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[1.12.2]Sci-Fi Visual Enchancements V-1.6 (high performance alt to SVE)


panzer1b

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11 minutes ago, Jack the Green Ghost said:

4Gb RAM

Ok ill try TNX

One thing I noticed is that in recent versions of SFVE cloud shadows are enabled, I noticed a bit of choppiness and reverted to an older version- apparently you can turn the cloud shadows off in the EVE panel but it seems kind of not intuitive to do so...

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3 minutes ago, Waxing_Kibbous said:

One thing I noticed is that in recent versions of SFVE cloud shadows are enabled, I noticed a bit of choppiness and reverted to an older version- apparently you can turn the cloud shadows off in the EVE panel but it seems kind of not intuitive to do so...

Ok ill try that too

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On 1/8/2018 at 6:43 PM, Rocket In My Pocket said:

Hmm, well if the card has a Gb of VRAM it can't be that bad, and KSP doesn't need much.

Any idea how much normal RAM you have? You can go to Control panel>System to check.

I'm thinking it's your CPU though, you can try turning max physics delta time up in the game options, should help some.

it helped me +1 fps but it makes a lot of differences from 5 to 6 fps  actually im surprised how much different it is but i need more. Im plaing GTA IV at stock 30 FPS but ksp at stock 6 FPS how the hell

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6 hours ago, Jack the Green Ghost said:

it helped me +1 fps but it makes a lot of differences from 5 to 6 fps  actually im surprised how much different it is but i need more. Im plaing GTA IV at stock 30 FPS but ksp at stock 6 FPS how the hell

KSP does not rely on the GPU, but instead the CPU. So, your CPU and GPU might run a game like GTA fine, but your CPU is likely struggling to handle all the tasks KSP is throwin at it

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1 hour ago, Jack the Green Ghost said:

So what I have to do??

I'm afraid there isn't much more you can do, short of buying a new computer. (Which I know is a terrible suggestion to make, just shootin' straight with ya.)

Since it's a laptop; upgrading it is pretty much out of the question. My only remaining advice would be to open the task manager and make sure nothing else that doesn't need to be running is running when you play KSP, also set KSP's priority to high by right clicking it's process in the details tab. You could also try forcing -opengl with a launch command, as it may save you on some RAM usage. Finally, although it pains me to say so; You should prolly remove this, and all other mods as well if you are only getting 5-6 fps. Drop the resolution down as well, it may help.

We'd all be more than happy to continue trying to help you, but I think perhaps we are getting a bit off topic for this particular thread. Make a new one in Technical Support if you want?

Edited by Rocket In My Pocket
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1 hour ago, Rocket In My Pocket said:

I'm afraid there isn't much more you can do, short of buying a new computer. (Which I know is a terrible suggestion to make, just shootin' straight with ya.)

Since it's a laptop; upgrading it is pretty much out of the question. My only remaining advice would be to open the task manager and make sure nothing else that doesn't need to be running is running when you play KSP, also set KSP's priority to high by right clicking it's process in the details tab. You could also try forcing -opengl with a launch command, as it may save you on some RAM usage. Finally, although it pains me to say so; You should prolly remove this, and all other mods as well if you are only getting 5-6 fps. Drop the resolution down as well, it may help.

We'd all be more than happy to continue trying to help you, but I think perhaps we are getting a bit off topic for this particular thread. Make a new one in Technical Support if you want?

Ok thanks for the help

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  • 2 weeks later...
On 1/13/2018 at 11:59 PM, i like pizza said:

I don't think you can. Not that it would increase FPS by much anyways.

Removing smoke is stupidly easy and makes a HUGE difference especially if you build anything with 10+ engines.

 

go into the squad folder, find engine you wanna remove it from (say let engines which look unrealistic with all that white smoke anyway especially at low power), and comment out (add // in front of the line) the following:

EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, -90
			}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

change this to:

EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			//PREFAB_PARTICLE
			//{
			//	prefabName = fx_smokeTrail_light
			//	transformName = thrustTransform
			//	emission = 0.0 0.0
			//	emission = 0.05 0.0
			//	emission = 0.075 0.25
			//	emission = 1.0 1.25
			//	speed = 0.0 0.25
			//	speed = 1.0 1.0
			//	localOffset = 0, 0, 1
			//	localRotation = 1, 0, 0, -90
			//}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

Do this for all engines which you want no smoke and gain a good number of frames (not to mention much more authentic looking jet engines which dont puke smoke all over, but obviously less kerbally).  If you wanna make less (but not 0) smoke you will need to alter the 2nd number (#2) in the emission = #1 #2.  Divide it in half to get half smoke, so on and so forth...

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23 hours ago, panzer1b said:

Removing smoke is stupidly easy and makes a HUGE difference especially if you build anything with 10+ engines.

 

go into the squad folder, find engine you wanna remove it from (say let engines which look unrealistic with all that white smoke anyway especially at low power), and comment out (add // in front of the line) the following:


EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, -90
			}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

change this to:


EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			//PREFAB_PARTICLE
			//{
			//	prefabName = fx_smokeTrail_light
			//	transformName = thrustTransform
			//	emission = 0.0 0.0
			//	emission = 0.05 0.0
			//	emission = 0.075 0.25
			//	emission = 1.0 1.25
			//	speed = 0.0 0.25
			//	speed = 1.0 1.0
			//	localOffset = 0, 0, 1
			//	localRotation = 1, 0, 0, -90
			//}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

Do this for all engines which you want no smoke and gain a good number of frames (not to mention much more authentic looking jet engines which dont puke smoke all over, but obviously less kerbally).  If you wanna make less (but not 0) smoke you will need to alter the 2nd number (#2) in the emission = #1 #2.  Divide it in half to get half smoke, so on and so forth...

I tried this, and it finally brought me past 60 FPS. Thanks!

Edited by i like pizza
gjhgjhgj
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5 hours ago, i like pizza said:

I tried this, and it finally brought me past 60 FPS. Thanks!

But i want to do that only to some engine not all and SRBs not removed just lower for example i want to remove smoke from the sst engines and low down the Mamooth ones

On 26.01.2018 г. at 3:31 AM, panzer1b said:

Removing smoke is stupidly easy and makes a HUGE difference especially if you build anything with 10+ engines.

 

go into the squad folder, find engine you wanna remove it from (say let engines which look unrealistic with all that white smoke anyway especially at low power), and comment out (add // in front of the line) the following:


EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, -90
			}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

change this to:


EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			//PREFAB_PARTICLE
			//{
			//	prefabName = fx_smokeTrail_light
			//	transformName = thrustTransform
			//	emission = 0.0 0.0
			//	emission = 0.05 0.0
			//	emission = 0.075 0.25
			//	emission = 1.0 1.25
			//	speed = 0.0 0.25
			//	speed = 1.0 1.0
			//	localOffset = 0, 0, 1
			//	localRotation = 1, 0, 0, -90
			//}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

Do this for all engines which you want no smoke and gain a good number of frames (not to mention much more authentic looking jet engines which dont puke smoke all over, but obviously less kerbally).  If you wanna make less (but not 0) smoke you will need to alter the 2nd number (#2) in the emission = #1 #2.  Divide it in half to get half smoke, so on and so forth...

Can you say the last part again becaude i didnt undirstand

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On 26.01.2018 г. at 3:31 AM, panzer1b said:

Removing smoke is stupidly easy and makes a HUGE difference especially if you build anything with 10+ engines.

 

go into the squad folder, find engine you wanna remove it from (say let engines which look unrealistic with all that white smoke anyway especially at low power), and comment out (add // in front of the line) the following:


EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, -90
			}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

change this to:


EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			//PREFAB_PARTICLE
			//{
			//	prefabName = fx_smokeTrail_light
			//	transformName = thrustTransform
			//	emission = 0.0 0.0
			//	emission = 0.05 0.0
			//	emission = 0.075 0.25
			//	emission = 1.0 1.25
			//	speed = 0.0 0.25
			//	speed = 1.0 1.0
			//	localOffset = 0, 0, 1
			//	localRotation = 1, 0, 0, -90
			//}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

Do this for all engines which you want no smoke and gain a good number of frames (not to mention much more authentic looking jet engines which dont puke smoke all over, but obviously less kerbally).  If you wanna make less (but not 0) smoke you will need to alter the 2nd number (#2) in the emission = #1 #2.  Divide it in half to get half smoke, so on and so forth...

Please tell every thig again but step by step at least tell witch foulder i cant find

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  • 1 month later...

So... I was looking at the planets from the tracking station with this mod installed, and I saw something weird at Jool. Is this some kind of space odyssey reference (If so, I assume it happened in those sequel books), intended weather event, or just a glitch? 

Spoiler

 

Oh look, aliens are trying to abduct Jool.

Screen_Shot_2018-03-08_at_8.53.45_PM.png

 

EDIT: Oh, okay, it's an eclipse. This makes sense.

Edited by VelocityPolaris
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47 minutes ago, VelocityPolaris said:

snip

You mean the eclipse? There is a wonky interaction with EVE and Scatterer eclipses that doubles it, but turn your camera around and notice the planet that eclipsing Jool.

Edited by Galileo
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1 minute ago, Galileo said:

You mean the eclipse?

...d'oh. Yep, the eclipse. No clue why I didn't pick up on that sooner. 

EDIT: I don't suppose there's a way to delete that "Ook kill scary eclipse man" post?

Edited by VelocityPolaris
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Well good news those of you that actually like this mod.  Im switching jobs to a far better one, and ill have 2 weeks off between them, so there is a good chance (no promises ofc but very high likelyhood) that ill make another update to this mod since most of us are moving on to 1.4 (screw the EULA, once its on my machine ill do whatever i please with software solong as its only personal use), but ofc itll still work in 1.3 and earlier solong as you get the right version of EVE.  Once my 2nd job starts ill have just as little spare time as usual (so no updates outside of vacation and or when i get time), but im confident that i can release a small update to the one mod i literally cant play enjoy KSP without, and i think itll be well worth it.

What ive done already is splitting the mod into 3 sections, the base mod which comes with atmospheres and glow layers, a dedicated cloud addon, and a dedicated dust/ground fx addon.  This allows people that arent as computer savy to choose what fx they want to have added, rather then forcing one to use the whole mod or have to delete cfgs from the folders.  Itll be basically 3 separate mods so to speak, just the cloud and dust mod requires the base to work.

Another thing that ive been working on is making the planetary/atmospheric glows much prettier looking, namely by tweaking the length and strength of the fade out at the border, so it actually looks crazy good considering the limitations i have to work with in EVE and scatterer.

Finally, ive optimized the entire mod to work with and without scatterer (you can pretty much choose to install scatterer if you can afford the performance drop), so theres that option if you want it.

M6pifS8.png

dU88Zap.png

5K1J0Qb.png

What im still contemplating is replacing ALL the cloud layers, since ive started using the uvnoise texture to cut down on pixelation, and thus i can make better looking clouds that dont pixelate, dont require insane resolution detail textures, and generally look alot better.  The other benefit of this is that clouds now follow the cloud formations exactly, so where there are no clouds you will not see ANY particle based clouds, and where you see clouds there will be particles every time.  Perfomance remains identical, but it should cut down on ram use since its nolonger loading 10+ 4096x4096 textures.

 

Also, what do you guys think of the ablation effect i added to moho.  I made it have 2 separate glowy layers now, one that has this massive aura at a distance, and one that has teh normal surface glow as per use.

Edited by panzer1b
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@panzer1b

Thank you for this awesome mod! If you can spare the time, a small update will be much appreciated. I'm happy that you contemplate the possibility to replace all the cloud layers.

Moho looks great in your pic.

I've noticed that SciFiVE works for 1.4.1+MHE if used with the latest EVE.

Thanks again!

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On 3/15/2018 at 1:02 AM, panzer1b said:

Well good news those of you that actually like this mod.  Im switching jobs to a far better one, and ill have 2 weeks off between them, so there is a good chance (no promises ofc but very high likelyhood) that ill make another update to this mod since most of us are moving on to 1.4 (screw the EULA, once its on my machine ill do whatever i please with software solong as its only personal use), but ofc itll still work in 1.3 and earlier solong as you get the right version of EVE.  Once my 2nd job starts ill have just as little spare time as usual (so no updates outside of vacation and or when i get time), but im confident that i can release a small update to the one mod i literally cant play enjoy KSP without, and i think itll be well worth it.

What ive done already is splitting the mod into 3 sections, the base mod which comes with atmospheres and glow layers, a dedicated cloud addon, and a dedicated dust/ground fx addon.  This allows people that arent as computer savy to choose what fx they want to have added, rather then forcing one to use the whole mod or have to delete cfgs from the folders.  Itll be basically 3 separate mods so to speak, just the cloud and dust mod requires the base to work.

Another thing that ive been working on is making the planetary/atmospheric glows much prettier looking, namely by tweaking the length and strength of the fade out at the border, so it actually looks crazy good considering the limitations i have to work with in EVE and scatterer.

Finally, ive optimized the entire mod to work with and without scatterer (you can pretty much choose to install scatterer if you can afford the performance drop), so theres that option if you want it.

M6pifS8.png

dU88Zap.png

5K1J0Qb.png

What im still contemplating is replacing ALL the cloud layers, since ive started using the uvnoise texture to cut down on pixelation, and thus i can make better looking clouds that dont pixelate, dont require insane resolution detail textures, and generally look alot better.  The other benefit of this is that clouds now follow the cloud formations exactly, so where there are no clouds you will not see ANY particle based clouds, and where you see clouds there will be particles every time.  Perfomance remains identical, but it should cut down on ram use since its nolonger loading 10+ 4096x4096 textures.

 

Also, what do you guys think of the ablation effect i added to moho.  I made it have 2 separate glowy layers now, one that has this massive aura at a distance, and one that has teh normal surface glow as per use.

Awesome, can't wait! And all the best with the new Job, hope it works out great for you!

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1 hour ago, maculator said:

Would you concider adding a city lights overlay that just adds verry small lights to the points of interrest? Would that even be possible? Would be cool to see those

  Reveal hidden contents

dishes, pyramids

etc. from space.

I might do it, but in general im not a fan of the entire city lights concept in EVE (and i dont use it intentionally) since it completely breaks immersion for me to see lit up cities at night, and well no physical buildings when i land near them.  I know it makes little sense for kerbin society to not have cities, but at least with no city lights and no physical building i can say the kerbals live underground in camouflaged bunkers or something, which isnt beyond possibility (they obviously cant ALL live at the KSC unless the astronaut complex is actually a on-demand cloning facility, and thus no kerbals actually live beyond it).

Also, if i do actually add city lights, id prolly use textures from another source, such as stock EVE or maybee SVE if i get perms to use them, vacation or not, i dont have a abundance of freetime, and it takes me long enough just to work on the base mod without having to worry about adding city lights (which is alot more work since i cant just make a random city map, but i need to pick spots that would make sense so itd require alot more time then making a cloud layer or so (no city in middle of ocean).

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I usually delete the whole CityLights stuff^^

But I think it would be awsome if put to good use. Instead of scanning the planet and fighting with the godawful kerbnet youcould see a small dot of light in the night and think "I'll investigate this!"

 

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