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Everything posted by Avera9eJoe

  1. It's only present when Scatterer and WindowShine are both installed though; it doesn't occur when it's the only thing installed: I can't think of any reasons why WindowShine and Scatterer would behave like this, but nonetheless they are the culprit after removing all else, and then repeating on a stock install.
  2. @Ger_space, Stratzenblitz pointed out to me a rather annoying bug and I pinned down to be an interaction between your TextureReplacerReplaced reflection plugin and scatterer of all things... The terrain flashes extremely quickly when underwater with Scatterer and WindowShine are installed: As I demonstrate it also happens while the game is paused. Any ideas?
  3. Apparently the Volta can reach 900m/s...

    1. Urses


      Nice Design. 

      Reminds me on "Bird of Prey"?

  4. Yeah the OP is still very barren sorry A video is in production though, as well as an imgur album with gifs
  5. Visual compilation In a nutshell Spectra is designed with these players in mind: Film makers: This pack will be my interpretation of the greatest visuals in KSP. An ultimate cinematic suite. Streamers: While this Spectra is made to be pretty, it should be able to run on a high end* system for normal gameplay without too many compromises. Stock part purists: This will add visual/audio effects and no more. It will in in no way effect the stock colliders, parts, or physics. Nostalgic veterans: Many cloud mods have risen and fallen over the years and in making Spectra I plan to take the best concepts of each of these mods and applying them it to a an updated cloudpack reminiscent of the old days. The bottom of the page highlights this in more detail. *If you who don't have a high end PC (Core i7s and GTX 10 series) You might look at SVE or Sci-Fi Visual Enhancements if it's too laggy When finished, I will probably release Spectra as two or three separate mods: Spectra Visuals for aesthetics and Spectra Sounds for the custom sounds. It's possible I'll make a third for Career settings (Play Your Way, Tree Toppler, Construction time, etc) if people want that. Videos: DOWNLOAD AND INSTALLATION Copywrites don't legally let me include KSPRC textures inside Spectra, so instead I have instructions on how to install his textures inside Spectra from Proots original download. If you don't want to use any custom terrain textures, delete the spectra_terrain.cfg file from GameData/Spectra. Download and install Spectra Download (but don't install) Proot's Kerbal Space Program Renaissance Compilation Copy/move the 'Terrain' folder from inside the renaissance KSPRC folder to the KSPRC folder in GameData after installing Spectra. Image example Done Licensing: All mods included in Spectra are used with permission from their respective authors, and are each licensed under their respective licenses (MIT). All files inside "GameData/Spectra" (I.E. the cubemaps and configs) were made by me (Avera9eJoe) and I give them freely to edit and redistribute so long as you follow the licenses of other mods and give credit were credit is due. Thanks. Once again, please post any and all bugs or suggestions. It's your input that I use to make this pack better. Current step: ? Notable concept (In no order): @Astronomer's visual packs (All of them) - I can't thank you enough for what you've done for your ground breaking work on the aesthetics of KSP. Thank you Concept of bioluminescence on Laythe Lightning (unsure if current EVE supports it but I'll try) Concept for Auroras Cloud textures (Thank you!) @Proot's KSPRC v1.0.5. - concept image post by @drswagboss from December 2015. Focus your eyes on the textures from low-orbit. It's what I'm hoping to add with Spectra. Concept for ablation on Moho Concept for warped clouds on Laythe Original concept for a green-tinted Eve @Galileo's SVT and GPP - Your works are incredible... Thanks for all the help and advice Concept on cloud and particle effects Terrain scatters @blackrack's Scatterer - Just when I think Scatterer is as good as it's going to get, you always add something else new and even more beautiful. Thank you for everything. Sea foam, ocean, transparency, refraction (image post, current WIP) @erona's and @Thesonicgalaxy's Better Atmospheres - The original cloudpack to add glow to non-atmospheric bodies. If you said this is where it all started, you wouldn't be wrong. Concept for blue Duna Cloud textures @panzer1b's Sci-Fi Pack - Your pack is incredible, and yet still surprisingly simplistic! If you don't have the PC to run Spectra, definitely try his pack. Proving that planet glow can still be done in new EVE, and look even better than before. - formatting on the go
  6. Greetings! Could a mod please move this thread from Add-on Development over to Add-on Releases? It's finally out for show
  7. Well it's almost 4:30 but I'm finally able to let Spectra v1.0 out of the bag. Gnight everyone :) I'll be up sometime in the afternoon...

  8. I tested and that new release works perfectly with Spectra; in fact it actually works better seeing as it fixed the terrain scatter issues It's not in the release though; if you want to you can simply remove and replace the two folders that come in the kopernicus download. That being said, you might want to just wait as I should have a groundbreaking update coming sometime within the next four hours.
  9. Congrats on the release! I noticed that you have an outdated version of ModuleManager in the zip though?
  10. Those would be lightning strikes
  11. Hey @WazI was curious about a few things related to textures and performance - are png images converted to .dds during load? I'm curious because a lot of cubemaps textures are .png files to so the channels don't blend in compression. If they are all converted in loading it would be better to save the RAM and file size and go with .dds... Relating to performance, it feels as though new EVE is more GPU intensive than the pre-reboot ever was. I'm too reliant on the Scatterer-EVE integration (and cubemaps) to go back to KVE but I'm curious if there was a performance drop with the reboot?
  12. Hey, I wanted to apologize for my GPU usage complaints Scatterer is only using around 50-60%, and the extra 40% has been taken up by a mixture of Smokescreen and EVE clouds. Sorry
  13. Honestly I'd prefer to turn off eclipses on moons than have it look this bad. Everything would still eclipse properly on Jool/Kerbin/Laythe; it would simply remove the marble glow by making non-atmospheric planets no longer eclipse. EDIT: Huh. It seems as though Scatterer is drawing eclipses by painting the atmosphere black instead of the planet? I copied the config from Duna to Ike and it's doing eclipse to the atmosphere I pasted in. From this I can extrapolate that Scatterer only adds eclipses to the atmospheres it adds itself; it doesn't directly add anything to any planets without configs (though it might be breaking their effects via EVE-integration). @blackrack I'll ping you here just for interest We chatted about this a while back being able to enable and disable scatterer effects per planet, and it could be that I'm just not doing it right. In a nutshell though: The Scatterer-EVE integration option is causing lots of havoc to the layer2D glow effects when they are eclipsed by a different body (I.E. Duna eclipsing Ike, Kerbin eclipsing the Mun, and Jool eclipsing any of it's moons causing the planet to look like this in the dark). I think that disabling Scatterer-Eve integration on the planets without a scatterer config will fix this issue, but I don't know how to. I'm guessing I need to add a line into planetlist.cfg? 2ND EDIT: I added a module for Ike in scatterer's planetlist.cfg and disabled Eve-integration on it, but nothing happened in game; still broken effects.
  14. Dude... good stuff
  15. Update: It's definitely EVE-Scatterer integration causing the issues. Turning it off or removing scatterer makes it completely vanish. However the EVE eclipses look dreadful... I took that image without Scatterer. I've been using the Scatterer eclipses since they have a faded edge. My guess is that if I could disable EVE integration on all the planets without an atmosphere it might fix this whole issue, and let me use Scatterer eclipses. Though I tried and failed at doing that in configs. When it comes down to it though, I'd much rather keep the ugly eclipses I have now than use the EVE eclipses. It's far more intrusive seeing a massive black dot than seeing the glow IMO. The other solution would be to remove the glow configs... wait a second. Testing something else.
  16. I've been using your mod as an example and for testing took both your shadow configs. The "shadows.cfg" is the same as it is in standard EVE if I'm not mistaken, and the only change to the "Scatterer_EVEShadows.cfg" I'd need to make is changing the top bar to say "Spectra" instead of "StockVisualEnhancements? The thing is, there aren't even any Scatterer configs for Vall or the rest of the non-atmospheric bodies. The glow is an old Layer2D "feature" from EVE 7-14 before Scatterer was around, and I asked Blackrack to try and get them compatible with Scatterer a few months back (And he did! Hence them being in Spectra). You probably have more knowledge on this than I do but I don't know if it's as simple a solution as that. I'll uninstall Scatterer though and see if the glow still mess up like that. EDIT: I pinged you on Discord too if that's faster?
  17. Sorry to say but doing this had no effect. I disabled Scatterer eclipses and restarting changed nothing at all: Doing more testing though.
  18. Oh cool! I'll update that in the next release
  19. It's on all planets with glow effects I think it's an issue with Scatterer trying to integrate the glow effects with it's settings. Laythe doesn't have a glow layer so you don't see it there - Vall is probably the easiest moons to see eclipsed so it's most prevalent there. I'm uploading a new version now, actually
  20. @Alteroz are you sure Vall isn't in an eclipse?
  21. Huh... I didn't see that during testing. Looking into it now.
  22. Version 0.8 is live This update adds three major things: Major performance improvements. I'm getting around 20-30 frames more with this release. Lightning added to Eve, Jool, and Laythe. It's still WIP so I'd love any and all feedback on this! Revamped and improved clouds on Eve. What I hope to add next: A typhoon that travels around Laythe's equator? Still need to do some tests though.
  23. SPC - Spaceplane Corrections Hello everyone! Personally I've been pretty annoyed that a number of stock parts don't have matching colors or shades. There are two generic white coats used for splaceplane or rocket parts, and there are at least five different shades of gray used for trim (Mk1, Mk2, Mk3, Spaceplane, Airliner, etc...). This really bugs me when building intricate craft so I decided to fix this with FSTextureSwitch by adding a widget to swap some textures between trims as well as fix a number couple of misaligned textures and add a few aesthetic changes as well. I hope they suit your fancy This mod is dependent on the Firespitter plugin maintained by @RoverDude and ModuleManager maintained by @sarbian. Thank you all so much for making this mod work. Complain about mismatched textures here! It's the best way for me to fix them. http://imgur.com/a/KjyV5 (Album in-case the embed breaks; open sequential images in new tabs to see differences) Download: SPC v0.15 (Spacedock) License: This mod is published under the MIT lisense. View it here. Things to do Add white and gray scale versions of the standard nosecone Add white variants of the large end-cap parachutes Tell people to keep giving suggestions! It's the best way to get new ideas. ??? Well, this is it for now folks. Thanks for the read, and see you all later. - Avera9eJoe
  24. large triangle? The stripes only have rectangles, a triangle would look very out of place. Besides like I said above, I don't have the artistic skill
  25. Nope, The current texture is as streamlined as it gets. I wasn't able to make an improvement on it through edits