd was a successful patch I was look on log & i see a lot of activity like this: cheers
  22. Hmm intristing BUT what it will happen if there are multiple ground station not only one?!?! what in my case for example i have ~56 ground station in a RSS scenario save (custom RemoteTech_Settings.cfg) , Default_Settings.cfg it came with corect name "Mission Control" thx for sharing & pass info Speaking about RemoteTech_Settings.cfg how it will be correct syntax ? A. MapFilter = Omni, Cone, Path (Default_Settings.cfg original one) B. MapFilter = Omni, Dish, Cone (RemoteTech_Settings.cfg custom one)
  23. Hello I can confirm blue planet bug, what it is fix only if is remove completly Scatterer, but then it came up other nasty part what you can see in print screen dx11 or dx9 same thing EVE (v1.5.6131.22338 / v1.0.0.0) DistantObject (v1.8.1.1278) Kopernicus (1.2.2-4) ModularFlightIntegrator (v1.0.0.0 / v1.2.3.0) RealSolarSystem 12 RSSVE-1.2.2.1622-RC3 (RSSVE v1.0.0.0 / v1.2.2.1622) Scatterer 0.0300
  24. Hello After replace RemoteTech 1.8.4 with new RemoteTech 1.8.5 it end on a massive NRE log spam from RT & game become unplayable. This is happen with 4 Sat in orbit scenario, only when i am try to goo to a specific sat direct view. spam it look like: i was not upload file because spam is massive & log file it end very big in very short time having same & same thing over & over & over like you will see in spoil i was duble check removing & adding from 1.8.4 (ok) to 1.8.5 (NRE spam) to 1.8.4 (ok) to 1.8.5 (NRE spam) and for sure new RT it have a big issue cheers