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[WIP][1.9.x-1.12.x] Scatterer-atmospheric scattering (0.0838 - 14/08/2022) Scattering improvements, in-game atmo generation and multi-sun support


blackrack
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19 hours ago, Mad17 said:

Hi, wanted to ask here before submitting a request. I'm getting white atmospheres with scatter any idea on a fix?

 

Hello,

I’m having the same issue on 1.10.1, Kerbin’s atmosphere is kinda white/grey, foggy, the planet doesn’t look blue anymore but greyish/foggy from space, any idea how to tweak the settings to prevent that? I’m also using EVE.

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I have what looks like a bad near clip plane or something weird going on.  Is this normal scatterer behavior? 

UnselfishIdealisticLamprey-size_restrict

https://gfycat.com/unselfishidealisticlamprey

Spoiler

Mod DLLs found:
Stock assembly: Assembly-CSharp v0.0.0.0
ModuleManager v4.1.4.0
000_AT_Utils v1.9.6.0
001_AnisotropicPartResizer v1.4.1.0
002_MultiAnimators v1.2.1.0
0_00_AT_Utils_UI v1.0.0.0
CC.UI v1.0.0.0
ConfigurableContainers v2.6.1.0
SubmodelResizer v1.0.0.0
ClickThroughBlocker v0.1.10.14 / v1.0.0.0
aaa_Toolbar v1.8.0.5
ToolbarControl v0.1.9.4 / v1.0.0.0
ControlSurfaceToggle v1.3.2.3 / v1.0.0.0
0Harmony v1.2.0.1
AirlockPlus v0.0.11.0
CLSInterfaces v1.2.0.0
AnimatedAttachment v2.1.3.0 / v0.4.0.0
AnimatedDecouplers v1.4.2.19194
KSP_Log v0.1.0.6 / v1.0.0.0
AutoQuickSaveSystem v0.1.0.0 / v1.0.0.0
B9PartSwitch v2.17.0.0 / vv2.17.0
B9_Aerospace_WingStuff v0.93.0.0 / v0.93
BAM v1.3.3.3 / v1.1.0.0
BetterBurnTime v1.0.0.0
SigmaTweakMaxResource v1.0.0.0
BonVoyage v1.2.0.0
Chatterer v0.9.99.2788
CommNetConstellation v1.5.0.0 / v1.5.5
CCK v5.1.0.0 / v5.1.0.0 for KSP v1
KXAPI v1.0.0.0
CraftManager v1.0.7240.23210
KatLib v1.0.7240.21438
CrewLight v1.20.0.0
CrewRandR v1.1.10.4 / v1.0.0.0
SimpleBoiloff v0.2.1.0
CustomBarnKit v1.1.21.0
CustomPreLaunchChecks v1.0.0.0 / v1.8.1.0
DeployableEngines v2.2.0.0
DiRT v1.8.0.0
DistantObject v2.0.1.1
DMagic v1.4.3.0 / vv1.4.3.0
DockingCamera v1.3.7.8 / v1.0.0.0
DockRotate v1.10.1.52
DynamicBatteryStorage v1.0.0.0
FlightTracker v1.0.0.0
EarnYourStripes v1.0.0.0
EasyVesselSwitch v2.1.7366.39779 / v2.1 for KSP v1.*
KSPDev_Utils.2.0 v2.0.7231.38433 / v2.0 for KSP v1.8+
EditorExtensionsRedux v3.4.1.1
Atmosphere v1.11.1.1
CelestialShadows v1.11.1.1
CityLights v1.11.1.1
EVEManager v1.11.1.1
PartFX v1.11.1.1
PQSManager v1.11.1.1
ShaderLoader v1.11.1.1
Terrain v1.11.1.1
TextureConfig v1.11.1.1
Utils v1.11.1.1
_BuildManager v1.11.1.1
FerramAerospaceResearch.Base v0.16.0.0
ModularFlightIntegrator v1.0.0.0 / v1.2.7.0
FerramAerospaceResearch v0.16.0.0
ferramGraph v1.3.0.0
Scale_Redist v1.0.0.0
FlagRotate v1.1.8.0 / v1.0.0.0
FlexoTubes v1.0.7.0 / v7.0
FP_DockingSndFX v2.1.12.27690
FShangarExtender v3.6.0.0 / v3.5.0.0
Kopernicus.Parser v1.0.0.0
Kopernicus v1.0.0.0
MyRocksAreBiggerThanYours v1.0.0.0
SigmaHeatShifter v1.0.0.0
SigmaTweakChutes v1.0.0.0
GC.UI v1.0.0.0
GroundConstruction v2.6.4.1
Hangar v3.6.2.0
HideEmptyTechTreeNodes v1.0.0.0
HotSpot v0.8.0.0 / v0.8.0
MyRocksAreBiggerThanYours v1.0.0.0
Kronometer v1.0.0.0
SigmaTweakChutes v1.0.0.0
Sigma88LoadingScreens v0.4.0.0
KAS-API-v2 v2.0.7239.35367 / vKAS API v2
KAS v1.7.7516.37663 / v1.7 for KSP v1
KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1
MiniAVC-V2 v2.0.0.0
KerbalChangelog v1.3.0.0
KerbalConstructionTime v1.4.8.0
0Harmony v1.2.0.1
KerbalismBootstrap v3.11.7536.20007 / v3.11
KerbalismKompanionKalkulator v1.0.0.0
KerbalJointReinforcementNext v4.1.15.0
KerbalKonstructs v2.0.0.0 / v1.8.1.15
DeployableAeroSurfaces v1.0.0.0
KerbetrotterTools v1.2.11.0
KIS v1.26.7504.42051 / v1.25 for KSP v1
KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1
MiniAVC-V2 v2.0.0.0
Kopernicus.Parser v1.0.0.0
ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0
kOS v1.2.1.0
kOS.Safe v1.2.1.0
KRASH v0.5.33.2 / v1.0.0.0
KronalUtils v0.1.1.0 / v1.0.0.0
KatLib v1.0.7240.21438
MagiCore v1.3.2.3 / v1.0.0.0 / v1.3.1.0
MandatoryRCS v1.6.0.0
BetterManeuvering v1.0.5.0 / v5.0
BetterManeuvering.Unity v1.0.5.0
MechJeb2 v2.5.1.0 / v / v2.11.0.0
MemorialWall v0.0.0.0
NavUtilLib v0.7.2.0
NavUtilRPM v0.7.2.0
NearFutureElectrical v1.0.0.0
NearFutureExploration v0.4.0.0
NFPropUtils v1.0.0.0
NearFuturePropulsion v0.9.0.0
NearFutureSolar v0.4.0.0
FinalFrontier v1.0.0.0
Orion v1.0.0.0
ParkingBrake v0.3.0.0
PlanetarySurfaceStructures v1.6.12.0
PlanetShine v0.2.6.1
RCSBuildAid v0.10.0.0
Restock v0.1.0.0
SCANsat v1.20.4.0 / vv20.4
SCANmechjeb v1.20.4.0 / vv20.4
SCANsat.Unity v1.20.4.0
scatterer v0.632.0.0
SensiblePumps v1.3.0.0
SmartParts v1.9.16.0
SmokeScreen v2.8.14.0
ButtonManager v0.0.1.0 / v1.0.0.0
KSP_ColorPicker v0.1.0.3 / v1.0.0.0
KSP_PartHighlighter v0.1.0.7 / v1.0.0.0
SpaceTuxUtility v0.0.1.0 / v1.0.0.0
VesselModuleSave v0.0.1.0 / v1.0.0.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
HabUtils v1.0.0.0
BetterTracking v1.0.6.0 / v6.0
BetterTracking.Unity v1.0.6.0
TrajectoriesBootstrap v1.0.0.0
KerbalAlarmClock v3.13.0.0
TransferWindowPlanner v1.7.2.0
UniversalStorage2 v1.8.0.0 / vv1.8.0.0
UniversalStorage2.Unity v1.8.0.0
WaypointManager v2.8.2.6 / v2.8.1
KerbalActuators v1.0.0.0
ZeroMiniAVC v1.1.0.1

Folders and files in GameData:
000_AT_Utils
000_ClickThroughBlocker
000_Toolbar
001_ToolbarControl
AECS_Motion_Suppressor
AirlockPlus
AnimatedAttachment
AnimatedDecouplers
AutoQuickSaveSystem
B9PartSwitch
B9_Aerospace_ProceduralWings
BAM
BetterBurnTime
BetterSRBs
BonVoyage
Chatterer
CommNetAntennasExtension
CommNetConstellation
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
CraftManager
CrewLight
CrewRandR
CryoEngines
CryoEnginesNFAero
CryoTanks
CustomBarnKit
CustomPreLaunchChecks
DecayingRTGs
DeployableEngines
DiRT
DistantObject
DMagicOrbitalScience
DockingCamKURS
DockRotate
DynamicBatteryStorage
EarnYourStripes
EasyVesselSwitch
EditorExtensionsRedux
EnvironmentalVisualEnhancements
FerramAerospaceResearch
FlagRotate
FlexoDocking
FlightTracker
FP_DPSoundFX
FShangarExtender
GEP
GEP_JNSQ
GroundConstruction
Hangar
HeatControl
HideEmptyTechTreeNodes
HotSpot
JNSQ
JX2Antenna
KAS
KerbalAtomics
KerbalAtomicsLH2NTRModSupport
KerbalChangeLog
KerbalConstructionTime
KerbalInventorySystemNoFun
Kerbalism
KerbalismConfig
KerbalismKompanionKalkulator
KerbalJointReinforcement
KerbalKonstructs
KerbalReusabilityExpansion
KerbetrotterLtd
KermangeddonIndustries
KIS
Kopernicus
kOS
KRASH
KronalVesselViewer
KSCExtended
KXAPI
MagiCore
MandatoryRCS
ManeuverNodeEvolved
MarkIVSystem
MechJeb2
MemorialWall
Mk2Expansion
Mk3Expansion
ModularFlightIntegrator
ModularLaunchPads
NavUtilities continued
NearFutureAeronautics
NearFutureConstruction
NearFutureElectrical
NearFutureExploration
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
Nereid
Orion
OSSNTR
ParkingBrake
PlanetaryBaseInc
PlanetShine
PoodsSkyboxes
RationalResources
RCSBuildAid
RealPlume
RealPlume-Stock
RemoteTechRedev
ReStock
ReStockPlus
SCANsat
scatterer
SciencePancake
SensiblePumpsCont
SmartParts
SmokeScreen
SpaceTuxLibrary
Stock folder: Squad

Stock folder: SquadExpansion

StationPartsExpansionRedux
TrackingStationEvolved
Trajectories
TriggerTech
TundraSpaceCenter
UniversalStorage2
UnKerballedStart
UtilityWeight
WaypointManager
WildBlueIndustries
ZeroMiniAVC
Custom_FARAeroData.cfg
FinalFrontier.dat
ModuleManager.4.1.4.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
toolbar-settings.dat
 

 

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On 11/16/2020 at 4:33 PM, Loki92150 said:

Hello,

I’m having the same issue on 1.10.1, Kerbin’s atmosphere is kinda white/grey, foggy, the planet doesn’t look blue anymore but greyish/foggy from space, any idea how to tweak the settings to prevent that? I’m also using EVE.

Same answer as above:

 

15 hours ago, eberkain said:

I have what looks like a bad near clip plane or something weird going on.  Is this normal scatterer behavior? 

UnselfishIdealisticLamprey-size_restrict

https://gfycat.com/unselfishidealisticlamprey

  Reveal hidden contents

Mod DLLs found:
Stock assembly: Assembly-CSharp v0.0.0.0
ModuleManager v4.1.4.0
000_AT_Utils v1.9.6.0
001_AnisotropicPartResizer v1.4.1.0
002_MultiAnimators v1.2.1.0
0_00_AT_Utils_UI v1.0.0.0
CC.UI v1.0.0.0
ConfigurableContainers v2.6.1.0
SubmodelResizer v1.0.0.0
ClickThroughBlocker v0.1.10.14 / v1.0.0.0
aaa_Toolbar v1.8.0.5
ToolbarControl v0.1.9.4 / v1.0.0.0
ControlSurfaceToggle v1.3.2.3 / v1.0.0.0
0Harmony v1.2.0.1
AirlockPlus v0.0.11.0
CLSInterfaces v1.2.0.0
AnimatedAttachment v2.1.3.0 / v0.4.0.0
AnimatedDecouplers v1.4.2.19194
KSP_Log v0.1.0.6 / v1.0.0.0
AutoQuickSaveSystem v0.1.0.0 / v1.0.0.0
B9PartSwitch v2.17.0.0 / vv2.17.0
B9_Aerospace_WingStuff v0.93.0.0 / v0.93
BAM v1.3.3.3 / v1.1.0.0
BetterBurnTime v1.0.0.0
SigmaTweakMaxResource v1.0.0.0
BonVoyage v1.2.0.0
Chatterer v0.9.99.2788
CommNetConstellation v1.5.0.0 / v1.5.5
CCK v5.1.0.0 / v5.1.0.0 for KSP v1
KXAPI v1.0.0.0
CraftManager v1.0.7240.23210
KatLib v1.0.7240.21438
CrewLight v1.20.0.0
CrewRandR v1.1.10.4 / v1.0.0.0
SimpleBoiloff v0.2.1.0
CustomBarnKit v1.1.21.0
CustomPreLaunchChecks v1.0.0.0 / v1.8.1.0
DeployableEngines v2.2.0.0
DiRT v1.8.0.0
DistantObject v2.0.1.1
DMagic v1.4.3.0 / vv1.4.3.0
DockingCamera v1.3.7.8 / v1.0.0.0
DockRotate v1.10.1.52
DynamicBatteryStorage v1.0.0.0
FlightTracker v1.0.0.0
EarnYourStripes v1.0.0.0
EasyVesselSwitch v2.1.7366.39779 / v2.1 for KSP v1.*
KSPDev_Utils.2.0 v2.0.7231.38433 / v2.0 for KSP v1.8+
EditorExtensionsRedux v3.4.1.1
Atmosphere v1.11.1.1
CelestialShadows v1.11.1.1
CityLights v1.11.1.1
EVEManager v1.11.1.1
PartFX v1.11.1.1
PQSManager v1.11.1.1
ShaderLoader v1.11.1.1
Terrain v1.11.1.1
TextureConfig v1.11.1.1
Utils v1.11.1.1
_BuildManager v1.11.1.1
FerramAerospaceResearch.Base v0.16.0.0
ModularFlightIntegrator v1.0.0.0 / v1.2.7.0
FerramAerospaceResearch v0.16.0.0
ferramGraph v1.3.0.0
Scale_Redist v1.0.0.0
FlagRotate v1.1.8.0 / v1.0.0.0
FlexoTubes v1.0.7.0 / v7.0
FP_DockingSndFX v2.1.12.27690
FShangarExtender v3.6.0.0 / v3.5.0.0
Kopernicus.Parser v1.0.0.0
Kopernicus v1.0.0.0
MyRocksAreBiggerThanYours v1.0.0.0
SigmaHeatShifter v1.0.0.0
SigmaTweakChutes v1.0.0.0
GC.UI v1.0.0.0
GroundConstruction v2.6.4.1
Hangar v3.6.2.0
HideEmptyTechTreeNodes v1.0.0.0
HotSpot v0.8.0.0 / v0.8.0
MyRocksAreBiggerThanYours v1.0.0.0
Kronometer v1.0.0.0
SigmaTweakChutes v1.0.0.0
Sigma88LoadingScreens v0.4.0.0
KAS-API-v2 v2.0.7239.35367 / vKAS API v2
KAS v1.7.7516.37663 / v1.7 for KSP v1
KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1
MiniAVC-V2 v2.0.0.0
KerbalChangelog v1.3.0.0
KerbalConstructionTime v1.4.8.0
0Harmony v1.2.0.1
KerbalismBootstrap v3.11.7536.20007 / v3.11
KerbalismKompanionKalkulator v1.0.0.0
KerbalJointReinforcementNext v4.1.15.0
KerbalKonstructs v2.0.0.0 / v1.8.1.15
DeployableAeroSurfaces v1.0.0.0
KerbetrotterTools v1.2.11.0
KIS v1.26.7504.42051 / v1.25 for KSP v1
KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1
MiniAVC-V2 v2.0.0.0
Kopernicus.Parser v1.0.0.0
ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0
kOS v1.2.1.0
kOS.Safe v1.2.1.0
KRASH v0.5.33.2 / v1.0.0.0
KronalUtils v0.1.1.0 / v1.0.0.0
KatLib v1.0.7240.21438
MagiCore v1.3.2.3 / v1.0.0.0 / v1.3.1.0
MandatoryRCS v1.6.0.0
BetterManeuvering v1.0.5.0 / v5.0
BetterManeuvering.Unity v1.0.5.0
MechJeb2 v2.5.1.0 / v / v2.11.0.0
MemorialWall v0.0.0.0
NavUtilLib v0.7.2.0
NavUtilRPM v0.7.2.0
NearFutureElectrical v1.0.0.0
NearFutureExploration v0.4.0.0
NFPropUtils v1.0.0.0
NearFuturePropulsion v0.9.0.0
NearFutureSolar v0.4.0.0
FinalFrontier v1.0.0.0
Orion v1.0.0.0
ParkingBrake v0.3.0.0
PlanetarySurfaceStructures v1.6.12.0
PlanetShine v0.2.6.1
RCSBuildAid v0.10.0.0
Restock v0.1.0.0
SCANsat v1.20.4.0 / vv20.4
SCANmechjeb v1.20.4.0 / vv20.4
SCANsat.Unity v1.20.4.0
scatterer v0.632.0.0
SensiblePumps v1.3.0.0
SmartParts v1.9.16.0
SmokeScreen v2.8.14.0
ButtonManager v0.0.1.0 / v1.0.0.0
KSP_ColorPicker v0.1.0.3 / v1.0.0.0
KSP_PartHighlighter v0.1.0.7 / v1.0.0.0
SpaceTuxUtility v0.0.1.0 / v1.0.0.0
VesselModuleSave v0.0.1.0 / v1.0.0.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
HabUtils v1.0.0.0
BetterTracking v1.0.6.0 / v6.0
BetterTracking.Unity v1.0.6.0
TrajectoriesBootstrap v1.0.0.0
KerbalAlarmClock v3.13.0.0
TransferWindowPlanner v1.7.2.0
UniversalStorage2 v1.8.0.0 / vv1.8.0.0
UniversalStorage2.Unity v1.8.0.0
WaypointManager v2.8.2.6 / v2.8.1
KerbalActuators v1.0.0.0
ZeroMiniAVC v1.1.0.1

Folders and files in GameData:
000_AT_Utils
000_ClickThroughBlocker
000_Toolbar
001_ToolbarControl
AECS_Motion_Suppressor
AirlockPlus
AnimatedAttachment
AnimatedDecouplers
AutoQuickSaveSystem
B9PartSwitch
B9_Aerospace_ProceduralWings
BAM
BetterBurnTime
BetterSRBs
BonVoyage
Chatterer
CommNetAntennasExtension
CommNetConstellation
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
CraftManager
CrewLight
CrewRandR
CryoEngines
CryoEnginesNFAero
CryoTanks
CustomBarnKit
CustomPreLaunchChecks
DecayingRTGs
DeployableEngines
DiRT
DistantObject
DMagicOrbitalScience
DockingCamKURS
DockRotate
DynamicBatteryStorage
EarnYourStripes
EasyVesselSwitch
EditorExtensionsRedux
EnvironmentalVisualEnhancements
FerramAerospaceResearch
FlagRotate
FlexoDocking
FlightTracker
FP_DPSoundFX
FShangarExtender
GEP
GEP_JNSQ
GroundConstruction
Hangar
HeatControl
HideEmptyTechTreeNodes
HotSpot
JNSQ
JX2Antenna
KAS
KerbalAtomics
KerbalAtomicsLH2NTRModSupport
KerbalChangeLog
KerbalConstructionTime
KerbalInventorySystemNoFun
Kerbalism
KerbalismConfig
KerbalismKompanionKalkulator
KerbalJointReinforcement
KerbalKonstructs
KerbalReusabilityExpansion
KerbetrotterLtd
KermangeddonIndustries
KIS
Kopernicus
kOS
KRASH
KronalVesselViewer
KSCExtended
KXAPI
MagiCore
MandatoryRCS
ManeuverNodeEvolved
MarkIVSystem
MechJeb2
MemorialWall
Mk2Expansion
Mk3Expansion
ModularFlightIntegrator
ModularLaunchPads
NavUtilities continued
NearFutureAeronautics
NearFutureConstruction
NearFutureElectrical
NearFutureExploration
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
Nereid
Orion
OSSNTR
ParkingBrake
PlanetaryBaseInc
PlanetShine
PoodsSkyboxes
RationalResources
RCSBuildAid
RealPlume
RealPlume-Stock
RemoteTechRedev
ReStock
ReStockPlus
SCANsat
scatterer
SciencePancake
SensiblePumpsCont
SmartParts
SmokeScreen
SpaceTuxLibrary
Stock folder: Squad

Stock folder: SquadExpansion

StationPartsExpansionRedux
TrackingStationEvolved
Trajectories
TriggerTech
TundraSpaceCenter
UniversalStorage2
UnKerballedStart
UtilityWeight
WaypointManager
WildBlueIndustries
ZeroMiniAVC
Custom_FARAeroData.cfg
FinalFrontier.dat
ModuleManager.4.1.4.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
toolbar-settings.dat
 

 

Definitely not normal. Post your ksp.log file

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17 hours ago, blackrack said:

Definitely not normal. Post your ksp.log file

So I had this issue for several days and it was really annoying me before I took the time to make the gif and post. But now I can't reproduce it.  The only mod I removed that I remember was the new revamped Docking Cam mod, it does do some gfx stuff with camera effects and whatnot, so maybe they have some weird interaction or conflict.  I have not done an isolated test yet to confirm it is a problem. 

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On 11/16/2020 at 4:33 PM, Loki92150 said:

Hello,

I’m having the same issue on 1.10.1, Kerbin’s atmosphere is kinda white/grey, foggy, the planet doesn’t look blue anymore but greyish/foggy from space, any idea how to tweak the settings to prevent that? I’m also using EVE.

Also experiencing this on KSP 1.10.1 . Thick milky white fog over Kerbin. Both in menu and in-game. 
Relatively fresh install, so not many additional mods besides EVE, planetshine, distantobject and some gameplay mods.

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1 hour ago, Haze_Aerospaze said:

Also experiencing this on KSP 1.10.1 . Thick milky white fog over Kerbin. Both in menu and in-game. 
Relatively fresh install, so not many additional mods besides EVE, planetshine, distantobject and some gameplay mods.

Please follow the instructions in the OP under "How to report Issues"

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On 11/22/2020 at 6:34 PM, blackrack said:

Please follow the instructions in the OP under "How to report Issues"

My apologies, bad form on my part. 
Maybe I'm just misremembering how this should look, but the atmo and sky look a bit off (see screenshot).
Almost as if they're applied multiple times.
I haven't played KSP in a while though so maybe this is just how it should be?
In that case I'd prefer my Kerbin a bit more geen, suggestion for settings to alter?

Screenshot

Spoiler

KSP: 

1.10.1.2939 - Windows 64bit

Problem:

Kerbin Atmoshpere looks too thick/milky/foggy.
Both in menu screen and in-game.

Mods installed:

ModuleManager v4.1.4.0
Sigma88LoadingScreens v0.5.0.0
SigmaReplacementsSkyBox v1.0.0.0
Chatterer v0.9.99.2788
DistantObject v2.0.1.1
Atmosphere v1.10.1.2
CelestialShadows v0.0.0.0
CityLights v1.10.1.2
EVEManager v1.10.1.2
PartFX v1.10.1.2
PQSManager v1.10.1.2
ShaderLoader v1.10.1.2
Terrain v1.10.1.2
TextureConfig v1.10.1.2
Utils v1.10.1.2
_BuildManager v1.10.1.2
IndicatorLights v1.0.0.0
KerbalEngineer v1.1.7.2
KerbalEngineer.Unity v1.0.0.0
Kopernicus.Parser v1.0.0.0
ModularFlightIntegrator v1.0.0.0 / v1.2.7.0
Kopernicus v1.0.0.0
XInputDotNetPure v1.0.0.0
MechJeb2 v2.5.1.0 / v / v2.11.0.0
MiniAVC v1.2.0.6
PQSModExpansion v1.0.0.0
Parallax v1.0.0.0
ParallaxInstallationChecker v1.0.0.0
PlanetShine v0.2.6.1
ProceduralFairings v1.8.1.0 / v1.8.3.0
RemoteTech v1.9.0.0 / v1.9.8
scatterer v0.632.0.0
SmokeScreen v2.8.14.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
TextureReplacer v4.2.1.21267

Reproduction steps:

1. Clean KSP install
2. Install Astronomer Visual Pack through CKAN including scatterer and all other dependencies.

Log:

https://www.dropbox.com/s/d1hoj9jed1id5gk/Player.log?dl=0

 

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@Arco123  Thanks for your help.
Indeed Scatterer and AVP both have atmo configs (which differ slightly on a few parameters).
Not sure how KSP handles such doubles,  but it seems the AVP config has a line at the top that checks if an atmo is loaded already (?)

!Atmo:HAS[#name[Kerbin]]{}

(Also AVP's config doesn't properly close all its curly brackets, but thats something for another thread I suppose).

Anyway deleting either the AVP or Scatterer atmo.cfg does not make much visual difference for me, but deleting both does.
I guess this also removes any atmospheric effects on the rendered lights, but I much prefer this aesthetic.
I might try to approach this by tweaking the settings in the atmo config. 

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4 hours ago, Arco123 said:

@Haze_Aerospaze This is because of the AVP configs for scatterer. AVP has it's own configs and this is not a issue. (How to delete: AVP/Scatterer/Planets/Kerbin/ > Atmo.cfg < Delete this.)

5 hours ago, Haze_Aerospaze said:

My apologies, bad form on my part. 
Maybe I'm just misremembering how this should look, but the atmo and sky look a bit off (see screenshot).
Almost as if they're applied multiple times.
I haven't played KSP in a while though so maybe this is just how it should be?
In that case I'd prefer my Kerbin a bit more geen, suggestion for settings to alter?

Screenshot

  Reveal hidden contents

KSP: 

1.10.1.2939 - Windows 64bit

Problem:

Kerbin Atmoshpere looks too thick/milky/foggy.
Both in menu screen and in-game.

Mods installed:

ModuleManager v4.1.4.0
Sigma88LoadingScreens v0.5.0.0
SigmaReplacementsSkyBox v1.0.0.0
Chatterer v0.9.99.2788
DistantObject v2.0.1.1
Atmosphere v1.10.1.2
CelestialShadows v0.0.0.0
CityLights v1.10.1.2
EVEManager v1.10.1.2
PartFX v1.10.1.2
PQSManager v1.10.1.2
ShaderLoader v1.10.1.2
Terrain v1.10.1.2
TextureConfig v1.10.1.2
Utils v1.10.1.2
_BuildManager v1.10.1.2
IndicatorLights v1.0.0.0
KerbalEngineer v1.1.7.2
KerbalEngineer.Unity v1.0.0.0
Kopernicus.Parser v1.0.0.0
ModularFlightIntegrator v1.0.0.0 / v1.2.7.0
Kopernicus v1.0.0.0
XInputDotNetPure v1.0.0.0
MechJeb2 v2.5.1.0 / v / v2.11.0.0
MiniAVC v1.2.0.6
PQSModExpansion v1.0.0.0
Parallax v1.0.0.0
ParallaxInstallationChecker v1.0.0.0
PlanetShine v0.2.6.1
ProceduralFairings v1.8.1.0 / v1.8.3.0
RemoteTech v1.9.0.0 / v1.9.8
scatterer v0.632.0.0
SmokeScreen v2.8.14.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
TextureReplacer v4.2.1.21267

Reproduction steps:

1. Clean KSP install
2. Install Astronomer Visual Pack through CKAN including scatterer and all other dependencies.

Log:

https://www.dropbox.com/s/d1hoj9jed1id5gk/Player.log?dl=0

 

Yep, that's just how your config looks

 

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I did a search and only found a single reference to comets in this thread, so figured it might be with reporting:

Spoiler

KSP: 1.10.1 Windows 64bit

Problem: Comet tails rendered weirdly over sun flares

Mods installed:

Scatterer v0.632.0.0
Module manager
Breaking Ground & Making History

 

Reproduction steps:

With default scatterer settings:  timewarp until you see a comet on far side of Kerbol from Kerbin.  Load a craft to runway and check to see if visible from flight scene.

 

With Scatterer
oHs3GxZl.png

Stock:
OQFyScAl.png

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4 hours ago, cyberKerb said:

I did a search and only found a single reference to comets in this thread, so figured it might be with reporting:

  Hide contents

KSP: 1.10.1 Windows 64bit

Problem: Comet tails rendered weirdly over sun flares

Mods installed:

Scatterer v0.632.0.0
Module manager
Breaking Ground & Making History

 

Reproduction steps:

With default scatterer settings:  timewarp until you see a comet on far side of Kerbol from Kerbin.  Load a craft to runway and check to see if visible from flight scene.

 

With Scatterer

Stock
 

Hmm, due to changes in the next version this should be fixed "accidentally", I should still check how it looks.

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1 hour ago, blackrack said:

Hmm, due to changes in the next version this should be fixed "accidentally", I should still check how it looks.

:D Problems don't usually like to group together, but for debugging, it's nice when they do. Also glad it was a bug and not a 'me' error.

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This will be a long post so grab some snacks :)

I have been working on implementing a new godray technique:
q9f5E2q.jpg

nvYna3o.jpg

IkeSCsg.jpg

7M74m4f.jpg
 
Some of you might remember I used to have godrays in scatterer a while back, well that implementation was flawed and had many issues, here is a direct comparison between the old and new technique.

vd5JmIo.jpg
 
The old technique was only getting the "outer surface", and couldn't handle overlapping rays and get the real depth, it also often had gaps.

OzAKGdh.jpg

The new technique creates a light volume and handles overlapping rays and complex shapes, it uses shadow information so is directly tied to shadowmap resolution, shadow distance etc (now you understand why I was insisting on "fixing" shadows in the last update).

A4h6bqe.jpg

WbJLo5O.jpg

To put this new technique to the test, I built this huge monolith.

28kqkK3.jpg

I call this: "The Temple of Godrays"

cLUE9hf.jpg

I boosted scattering exposure a bit here, you can see light columns formed by the holes in the ceiling

4b7xgp3.jpg

As you can see, it's a true volumetric effect and not screen-space

4GuCFqz.jpg

With this new technique I'm also able to inject any information I want to create godrays, I'm currently adapting it to have EVE clouds cast godrays, although it still needs a lot of work:

R5GqHqp.jpg

Laythe's surface looking magical:

eMBktvv.jpg
PoshUniformErne-size_restricted.gif
webm: https://gfycat.com/poshuniformerne

I have to say though this looked simple to me going in, it's probably been one of the most complex features for me to implement and pretty much took everything I learned in the last few years about graphics programming and the unity engine to get it working.
These godrays will only work on Directx11 (they require the unified camera setup).


Moving on, a few versions back I added underwater caustics. The next logical step was to create underwater light rays:
0NYSE58.jpg

Short video: https://gfycat.com/sillypeskybaldeagle

These use a completely different technique from the godray technique used for terrain and clouds, more adapted for short distances and semi-transparencies.

Here the lightrays are derived directly from the caustics textures and config, you can follow any light ray to the matching caustic.

fHeDbOB.jpg

Here are some beauty shots, as you can probably see, this is inspired by subnautica.

qIyKH5I.jpg

R3ZlAIp.jpg

We can also do the same “temple test” as we did for godrays but underwater

CtNmuCi.jpg

nsimbyw.jpg

UrdEN94.jpg

 

Moving on, since the ocean shader was added, it has always looked nice, but any ships on the water surface were always static and not interacting with the waves, as if they were anchored in place.


Some will remember that I showed a prototype in 2016 were a ship was interacting with waves. Since the ocean was created and animated on the GPU, in the 2016 implementation I re-did all the ocean calculations on the CPU, so that the height info would be available on the CPU for physics, so it was slow (as it's a computationally heavy task that benefits from parallelization but that's the GPU's job) and had a very hefty CPU impact, moreover my knowledge was limited at the time, and the implementation was unstable and caused ships to disintegrate, often within seconds.
Well, here's the new version:

SplendidCelebratedDodobird-size_restrict
Webm: https://gfycat.com/splendidcelebrateddodobird

It appears stable even with multiple ships

EvilExcellentBobwhite-size_restricted.gi
Watch in HD: https://gfycat.com/evilexcellentbobwhite

Although it can of course destroy your ships if the waves are big.


Here is a boat caught in a massive storm (ridiculous buoyancy on the boat here):

ImaginaryJadedAfricanaugurbuzzard-size_r
Webm:  https://gfycat.com/imaginaryjadedafricanaugurbuzzard

What's impressive, this runs with nearly no performance impact. How can it run so well when the old version destroyed performance? There is a big trick here, can you tell what is going on?

Wave interactions will only work on Directx11, if you haven't guessed, the magic feature that makes this work is async GPU readback which is sadly not implemented by unity for OpenGL.

With this, there are other limitations like jittering and cutting that become apparent in the ocean shader when the waves are bigger (there was never a reason before to have big waves when vessels stayed "anchored"), as well as how static the ocean config is, in a future update I will work on making the ocean dynamic, I will start with a simple weather system so the waves can change dynamically, we'll see where this goes.

Gameplay-wise, it makes moving against the waves difficult, the water seems to slow down ships a lot on every impact, however reasonable/small waves are a pleasure to navigate. I'm also looking forward to see the first guy to stabilize a boat by moving fuel in between tanks with a kOS script. Vessel recovery can be an issue too, although I have workarounds to test.

Moving on, RSS/Rescale users will be happy to know that I’ve fixed this issue where scattering is cut off in the distance (without changing the clip planes)

zmM8wcI.jpg

You might still be able to spot a discrepancy where local terrain and scaled terrain meet, but it's a small one.
Using the same technique I’ve also fixed this issue where mountains might look overbright white when ascending to orbit

GSkiuNt.jpg

And for OpenGL users who must be feeling left out by now due to no godrays and wave interactions on Opengl, at least I have something for you. Since unity added compute shader support outside Directx11: Config tool builds for Linux and Mac:

https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/ConfigToolLinux.zip

https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/MacConfTool.app.zip


Also, actual documentation for scatterer is here on the wiki, although still a work in progress

7HNVqYF.jpg

https://github.com/LGhassen/Scatterer/wiki


With that said, I really love modding and exploring what can be done, I feel like I'm close to "finishing" Scatterer, but the topics involved are increasingly complex and time-consuming to work on.


As I want to continue modding, I decided to set up a Patreon, hoping to make modding more sustainable for me. This doesn't mean my mods will become paid, they will be available for everyone of course, however patrons will get early access to in-dev features and previews, and I get to spend more time doing what I love and adding new features everyone can enjoy, and finally finding the time to work on some things that I never could, and fixing the layer of jankiness around my old code (nevermind that scatterer was my first real programming project). I will be uploading a first build shortly, so stay tuned:

20TIHMv.png

Please consider supporting me there if you appreciate my work, and if you can't, that's alright too, releases will always be public.

Edited by blackrack
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I am not the most talkative person on the forum, but I had to write something there. Scatterer is one of those mods that looks almost as "standard" as stock now (in a good way :sticktongue:), and it does a lot to make the game beautiful. What you have done there is outstanding ! I always liked the godrays (the old ones), so I really like seeing them improved. The waves ... I did not know about your prototype, I did not even thought it could be possible. Very curious to see how seaplanes will handle it

Every one of these features taken alone is a big achievement, so  the whole thing ... Impressive work ! My current save is lagging behind the last graphical updates (both stock and mods), and you are giving me one more reason to hurry up to do what I want (landing at least once everywhere) before moving on to a more difficult  modded setup :D

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Holy moly, Blackrack. That's some serious improvement on the diffusal of the godray implementation. They maybe look a little strong (like, maybe too contrasted) above ground, in my eye, but underwater they look spot on. Its also great to see the improvements made to the horizon issues upon ascent, that's a real game changer.

With this statement, "I feel like I'm close to "finishing" Scatterer," I would say that as soon as the issue of the post processing of the horizon rendering in front of/not being occluded by terrain in front gets resolved, you're pretty much there! 

Amazing stuff! Consider myself a patron. :D 

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The godrays are particularly impressive. Smooth, (at least by your selection) bug-free and freely adaptable to whatever is wanted.

However, as gorgeous as the effect looks, keep in mind that crepuscular rays are very rare in real life. Not every cloud - by far not every cloud - casts one of these.

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I didn't expect to have patrons already. I have uploaded a first preview build on Patreon, and after a short while it will become public for everyone.

https://www.patreon.com/posts/0-0700-early-44444791

Thank you guys :)

4 hours ago, Altaille said:

I am not the most talkative person on the forum, but I had to write something there. Scatterer is one of those mods that looks almost as "standard" as stock now (in a good way :sticktongue:), and it does a lot to make the game beautiful. What you have done there is outstanding ! I always liked the godrays (the old ones), so I really like seeing them improved. The waves ... I did not know about your prototype, I did not even thought it could be possible. Very curious to see how seaplanes will handle it

Every one of these features taken alone is a big achievement, so  the whole thing ... Impressive work ! My current save is lagging behind the last graphical updates (both stock and mods), and you are giving me one more reason to hurry up to do what I want (landing at least once everywhere) before moving on to a more difficult  modded setup :D

Thank you. And about seaplanes, I will just say that the stock gull is completely helpless :D

4 hours ago, Poodmund said:

Holy moly, Blackrack. That's some serious improvement on the diffusal of the godray implementation. They maybe look a little strong (like, maybe too contrasted) above ground, in my eye, but underwater they look spot on. Its also great to see the improvements made to the horizon issues upon ascent, that's a real game changer.

With this statement, "I feel like I'm close to "finishing" Scatterer," I would say that as soon as the issue of the post processing of the horizon rendering in front of/not being occluded by terrain in front gets resolved, you're pretty much there! 

Amazing stuff! Consider myself a patron. :D 

Thank you, the strength is adjustable:

 4nU8nkt.jpg

but I wanted to show them off of course :)

4 hours ago, Gameslinx said:

I'm lost for words, mate. Looks incredible - Amazing work!

Thanks man!

3 hours ago, Delay said:

The godrays are particularly impressive. Smooth, (at least by your selection) bug-free and freely adaptable to whatever is wanted.

However, as gorgeous as the effect looks, keep in mind that crepuscular rays are very rare in real life. Not every cloud - by far not every cloud - casts one of these.

There is some jittering sometimes, so there is still some work to do. I'm well aware they are rare in real life, it's more complicated. The clouds godrays are still in an early state though.

Edited by blackrack
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11 hours ago, blackrack said:

This will be a long post so grab some snacks :)

I have been working on implementing a new godray technique:
q9f5E2q.jpg

nvYna3o.jpg

IkeSCsg.jpg

7M74m4f.jpg
 
Some of you might remember I used to have godrays in scatterer a while back, well that implementation was flawed and had many issues, here is a direct comparison between the old and new technique.

vd5JmIo.jpg
 
The old technique was only getting the "outer surface", and couldn't handle overlapping rays and get the real depth, it also often had gaps.

OzAKGdh.jpg

The new technique creates a light volume and handles overlapping rays and complex shapes, it uses shadow information so is directly tied to shadowmap resolution, shadow distance etc (now you understand why I was insisting on "fixing" shadows in the last update).

A4h6bqe.jpg

WbJLo5O.jpg

To put this new technique to the test, I built this huge monolith.

28kqkK3.jpg

I call this: "The Temple of Godrays"

cLUE9hf.jpg

I boosted scattering exposure a bit here, you can see light columns formed by the holes in the ceiling

4b7xgp3.jpg

As you can see, it's a true volumetric effect and not screen-space

4GuCFqz.jpg

With this new technique I'm also able to inject any information I want to create godrays, I'm currently adapting it to have EVE clouds cast godrays, although it still needs a lot of work:

R5GqHqp.jpg

Laythe's surface looking magical:

eMBktvv.jpg
PoshUniformErne-size_restricted.gif
webm: https://gfycat.com/poshuniformerne

I have to say though this looked simple to me going in, it's probably been one of the most complex features for me to implement and pretty much took everything I learned in the last few years about graphics programming and the unity engine to get it working.
These godrays will only work on Directx11 (they require the unified camera setup).


Moving on, a few versions back I added underwater caustics. The next logical step was to create underwater light rays:
0NYSE58.jpg

Short video: https://gfycat.com/sillypeskybaldeagle

These use a completely different technique from the godray technique used for terrain and clouds, more adapted for short distances and semi-transparencies.

Here the lightrays are derived directly from the caustics textures and config, you can follow any light ray to the matching caustic.

fHeDbOB.jpg

Here are some beauty shots, as you can probably see, this is inspired by subnautica.

qIyKH5I.jpg

R3ZlAIp.jpg

We can also do the same “temple test” as we did for godrays but underwater

CtNmuCi.jpg

nsimbyw.jpg

UrdEN94.jpg

 

Moving on, since the ocean shader was added, it has always looked nice, but any ships on the water surface were always static and not interacting with the waves, as if they were anchored in place.


Some will remember that I showed a prototype in 2016 were a ship was interacting with waves. Since the ocean was created and animated on the GPU, in the 2016 implementation I re-did all the ocean calculations on the CPU, so that the height info would be available on the CPU for physics, so it was slow (as it's a computationally heavy task that benefits from parallelization but that's the GPU's job) and had a very hefty CPU impact, moreover my knowledge was limited at the time, and the implementation was unstable and caused ships to disintegrate, often within seconds.
Well, here's the new version:

SplendidCelebratedDodobird-size_restrict
Webm: https://gfycat.com/splendidcelebrateddodobird

It appears stable even with multiple ships

EvilExcellentBobwhite-size_restricted.gi
Watch in HD: https://gfycat.com/evilexcellentbobwhite

Although it can of course destroy your ships if the waves are big.


Here is a boat caught in a massive storm (ridiculous buoyancy on the boat here):

ImaginaryJadedAfricanaugurbuzzard-size_r
Webm:  https://gfycat.com/imaginaryjadedafricanaugurbuzzard

What's impressive, this runs with nearly no performance impact. How can it run so well when the old version destroyed performance? There is a big trick here, can you tell what is going on?

Wave interactions will only work on Directx11, if you haven't guessed, the magic feature that makes this work is async GPU readback which is sadly not implemented by unity for OpenGL.

With this, there are other limitations like jittering and cutting that become apparent in the ocean shader when the waves are bigger (there was never a reason before to have big waves when vessels stayed "anchored"), as well as how static the ocean config is, in a future update I will work on making the ocean dynamic, I will start with a simple weather system so the waves can change dynamically, we'll see where this goes.

Gameplay-wise, it makes moving against the waves difficult, the water seems to slow down ships a lot on every impact, however reasonable/small waves are a pleasure to navigate. I'm also looking forward to see the first guy to stabilize a boat by moving fuel in between tanks with a kOS script. Vessel recovery can be an issue too, although I have workarounds to test.

Moving on, RSS/Rescale users will be happy to know that I’ve fixed this issue where scattering is cut off in the distance (without changing the clip planes)

zmM8wcI.jpg

You might still be able to spot a discrepancy where local terrain and scaled terrain meet, but it's a small one.
Using the same technique I’ve also fixed this issue where mountains might look overbright white when ascending to orbit

GSkiuNt.jpg

And for OpenGL users who must be feeling left out by now due to no godrays and wave interactions on Opengl, at least I have something for you. Since unity added compute shader support outside Directx11: Config tool builds for Linux and Mac:

https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/ConfigToolLinux.zip

https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/MacConfTool.app.zip


Also, actual documentation for scatterer is here on the wiki, although still a work in progress

7HNVqYF.jpg

https://github.com/LGhassen/Scatterer/wiki


With that said, I really love modding and exploring what can be done, I feel like I'm close to "finishing" Scatterer, but the topics involved are increasingly complex and time-consuming to work on.


As I want to continue modding, I decided to set up a Patreon, hoping to make modding more sustainable for me. This doesn't mean my mods will become paid, they will be available for everyone of course, however patrons will get early access to in-dev features and previews, and I get to spend more time doing what I love and adding new features everyone can enjoy, and finally finding the time to work on some things that I never could, and fixing the layer of jankiness around my old code (nevermind that scatterer was my first real programming project). I will be uploading a first build shortly, so stay tuned:

20TIHMv.png

Please consider supporting me there if you appreciate my work, and if you can't, that's alright too, releases will always be public.

pog

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A quick / idle thought on dealing with the water motion and vessel recovery--- could the conditions be limited to landed/splashed and only slow/no horizontal speed, so a capsule bobbing up and down would still count as stationary? Not sure if that's a moddable game variable.

Edited by Beetlecat
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20 hours ago, blackrack said:

This will be a long post so grab some snacks

Oh my god, this is amazing. @blackrack, you are amazing!

Everything I could dream of, including rescale fix! And even wiki!

I only hope my GTX1070 will not choke on this. 

I don't really care if vessel recovery from water will not be able at all - Coast Guard rescue for the win!

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