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Found 20 results

  1. Visual Compilation "You are the closest to adventure, when you are the farthest from home." Less compressed Vimeo link and other videos: Film makers: This pack will be my interpretation of the greatest visuals in KSP. An ultimate cinematic suite.Hey there In a nutshell Spectra is designed with these players in mind: 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. Pictures: Spectra also works with SVT - there are instructions inside the download on how to set it up. Download: For KSP vv1.3.1/1.3.0/1.2.2: https://www.spacedock.info/mod/1505/Spectra Once again please post any and all suggestions! It's your input that I use to make this pack better. Ways to improve performance: You have a few options at your disposal that can highly improve your fps: Remove some extras RealPlume, PlanetShine, and DistantObjectEnhancement all tax your GPU. Removing one or more of them (Or any of the other extras) can improve your frames. Remove Scatterer Spectra has backup atmospheres that enable when Scatterer isn't in GameData. It will dampen the experience, but greatly increase your performance to remove it. Use SVE or Sci-Fi Visual Enhancements instead Both of these packs are beautiful in different ways and I highly recommend one if your PC can't run Spectra. Licensing: Spectra is licensed as MIT, meaning you are free to edit and redistribute everything in Spectra so long as you give credit and don't add a more restrictive license to your edits. What's mine is yours. Credits: @Proot's KSPRC v-0.7 PreRelease 3 Proot's Kopernicus surface textures are being used in Spectra with a custom config I made to remove tiling and dim down their intensity since Spectra uses less intense planet textures @blackrack's Scatterer Atmospheric scattering and tinting Ocean shaders @Valerian's PlanetShine PlanetShine is bundled into the original download to clear confusion with version checking. Base Albedo has been maxed in settings to create more interesting visuals, and quality has been lowered to reduce performance impact. @JadeOfMaar's Sunflares of Maar Spectra uses a dimmed version of his Primus sunflare. Inspiration: @Astronomer's Astronomer's Visual Pack - Interstellar V2 - I can't thank you enough for what you've done for your ground breaking work on the aesthetics of KSP. Thank you! Bioluminescence on Laythe @Proot's KSPRC v1.0.5 - concept image post by @drswagboss from December 2015. Focus your eyes on the textures from low-orbit. Surface textures Ablation on Moho Green-tinted Eve Warped clouds on Laythe Geysers on Eeloo @Galileo's SVT and GPP - Your works are incredible... Thanks for all the help and advice. Lightning Terrain scatters @erona's and @Thesonicgalaxy's Better Atmospheres - The original mod that added glow to non-atmospheric bodies. If you said this is where it all started, you wouldn't be wrong. Blue Duna Cloud textures @panzer1b's Sci-Fi Pack - Your pack is incredible! If you don't have the PC to run Spectra, definitely try SciFi. Proving that planet glow can still be done in new EVE, and look even better than before.
  2. Pood's OPM-VO (Outer Planets Mod - Visual Overhaul) Latest Release - v.0.3.5 "The Matoro" Pre-Release Beta - 23rd Sept. 17 Due to some users having issues with compatibility, please find below a list of the dependencies and the current builds used to run OPM-VO. Please ensure that you are running at least these versions of the dependencies or later releases: Dependencies: EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-1.2.2.1.zip (Release build 1.2.2-1) Scatterer: https://spacedock.info/mod/141/scatterer/download/0.0320b (Release build 0.0320b) Kopernicus: https://github.com/Kopernicus/Kopernicus/releases/download/release-1.3.0-6/Kopernicus-1.3.0-6.zip (Release build 1.3.0-6) Module Manager: https://github.com/sarbian/ModuleManager/releases (Get latest release build) Outer Planets Mod: https://github.com/Galileo88/OPM_Galileo/releases/download/1.2.1/OPM_Galileo.v1.2.1.zip (Unofficial KSP 1.3.0 build 1.2.1) Suggested Mods: Stock Visual Enhancements: https://github.com/Galileo88/StockVisualEnhancements/releases/latest - Galileo and I work together to ensure our mods are compatible and SVE gives the stock planets great atmospheric and visual effects. Stock Visual Terrain: https://github.com/Galileo88/Stock-Visual-Terrain/releases/latest - The texture pack that's built alongside SVE to make the stock bodies look amazing. -------------------------------------------------------- For all information regarding downloading/installing/using/licensing etc. for this mod, please refer to the Readme. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog: v0.3.4 - 08th Apr. 17 - Edited Tekto's & Urlums EVE cloud layers slightly, amended SVE integration due to SVE's new file structure and added in Kopernicus' new Ring Shader effects for all bodies (if Jool rings are present, they are maintained). Kopernicus' Ring Shader update is not incorporated in the latest Kopernicus release yet, however, the patch can be downloaded here to be installed into your Kopernicus directory: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w v0.3.3 - 02nd Apr. 17 - Added Sigma OPM-Tilt support, slight change to Urlum's rim exposure and now leveraging SVE's cloud detail textures if SVE is installed, if not, uses own placeholder texture as before. v0.3.2 - 01st Apr. 17 - Forgot to render Tekto's oceans... doh! Ocean shaders on Tekto have been enabled by adjusting Ocean Alpha values. v0.3.1 - 01st Apr. 17 - Fixed scatterer's configs so they play well with other mods and don't repeatedly add OPM body configs to other body's ones. v0.3.0 - 30th Mar. 17 - KSP 1.2.2 Compatibility update. v0.2.0 - 8th May. 16 - Rebuilt from ground up for KSP 1.1.2; Thatmo work has not been included. v0.1.2 - 11th Jan. 16 - Included support for OPM Tilt and Kopernicus Expansion. Compatibility with KSPRC has been fixed by including updated pqs.cfg file for KSPRC (bundled in distribution). v0.1.1 - 8th Jan. 16 - Forgot to include Scatterer files within .zip (Doh!) v0.1.0 - 6th Jan. 16 - Initial Release - First GitHub commit & beta release --------------------- Original Initial Post: With the release of EVE for 1.0.5 and Scatterer gaining multi-planet support I decided to jump right in and start messing around with configs for OPM as I rarely play KSP without it. As the two mods are still very much in their infancy really with respect to 1.0.5 and their latest releases I am learning as I go and have never shown any of my previous tinkerings with EVE in the past on these forums (I used to run a modified AVP-I, AVP-EoO and KSPRC mashup in previous versions of KSP). I initally started working on Tekto as it has a pretty crazy atmosphere in OPM canon. Current progress can be seen here: I also have very hazy mist clouds rumbling over the lowlands that look a lot like heat haze up close. These are very much still WIP and I am still learning new tricks/techniques with EVE's new volumetric cloud options. The look I have gone for is a very chaotic, dense atmosphere that is suffering from a sever over abundance of a toxic gas that could be generated from underwater plant life or similar. After visiting MatoroIgnika's Twitch stream he commented to me that he loves Thatmo and how it should look like a Triton analog, so... next on to Thatmo! Like Triton, Thatmo has a very think atmosphere but it can be visualised from orbit. It is very hard to convey through screenshots but a very thin, wispy cloud cover has been added, viewable from orbit. Down on the moon's surface, clouds are visible somewhat more than they are from orbit purely for the fun aspect of actually seeing the atmosphere present. Triton's albedo coefficient is one of the highest in our whole solar system and so I decided to make Thatmo very reflective and bright to convey the shiny, ice like nature of the moon. Its pretty blinding down on the surface. As the surface of the moon is refracting light through its ice layers I have also introduced a chromatic aberration-like quality, visible when in orbit. Finally at this point I have been tinkering heavily with texture generation for Gas Giants (as OPM has 3 of them!) using curling noise for procedural fluid flow to try and create some really interesting base texture maps for the gas planets. It has been pretty laborious switching between Linux running the generations and Windows for Photoshop texturing (I don't like GIMP at all) but its getting a lot easier to manage now I am use to the process. I should be able to utilise this technique to also create completely procedural cloud texture maps also with a bit of work that could range from thick stormy stuff ala Venus down to very light, high atmo wisps. As you can see there are a lot of different style outcomes using the same texture by changing the input parameters. Let me know what you like and what you think would suit each gas planet as I can create a variety of effects. Generation takes around 20 minutes and then I have to wrap a cubemap back into an rectilinear texture for use within KSP. All of this is really in its infancy and I created this thread as a place to store my ongoing efforts whilst also being able to receive some feedback. Progress may come in fits and spurts around work; I get two weeks off over the Christmas period I may be able to cram a load of texturing in. Depending on how far I continue the final piece of the long-term puzzle would be re-texturing the base moon textures to hi-res variants. Feedback is greatly appreciated and any thoughts or critiques are appreciated, even though at the moment all you are able to look at is screenshots. Once things become more substantial I will upload configs and textures in a pack for testing out within KSP. At this point I will apply a suitable license. Update 12th Dec. 15 - Been doing a little tinkering to test some different variables in the texture generation and thought... "why not upload some short clips on Steamable?" So: Sarnus - Test WIP Neidon - Test WIP Update 3rd Jan. 16 - Porting Tekto to new EVE syntax. Fog on Tekto 1 - Showing fog and dust clouds at low level. Fog on Tekto 2 - Showing the post processing depth buffer level at low level. Update: 6th Jan. 16 - v0.1.0 Beta Release - Initial Release (see changelog for further updates) Whad'ya think?
  3. My apologies if a solution for my problem is already available. I have tried forum and thread and Google searches, but could find nothing similar to what I'm experiencing. In certain circumstances, when I'm using Scatterer and WindowShine together, I get a visual glitch, which is a rapid and irregular flickering arc, or segment( I forget the correct maths term to use), of a circle. This arc is sky blue in colour. Examples in pictures - I had to spam F1 for a screenshot which captured the glitch:- Picture one, in which the glitch is showing itself on the left hand side Picture two, which was taken in the same session as the button-mashing which captured the first picture. This is how the scene should look Picture three, similar to one, but this time closer to the Mun. Note also the dark brown arc (shadow, maybe) on the surface texture of the Mun And finally picture four, again showing how the previous scene should look My troubleshooting has narrowed the issue down to (as the thread title says) a conflict of some sort between WindowShine and Scatterer. The mods required to reproduce the glitch are: (1) ModuleManager - a dependency for WindowShine (2) Texture Replacer Replaced - a dependency for WindowShine (3) WindowShine itself and finally (4) Scatterer. With just these four mods I can reliably reproduce the glitch. Windows 10 64-bit KSP-64-bit KSP 1.3 Steam nVidia Reproduction steps:- - take a clean install of 1.3 and place the four listed mods in Gamedata, as per usual - start 64-bit KSP - Start Game -> Training -> To The Mun, Part One - follow the instructions, just like you would if trying to complete the tutorial. Note, though, that in all my attempts during troubleshooting, I executed all burns and all timewarps in map view, only looking at external view to get my bearings - when you have timewarped through the transfer burn, and the game automatically returns to 1x speed, exit from map view into external view, and the glitch should now be flickering like crazy - perform the injection and circularization burns in map view, timewarping as necessary - when in orbit, having completed the tutorial, exit once more to external view and see that the crazy blue circle is still flickering Picture of my GameData folder, as per the instructions above:- And my log:- https://drive.google.com/file/d/0Bxlonfxg6YObRC1MREJmdTRISDg/view?usp=sharing Thanks for reading, any solution would be awesome
  4. Hello, I have a 1.22 version of the game with Realism Overhaul, real solar system, scatterer, planetshine, and real solar system environmental visual enhancements. I just started, and my skies have turned very weird colors, whether I am in space, at the KSC, or in the tracking station/map. I am pretty sure that this is caused by one of the previous mods, but I really would like to use them, so I am wondering if there is any fix that someone can think of. I have many other mods, though I have played without the visual ones and never had this issue In my 1.3 stock planets version I installed scatterer and EVE and had this same problem... Thanks! Here is a link to an image of the sky https://imgur.com/a/iUM9w
  5. This is not just another sunflare pack with many options and every color freely available for the one star... (the Sun), no. This is a pack tailored towards large star systems such as Kerbol Star System, Galactic Neghborhood and (if anyone dares ) To Boldly Go, and any smaller eccentric star systems featuring classes other than the typical G and M (yellow and red stars). This is a theme pack with (currently) two options for every star class, and 5 series (or families) of flares in total. Names: Ursa Minor, Phi, Canaan, Primus, Isk Usage restrictions: Example: only the G or stock pack sunflares are to be applied to the Sun and other G class Sun-like stars. Family names: Ursa Minor, Canaan and Primus were made with realism players in mind. Everyone is welcome to the stock pack but the other colors of sunflares will only be made available to planet makers and their collaborators who ask. For now though, just enjoy the stock pack. License: CC-BY-NC-ND. (May change but I just don't want recolors happening.) Install instructions: Unzip entire thing the first time to preserve folder structure. Then delete the sunflares you don't want. Stock Pack :: DOWNLOAD SSRSS Pack :: DOWNLOAD Galileo Pack :: DOWNLOAD Red Packs :: Soon™ Blue Packs :: Soon™ * May fail to work if added to a CKAN install containing EVE.
  6. This is a problem I have in all three of my 1.3 games; one is modded with 52 mods and the other is my "galactic playground" for building a new solar system mod. But now, I've got a lot of light. Any suggestions?
  7. I am having some visual bugs with E>V<E and/or scatterer and/or sci fi visual enhancements. So basically there is a weird ring around the sun and i also have distant object enhancement and was looking at jool and saw that it too had the bug. I have included some screenshots so you can see what is happening. If you know what is causing this or how to fix it please leave a reply
  8. Hey all. It's just a question, so I'll be quick. I installed RSSVE, but is it compatible with scatterer and planetshine? I found scatterer and planetshine by default, not rss configuration. So I am afraid of make my game crash or textures incompatible. Any idea?
  9. Good evening all. I have run into a Dilemma while trying out the KSP ADDON Scatterer. When piloting over the water, there are white pixels outlining the craft. Furthermore, when flying low altitude over land, there is a white-line-tear through the ground that follows me when flying and turning camera. please help? White-Pixles: https://steamuserimages-a.akamaihd.net/ugc/842587193160906139/EED1E85A82D0A6ABB1316147792C70A375B51CCC/ Ground-Tearing: https://steamuserimages-a.akamaihd.net/ugc/842587193160901359/7E7A4986626BAB6AAD43C4AC3EB33F947B9AFD23/ Thanks in advanced
  10. The origin of life

    About to land my (odd looking) lander probe which will do research of the craters in the Mün.
  11. Hi, I'm not new to KSP, but I'm still having troubles. I want my planets to look like in Matt Lowne's videos. But it's obviously not as simple as just enabling EVE, Scatterer, etc on CKAN. The mods I'd like to use are: EVE, SVE, SVT, and Scatterer. I don't really care about any other mods, I simply want my universe to be moar realistic that the lame stock planet graphics. So, when I enable EVE followed by Scatterer, I get the realistic atmosphere look I wanted. But when I go to enable SVE, the "Apply changes" button is grayed out. If I enable SVE first, it says it includes EVE, however when I do this I get SVE but still have the lame atmo-less look to Kerbin, Eve, and Jool. This is just one example. Then we have stuff like: "SVT (for Windows)", and "SVT-High Res". No indication of what the differences are, what dependencies they have, if they are compatible with SVE, etc. I have Windows, and I want High res. But it won't let me pick both! How on earth do I know which to use? And what does it mean when one of the mods in the list turns red for a second? For each mod, it seems there are several secondary "config" and "component" mods with them, and others I have to select from. I have no clue which of them to pick! This is probably part of my problem. This is all very annoying because every time I have to update KSP or build a new install, I have to remember all the same stuff I did last time... before I realize it looks totally different than last time! (Why can't they just make standard things like good visual mods stock?) Now before you suggest it, yes, I know I can just download the individual mods and apply them one by one. Problem is, I can't get the mods to work out correctly seeing as some parts of them override each other. I also don't have the time to be re-doing this all over again for every update. So I use CKAN, for no other reason than that! Can someone help me understand what all these little mods alongside SVE, Scatterer, EVE, etc are, and tell me what I need to do in order to enable all the main mods at the same time? Thanks
  12. I might be getting a new graphics card soon, so in the mean time, or if I don't get it, are there any tips to have a higher FPS when you're using EVE and scatterer?
  13. So I've just downloaded my first Graphic mods - EVE + Scatterer. They work but.. look a bit glitchy. http://imgur.com/a/u9D1E Is it just me and it looks absolutely normal or..?
  14. Hard to compete with the Scatterer Tsunami, but here's some footage I set to The Wormhole from the Interstellar Soundtrack. And some stills, for good measure.
  15. Scatterer Tsunami

    Just a short clip testing out some crazy scatterer effects. Pretty weird and awesome how you can customize the water effects so drastically
  16. Is scatterer (the visual mod) compatible with EVE? How about Planetshine? Or better, are there any incompatibilities with other graphics mods? Thank you!
  17. Eclipse Sunrise

    Jeb takes in the eclipsed sunrise at the lauch pad. Scatter and EVE at work together in KSP1.1(x64)
  18. Tell me what you think. Enjoy
  19. I just started playing with Scatterer and SVE to see if I can get prettier videos out of my KSP playtime. I'm a bit surprised to see a visible reduction in performance on an otherwise decent PC. Consider a Core i7 (i4771) PC with 32 GB RAM and a GeForce GTX 760 graphics card. Stock KSP using Direct3D v9 (-force-d3d9) seems OK delivering 60 FPS +/- 5 FPS consistently. Direct3D v11 (-force-d3d11) produced a sawtooth performance graph fluctuating wildly between 30 FPS and 160 FPS, and played fairly roughly that it was almost unplayable. OpenGL (-force-opengl) produced a different kind of sawtooth graph going between 30 and 60 FPS that ended up being quite unplayable. Now, I add Scatterer to this mix and no other mod. I find I can't even load the game without forcing one of either OpenGL or Direct3D 11. The FPS graphs were similar to the stock game, though I think D3D performed slightly better when near the KSC. I'm trying to balance performance with appearance while still playing the stock game, so it's appearance mods only. On top of that I'll be using Shadowplay to record games. Are there any combinations of stock settings, Scatterer settings, and renderer choice that seem to work better for this sort of thing? What are other SVE / Scatterer users using for a performance / appearance balance? Here's my config file minus the key bindings. The stock game is quite pretty on its own with these settings, though I really want the clouds that SVE will provide. Those lovely bits of mist I've seen on some Minmus missions would be nice too. I can provide portions of screen shots that show the FPS graphs if I can find a place to store them on my home server. -- SETTINGS_FILE_VERSION = 1.0.5 TUTORIALS_EDITOR_ENABLE = False TUTORIALS_FLIGHT_ENABLE = False VAB_USE_CLICK_PLACE = True VAB_USE_ANGLE_SNAP = False VAB_ANGLE_SNAP_INCLUDE_VERTICAL = False VAB_CAMERA_ORBIT_SENS = 0.04 VAB_CAMERA_ZOOM_SENS = 0.1 FLT_CAMERA_ORBIT_SENS = 0.04 FLT_CAMERA_ZOOM_SENS = 0.5 FLT_CAMERA_WOBBLE = 0.1 FLT_CAMERA_CHASE_SHARPNESS = 1.5 FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True FLT_VESSEL_LABELS = True SPACENAV_CAMERA_SENS_ROT = 30 SPACENAV_CAMERA_SENS_LIN = 20 SPACENAV_CAMERA_SHARPNESS_LIN = 8 SPACENAV_CAMERA_SHARPNESS_ROT = 10 CAMERA_DOUBLECLICK_MOUSELOOK = True IVA_RESETS_CONTROL_POINT = True CAMERA_FX_EXTERNAL = 1 CAMERA_FX_INTERNAL = 1 SIMULATE_IN_BACKGROUND = True PHYSICS_FRAME_DT_LIMIT = 0.04 MAX_VESSELS_BUDGET = 250 CONIC_PATCH_DRAW_MODE = 3 CONIC_PATCH_LIMIT = 3 SHOW_PWARP_WARNING = False EVA_ROTATE_ON_MOVE = True SPACENAV_FLIGHT_SENS_ROT = 5 SPACENAV_FLIGHT_SENS_LIN = 1 KERBIN_TIME = True CALL_HOME = False DONT_SEND_IP = False SEND_PROGRESS_DATA = False CHECK_FOR_UPDATES = True VERBOSE_DEBUG_LOG = False SHOW_CONSOLE_ON_ERROR = False AUTOSAVE_INTERVAL = 300 AUTOSAVE_SHORT_INTERVAL = 30 SHOW_SPACE_CENTER_CREW = True UI_SIZE = 768 UI_OPACITY = 0.4509981 TEMPERATURE_GAUGES_MODE = 1 SHIP_VOLUME = 1 AMBIENCE_VOLUME = 1 MUSIC_VOLUME = 0.8045812 UI_VOLUME = 1 VOICE_VOLUME = 1 SOUND_NORMALIZER_ENABLED = True SOUND_NORMALIZER_THRESHOLD = 1 SOUND_NORMALIZER_RESPONSIVENESS = 16 SOUND_NORMALIZER_SKIPSAMPLES = 0 SCREEN_RESOLUTION_WIDTH = 1920 SCREEN_RESOLUTION_HEIGHT = 1080 FULLSCREEN = True QUALITY_PRESET = 5 ANTI_ALIASING = 8 TEXTURE_QUALITY = 0 SYNC_VBL = 1 LIGHT_QUALITY = 8 SHADOWS_QUALITY = 4 FRAMERATE_LIMIT = 60 FALLBACK_PART_SHADERS = True PLANET_FORCE_SHADER_MODEL_2_0 = False PLANET_SCATTER = True PLANET_SCATTER_FACTOR = 1 WATERLEVEL_BASE_OFFSET = 1.5 WATERLEVEL_MAXLEVEL_MULT = 0.1 AERO_FX_QUALITY = 3 SURFACE_FX = True FALLBACK_UNDERWATER_MODE = 1 EDGE_HIGHLIGHTING_PPFX = True SCREENSHOT_SUPERSIZE = 0 INPUT_KEYBOARD_SENSIVITITY = 2 dontShowLauncher = False TRACKIR_ENABLED = False FEMALE_EYE_OFFSET_X = 0 FEMALE_EYE_OFFSET_Y = 0.009083331 FEMALE_EYE_OFFSET_Z = 0.03378779 FEMALE_EYE_OFFSET_SCALE = 2.03 FI_LOG_TEMP_ERROR = False FI_LOG_OVERTEMP = False
  20. I just wanna know if it is worth it to download. I've been eyeing this mod for a while now and I'm not sure if I should download it or not. I want to know the opinion of others who installed it.... Many thanks.....