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rbray89

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Posts posted by rbray89

  1. Just now, sp1989 said:

    So if thats the case then it seems I am the only person trying to run SVE for 1.1 on mac. Because if OGL is the problem then it should be affecting all macs. 

    What I'd seriously recommend is deleting KSP and starting from scratch. Install JUST SVE and see if you get the problem.

  2. 25 minutes ago, sp1989 said:

    @Nhawks17 @rbray89 Ok so I reinstalled KSP. I verified the integrity of the game cache. I redownloaded and installed SVE and Scatterer. Here are my new logs. KSP.log https://www.dropbox.com/s/pcybc65bdg6owx6/KSP.log?dl=0 Player.log https://www.dropbox.com/s/j9pm1i59c04ycoi/Player.log?dl=0

    But sadly it still doesn't seem to be working properly. 

    S9dSR0u.png

    Tmzuac3.png

    jAYOiwb.png

    This picture in particular looks beautiful. Its just that I know its not supposed to look like that. Kerbin looks like the entire planet is a megacity all connected. I am probably doing something really stupid which is usually the case. So I apologize but if there is anything else I can do to help you help me please tell me. 

    And without SVE?

  3. 8 minutes ago, Nhawks17 said:

    @rbray89 thoughts? I can't think of anything else it could be. Logs are in the second quote

    Install KSP from scratch? Including Scatterer & EVE. Make sure to download all current versions again. Don't add any other mods and try it out. Add mods one at a time to see which one is causing issues.

  4. 1 hour ago, mafkaas300 said:

    This mod is certainly filling in the eye-candy needs. It also decided to colonize the mun! I'd take it that it wasn't the idea! It is only visible in-game and not from the map.

    Latest versions of EVE 1.1 pre-release (checked on 15-4, 21:37 GMT +1)

    (I do not post many things on forums and was very happy when I found out how to add an image. I didn't find out how to upload my log file so I am terribly sorry for that but if I find out how I will.)

    Use gist.git.com to upload your log file (copy and paste it to there) and share the link here.

    Hmmm... You say it is only visible in the ship view? Very interesting. I thought I knew the root cause, but it seems to be a trickier problem to fix than I thought... I'm working on a more permanent fix right now by upgrading the overlay system I have in place now.

  5. 3 hours ago, mafkaas300 said:

    This is a very enlighting mod which certainly makes the game more visually appeasing. However I noticed two things:

    1. I don't think shadows project through the planet when an eclipse occurs.

    5Dq99ij.png

     

    This would be EVE. For now there isn't much of a solution. I'll have to figure out a decent way to check if the lighting has already been occluded. Or disable eclipses in map-view.

  6. Just now, peachoftree said:

    KSP 1.1.0.1206 (exp build), latest eve from the eve thread

    Mods:

      Hide contents

    BetterBurnTime

    Chatterer

    Community Resource PAck

    DOE

    EVE

    Interstellar Fuel Switch

    Kerbal Engineer

    Nav Utils

    Kopernicus

    PlanetShine

    RCS Build Aid

    scaterer

    Stock Visual Enhancements

    Module Manager

     

    Scatterer is visual. Try removing that. There is also Koperinicus, I could see that doing some things too.

  7. 22 minutes ago, Snark said:

     

    • Problem:  Beloved mod goes down.  Angry author chooses to pull the plug completely.  Restrictive license.  Solution:  Somebody will write a replacement for it.  Might take a while, but it'll happen.  (If MechJeb went down permanently tomorrow, I guarantee you somebody would be very quickly writing another autopilot mod.)

     

    This actually happened with the pre-cursor to Kopernicus. The dev behind Planetfactory pulled the plug and left, and Kopernicus was built from the ground up with MUCH a better structure and ideology.

  8. 2 minutes ago, Proot said:

    Very fast!! And now looks much, much better!! Infinite thanks @rbray89!!

    I don't know if I'm missing something but seems like in this last version the particles keeps rotating even at rotation 0.

    And by the way... what does and how works "noiseScale" in layerVolume?

    Hmmm... I think I know where the rotation is coming from.

    noiseScale and the position of the particles is plugged into a perlin function to determine size, orientation, and placement. It helps add "Randomness" to particles, but lets us move the particle grid around while still getting the same particle params.

  9. 3 hours ago, Proot said:

    Hi @rbray89, first of all: thanks for your efforts, as always.

    I've been observing the cloud system for awhile. And I've noted that the cloud particles spawn/speeds are "linked" to the main texture. While this is fine for the stock configs, the particles blinks when you use bigger/faster cloud detail textures. In many cases this spoils the "consistence" of the clouds.

    My question is: would be possible, in future versions, to have a switch to change the "particle link" between the main texture and the detail texture?

    I think that be able to link the particles to the detail, instead to the main texture, could do a great change in favour of realism, changing the blinking of the particles to a more natural "cloud evolution", based in the detail texture, but with the effect defined by the main thexture.

    In any case, thanks again for all!

    Done. New option for volume called followDetail

  10. 2 hours ago, Proot said:

    Hi @rbray89, first of all: thanks for your efforts, as always.

    I've been observing the cloud system for awhile. And I've noted that the cloud particles spawn/speeds are "linked" to the main texture. While this is fine for the stock configs, the particles blinks when you use bigger/faster cloud detail textures. In many cases this spoils the "consistence" of the clouds.

    My question is: would be possible, in future versions, to have a switch to change the "particle link" between the main texture and the detail texture?

    I think that be able to link the particles to the detail, instead to the main texture, could do a great change in favour of realism, changing the blinking of the particles to a more natural "cloud evolution", based in the detail texture, but with the effect defined by the main thexture.

    In any case, thanks again for all!

    Ah, I see, you'd like the particles to move with the detail rather than the main layer. I think that should be doable.

  11. 13 minutes ago, Rhedd said:

    Definitely downloaded the latest one from...

    
    https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/AnyCPU-EVE.zip

    I double checked.

    The city lights do not behave correctly in the map view, either. It's a consistent problem from orbit, in the map from a ship, and in the tracking station. Also, if I just use one map (either one) instead of a map in both light/dark slots, neither one will show up at all.

    I also found a new problem with clouds and eclipses:

     

    I feel bad posting so many bugs and feel like I should say how much more AWESOME your work makes KSP, so here are a few screenshots of things that AREN'T problems. ^_^ Thank you!

     

    The oceans of Laythe. Notice the rim of Jool in the sky. (Scatterer helps, too, but it wouldn't be good without the clouds!)

     

    Need logs! :)

  12. 13 minutes ago, Notorious_BJG said:

    I understand. Thank you for explaining this. It is really awesome to learn about all of this. 

    TIL about umbras and penumbras.

     

    For those interested, I did some solar physics problems to back up what rbray89 said... And I only got Kerbin done in about 2 hours. It was truly a pain in the rear.

    Essentially Kerbin has a Penumbra of 1.832° starting at the moon (12,000km away) and an umbra of 2.046° starting at a focal point 1,605km away from the planet's surface. The ratio of the umbra shadow to the perumbra shadow on the planet is about 1:20. The perumbra is a subtle gradient as a shadow, but is noticeable in shadows in real siruations.

    With Duna, whose moon is 1/4 of the distance Mun is from Kerbin, and orbits almost twice as far from the Sun, the shadow casted will be sharper, with shallower angles than Kerbin's shadow. Therefore the shadow is bigger (relative to Ike's radius), and the perumbra is smaller (in this case hardly noticeable).

    P.S. Physics can be very hard.

    This sounds about right. I use an intersection calculation to determine the ratio of sunlight visible to blocked rather than calculate the angles and have to perform expensive trig operations:

    v is the vertex of the point we want to shade
    R is the sun radius
    r is the eclipsing body radius
    P is the position of the sun
    p is the position of the ecliping body
    
    	inline half BodyShadow(float3 v, float R, float r, float3 P, float3 p)
    	{
    		
    		float3 D = P - v;
    
    		float a = PI*(r*r);
    		float3 d = p - v;
    
    		float tc = dot(d, normalize(D));
    		float tc2 = (tc*tc);
    		float L = sqrt(dot(d, d) - tc2);
    
    		float scale = tc / length(D); //Scaled Sun Area to match plane of intersecting body
    		float Rs = R * scale;
    		float A = PI*(Rs*Rs);
    
    		float s = saturate((r + Rs - L) / (2 * min(r, Rs)));
    		s = (INV_PI*asin((2 * s) - 1)) + .5;
    		return lerp(1, saturate((A - (s*a)) / A), step(r, tc)*saturate(a));
    	}

     

    9 minutes ago, CrashTestDanny said:

    Wow - this mod looks really neat!  I have one question - what kind of memory footprint does it have?

     

    Thanks,

    Danny

    Not insignificant. You'll want to use 1.1 x64 version.

    7 minutes ago, Rhedd said:

    Assuming the link in the OP points to the very latest 1.1 version, I'm still getting the same problems I mentioned before, so I'll post screenshots...

    The shadows from clouds shade planes that sprites are drawn on. Look at the water tower light in this shot.

     

    The daytime city texture shows up as glowing at night, and the nighttime texture seems to be ignored (or sometimes mixed in as a buggy square pattern).

     

    The city lights really need a maximum distance setting like they used to have in the older EVE, too. You shouldn't be able to see city lights from the moon!

    The shadow issue is due to KSP not adding proper shader tags to things. I can try and fix that. 

    You sure you downloaded the most recent version? I thought I had fixed the issues people were having with city lights. Guess not. When this happens do the lights behave correctly in map-view?

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