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Benzo Kerman

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Posts posted by Benzo Kerman

  1. 11 minutes ago, skogs said:

    I also just had a craft reported as exploded and camera drifting away, though visually the craft still seemed docked. 

    As soon as you click undock timewarp, the craft may clip into each other but will drift free. Hope this is fixed soon!

  2. On 1/8/2023 at 4:56 PM, Stephensan said:

    I'm showing that they do have such technologies to make clouds look as good as a certain mod that being produced for ksp 1. but the lack of nothing more than mix of cirrostratus clouds, altocumulus clouds and altostratus clouds for ksp 2 kerbin just looks... sad? like something they created, and just removed all function of, its hard to put my input on it without sounding insane, i was expecting big beautiful clouds with tons of variation but all we have seen as of current KSP 2 clouds on kerbin is rather flat, smooth, with some "textile" bumps here and there with it being mostly semi-transparent.. with almost nothing showing like a "ecosystem" of clouds, just a one type of cloud for the entire planet its just a shame as of now to see it everywhere like that.

    I have additionally become curious of this... we have been shown stunning visuals, and then in the recent beta footage, it seems to be a serious downgrade. Besides just clouds, we've been shown some amazing surface scatter:

     Where'd it all go now?

    ss_075746834e7c2a20a0046a4c6352720af1dd3f34.1920x1080.jpg?t=1672938786

    There is no pushing the fact aside: we've seen a definite change in style in the latest images a videos. There are two possible options. 1: the beta stuff is from a build that does not have all the visual aspects incorporated- it could simply not be ready now. It could, if not present at early access, be integrated in a later update. This seems unlikely though, as if they have beautiful stuff, why wouldn't they show it off? 2: as @Bej Kerman has mentioned, they could be trying to go for a set visual style, one that isn't realistic per se, but at least is consistent. This seems quite likely too me, but at the same time personally is disappointing. It just feels a little sad that they have the technology at their disposal, yet have chosen to ignore it or use it in a way that doesn't look as good. When I saw the amazing show and tells showing off the new graphics, I dreamed of KSP 2 having amazing cinematic visuals. But alas, I guess modding is a big planned feature, so it may once again be up to the modders to make our stuff cinematic. Or, you know, it could be option 1...

    I feel kinda bad about saying this, as all the devs seem to be really passionate people, and just dissing their work like this feels bad. :(

     

  3. On 12/12/2022 at 9:54 AM, Thundy said:

    I'm more interested in the reflection on the helmet, I wonderwhat type of reflection it is.
    It LOOKS raytraced but let's not jump into conclusions here, Cube maps are capable of getting very similar results; KSP mods already do this. So, I wonder is it dynamic cube maps or something else? Not many types of reflections are capable of reflecting from curved surfaces.
    I don't see any refraction so this is probably not raytracing.

    Pretty sure these are just screen space reflections, they are used by many modern non-raytracing titles. They also look really good too, so we'll definitely see some better looking lighting in KSP 2.

     

  4. @HansAcker and @dok_377 I have seen this happen using Scatterer 0.7xx when using projector mode which allows the use of stock msaa. Projector mode no longer exists in the latest version of Scatterer, so if you need to stay in 0.7xx use smaa. If you can, update to the latest version as it's taa looks better than both msaa and smaa. :)

    Edit: when parallax 2 first released it also disabled like all ambient light. I believe if you download the latest version this has been fixed.

  5. Yeah it is rather complicated. (Explanation time)

    87GT7oE.png

    Here we can see there are three tabs at the top. Right now, we are only concerned about the atmosphere and config points tab. (I mean, lets face it, Duna doesn't have an ocean...) In this image I have the atmosphere tab open, there are only really two things here, the control of Rayleigh scattering and Mie scattering. Atmospheric scattering is where light (photons) hits the atmospheric molecules and kinda just bounces around, also known as being scattered.  Rayleigh scattering is where the molecules in question are smaller than the wavelength of the light, it is what we see when we look at the sky in real life. During the middle of the day, the light is gets scattered by the nitrogen and oxygen and whatever else there is, and looks blue. The light that directly hits us though is relatively unchanged, and so it is white like it would be in space. During the middle of the day the sun doesn't have to shine through much atmosphere, only what is directly above our heads. But at sunset/sunrise, it has to shine through a lot more atmosphere, just think about it. At this time of day, the sky as adrift with many colors, but mainly: red. The light at sunset that directly hits us is also red. On planets with red atmos, like Duna, this sunset light is blue. In the Scatterer config, the Rayleigh scattering is just directly controlled by rgb values. For Kerbin, for example, you'll notice that this rgb value roughly equals blue. For Duna, red/orange. The ratios between the colors determine how saturated the color will be. If they were all equal for example, the atmosphere would have no color. A little green would make it pale green, and then lowering the other colors would make it a much more intense green. These values also directly effect the thickness. And if you like the color ratios, you can see there is an auto-thicken value to assign. In the config tool you configure Mie the same way. But Mie is different- Mie scattering is where the molecules scattering the light are larger than the wavelength. Mie is dust, water drops and is what clouds are in real life. In Scatterer, Mie is just a haze. Duna's atmosphere has much dust, so you will notice the Mie values are much higher here than other planets. The Mie phase function asymmetry kinda controls whether the Mie looks like a dust haze or a sea fog. The higher the value, the more it looks like sea fog. All the other stuff here you don't really need to worry about, as it is basically just determining the physical characteristics of the planet.

    JUEwQQB.png 

    The config points tab basically works around the looks generated by the atmosphere. You can change the exposure (both for the sky and scattering,) and other than that, there is not much to worry about. When you get it the way you like it, hit save and it will save to wherever it is pulling the cfg files from. If you mess up, just change scenes and it will go back. A good way to this is to make a quicksave if you are changing it from flight, and then reload. If in tracking station, just leave and come back. I learned entirely from messing around- don't be afraid to experiment. There is also a wiki explaining some of the other config point stuff: https://github.com/LGhassen/Scatterer/wiki

    Also, if the text in the "cfg file used" part is red, delete the AVP Scatterer config folder. If you want, I can also send you my Duna Scatterer configs, if you like the way they look. :) 

    Have fun, this is something that will make more sense with time and experimenting and is cool to know.

  6. This is actually the way Duna should look, nothing is wrong here. The mod that handles the nice atmospheres, Scatterer, has hanged quite a bit since the release of the AVP trailer. Fortunately Scatterer is easily configurable, if you want to change the look yourself, just hit shift + alt + f11 while on Duna or looking at it in map. This will bring up the Scatterer UI where you can adjust all the characteristics of the atmosphere. It may take some time can take to learn it, but it can be very fun to know, or I would be happy to make you some configs that look like they do in the trailer! Hope I can help.

  7. On a slightly different note, in my government class we were talking about how metro government works in Oregon. I noticed someone mentioned with an intriguing  last name. Guys, I have found a real life Kerman:

    IPHrEC3.png

  8. Hey, @blackrack quick question- you have said there will be decal cloud formations with the volumetric cloud release, but will we be able to configure large scale 3d formations? By this I mean like polar votices on gas giants, or large scale storms, and large duststorm fronts (like the ones we see on mars 100s of kilometers across.) Sorry if this is too early to ask.

  9. 11 hours ago, blackrack said:

    I guess haven't updated anyone in a while so you all might think this project is dead. I haven't been very active in the summer but I'm getting back to working on volumetric clouds now and they are very much alive, though I still have a lot to do

    Some random screenshots I took this week (though not showing any new features for now)

    7tC0csL.png

    E92IgXX.png

    It's great to have you back! A little time away always does you good. It is hard work like yours that really makes this community so special.

  10. 15 hours ago, HafCoJoe said:

    Attempting some back-end maintenance to make things install a bit more easily. There's a few issues with trying to use the non-Scatterer atmospheres that stems from outdated MM patches and config files

    Currently to use the Scatterer effects you are required to install Scatter, Scatter-default-config, and Scatterer-Sunflare, despite Spectra providing it's own config files and sunflare. I'm fixing this so the latter two are no longer required; just Scatterer

    Hold up. Aren't these just part of Scatterer when you download it anyways? And if you are talking CKAN, Scatterer needs all of these to have the configs so that it knows what bodies to add effects to. Without these you will need a whole new planets list, and sun config. Right? Maybe I'm missing something.

  11. 2 hours ago, HafCoJoe said:

    Curiously, Parallax + PlanetShine seems even faster than just Parallax? Strange.

    Try to test this out on a non-atmospheric body. I don't think planetshine applies a light source while in atmosphere, I think it just adjusts the ambient light level. I noticed the biggest difference on the mun. Specifically while landing from orbit. Again, this could just be me.

  12. @Krazy1 I think I can see the problem. Make sure you don't have the default EVE configs. Spectra provides its own configs and using the two at the same time will result in two different config's clouds being used. In this video you can see that the default EVE config's clouds, which are above the Spectra ones, fade first, explaining the change. Makesure to not have the default EVE config and have module manager so Spectra's clouds can be applied.

  13. 4 hours ago, adriangm44 said:

    Does it work with the last version of Scatterer? Cause I updated both Spectra and Scatterer (stayed in 0.0772 cause the atmospheres looked really thick and weird) at the same time.  I got inside a save file and this is what I got:

    It is designed to work on 0.835 so make sure thats what you are using. Are you using the vibrant sunsets extra? If so it may make everything look a little pale. We are currently working on changing this a bit.

    Edit: The whole point of this update was the get the Scatterer compatibility up to the current version. I think that may not have been obvious. As for the problems with the planets, this is what they should look like...

    Eve: (no wierd transtitions)

    Spoiler

    x3oqH60.png1wuxhas.pngIuyxX3e.png

    Kerbin: (this will be the look once a future patch is pushed to fix the pale look, but it's not too different from how it currently looks)

    Spoiler

    vcxGynd.png

    Duna: (with the vibrant sunsets thing)

    Spoiler

    vihxoih.png

    It is also possible that @HafCoJoe made some changes

  14. I just threw together a trailer for the update, seeing as there are a few new things, enjoy :) (looks best in 4k)

    Spoiler

     

    Note the new volumetric Minmus fog, which will be in an "experimental branch" of the update!

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