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[1.9-1.12.x] EVE-Redux: Performance-enhanced EVE + maintenance (v1.11.7.1 - 09/09/2022)


blackrack

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27 minutes ago, blackrack said:

I'm really not going to look into this if it happens only when cheating a craft into orbit.

The little dot on the surface happened when I launched a craft legitimately. I don't know about the Mun one, I only noticed it when I was testing stuff, which was cheated into orbit to save time.

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5 minutes ago, Daniel Prates said:

If I understood correctly, this enhanced eve is being tested and the idea is that it will one day replace 'regular' eve, right?

Not anymore:

On 1/31/2021 at 11:45 AM, HebaruSan said:

Good to know; just to confirm, is this intention no longer the case?

On 1/31/2021 at 11:47 AM, blackrack said:

Ah yeah, that's no longer the case so I will change it.

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Hi! I'm getting consistent hard crashes with this mod on Linux. The screen turns black, game is unresponsive but audio keeps playing on a loop, can't do anything but reboot. This does not happen without the mod, nor with with EVE 1.10.1-3 (the latest "maintenance" version). no, NEW INFO at the bottom!

This occurs consistently a short while after launching a rocket (around the time when leaving the atmosphere), when changing to map view, staging, or just moving the camera a lot.

    KSP: 1.11.1.3066 (LinuxPlayer), max graphics settings.
    Mods: EVE-Redux1.11.2.1 , Spectra 1.4.0, Kerbal Alarm Clock.

I found this in the logs, the only error(s) but not placed last on the log, may be related:

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object
  at Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () [0x00046] in <568c46e2e01a42a8a864ad4995b1e66e>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <7d9ec060e791409ab3eb85c61e312ed6>:0

(same message repeats several times)
 ----------------------------------------------

EDIT: This crash also happens with EVE maintenance 1.10.1-3 and original EVE 1.8.0.2. So, EVE in general. The difference is that with Redux this happens consistently after a while in the atmosphere, while with the others I can launch and deorbit some stuff before it crashes.

These crashes never happen without EVE, even with Scatterer installed which I had been using alone without issues, before replacing it with EVE, and which I reinstalled to check if it would ever crash by launching and deorbiting stuff and it didn't. I did find this in the logs after using it:

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object
  at scatterer.MainSettingsReadWrite.saveMainSettingsIfChanged () [0x00005] in <db4451e6c1fd443c8b762a77e1ee9797>:0
  at scatterer.Scatterer.SaveSettings () [0x0000b] in <db4451e6c1fd443c8b762a77e1ee9797>:0
  at scatterer.Scatterer.OnDestroy () [0x002a1] in <db4451e6c1fd443c8b762a77e1ee9797>:0 

------------------------------------------------

SECOND EDIT: I did some more testing, all with EVE-Redux1.11.2.1. By using only the following config (with the relevant textures ofc) the game did not crash after several launches to LKO and long deorbits:

Spoiler

EVE_CLOUDS
{
    OBJECT
    {
        name = Kerbin-atmoStock-Blue
        body = Kerbin
        detailSpeed = 0,0,0
        speed = 0,0,0
        altitude = 20000
        settings
        {
            _MainTex = Spectra/Spectra_textures/blank
            _Color = 80,120,255,70
            _DetailTex = Spectra/Spectra_textures/clear
            _DetailDist = 0.00001
        }
        layer2D
        {
            macroCloudMaterial
            {
                _RimDistSub = 0.00001
                _FalloffScale = 4
                _FalloffPow = 3
            }
        }
    }
    OBJECT
    {
        name = KerbinMain
        body = Kerbin
        altitude = 4600
        detailSpeed = 0,6,0
        speed = 0,10,0
        offset = 0,30,0
        settings
        {
            _DetailTex = Spectra/Spectra_textures/detailCumulus
            _DetailScale = 10
            _MainTex = Spectra/Spectra_textures/kerbinMain
            _DetailDist = 0.0000001
            _UVNoiseAnimation = 0,0
            _UVNoiseStrength = 0
            _UVNoiseScale = 0
        }
        layer2D
        {
            shadowMaterial
            {
                _ShadowFactor = 1
            }
            macroCloudMaterial
            {
                _DetailDist = 0.000002
                _RimDistSub = 0.992
                _FalloffScale = 20
            }
        }
    }
}

 

However, when I replaced that config with this one, the game crashed during the first launch, before landing:

Spoiler

EVE_CLOUDS
{
    OBJECT
    {
        name = Kerbin-atmoStock-Blue
        body = Kerbin
        detailSpeed = 0,0,0
        speed = 0,0,0
        altitude = 20000
        settings
        {
            _MainTex = Spectra/Spectra_textures/blank
            _Color = 80,120,255,70
            _DetailTex = Spectra/Spectra_textures/clear
            _DetailDist = 0.00001
        }
        layer2D
        {
            macroCloudMaterial
            {
                _RimDistSub = 0.00001
                _FalloffScale = 4
                _FalloffPow = 3
            }
        }
    }
    OBJECT
    {
        name = KerbinAurora
        body = Kerbin
        altitude = 10000
        speed = 0,140,0
        detailSpeed = 1000,3000,0
        settings
        {
            _DetailScale = 6
            _DetailDist = 0.0000001
            _MainTex = Spectra/Spectra_textures/aurora
            _DetailTex = Spectra/Spectra_textures/detailAurora
            _UVNoiseAnimation = 0,0
            _UVNoiseStrength = 0
            _UVNoiseScale = 0
        }
        layer2D
        {
            macroCloudMaterial
            {
                _MinLight = 0.5
            }
        }
    }
    OBJECT
    {
        name = KerbinHigh
        body = Kerbin
        altitude = 6000
        detailSpeed = 0,6,0
        settings
        {
            _DistFadeVert = 0.0000399999
            _DetailScale = 60
            _DetailTex = Spectra/Spectra_textures/detailHigh
            _DetailDist = 0.00000005
            _MainTex
            {
                value = Spectra/Spectra_textures/cirrus
                type = CubeMap
            }
            _UVNoiseAnimation = 0,0
            _UVNoiseStrength = 0
            _UVNoiseScale = 0
        }
        layer2D
        {
            macroCloudMaterial
            {
                _RimDistSub = 0.992
            }
        }
    }
    OBJECT
    {
        name = KerbinMain
        body = Kerbin
        altitude = 4600
        detailSpeed = 0,6,0
        speed = 0,10,0
        offset = 0,30,0
        settings
        {
            _DetailTex = Spectra/Spectra_textures/detailCumulus
            _DetailScale = 10
            _MainTex = Spectra/Spectra_textures/kerbinMain
            _DetailDist = 0.0000001
            _UVNoiseAnimation = 0,0
            _UVNoiseStrength = 0
            _UVNoiseScale = 0
        }
        layer2D
        {
            shadowMaterial
            {
                _ShadowFactor = 1
            }
            macroCloudMaterial
            {
                _DetailDist = 0.000002
                _RimDistSub = 0.992
                _FalloffScale = 20
            }
        }
        layerVolume
        {
            maxTranslation = 100,200,100
            size = 2000,2.2
            area = 12000,3
            noiseScale = 1.2,1.3,90
            particleMaterial
            {
                _Tex = Spectra/Spectra_textures/particle/rgb
                _BumpMap = Spectra/Spectra_textures/particle/particle_NRM
                _LightScatter = 0.55
            }
        }
    }
}

 

-------------------------------------------------

System info:

OS: Linux 5.10 VoidLinux rolling 64bit
CPU: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz (8)
RAM: 7923
GPU: GeForce GTX 970/PCIe/SSE2 (4096MB)
SM: 50 (OpenGL 4.5.0 NVIDIA 460.39)

Edited by gerryrbd
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52 minutes ago, Ollz said:

This to Replace EVE

Yes

52 minutes ago, Ollz said:

To Replace Configs (Delete BoulderCO and Install Performance EVE)

You still need configs. 

53 minutes ago, Ollz said:

Also is It Compatible With Spectra?

Also yes, but if you're using Spectra, delete BoulderCo

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I'd like to throw my cards in the "I'm not seeing volumetric clouds" hat as well.  I tried Spectra and Astronomer's pack and neither of them display volumetric clouds.  It looks like Spectra doesn't have layerVolume defined, but Astronomer's does and still nothing.  I also tried the original BoulderCo and ... still nothing.  For clarity, as far as I can tell, all other effects are present.  There are the 2d layer clouds, and when you pas near to them they fade out as if the particles are being generated, but there are no particles.

Is there an option somewhere I'm overlooking to turn them off(or more importantly on)?  I'm using Scatterer.0.0723 and EVE-Redux1.11.2.1.

Edit: Probably should've done this first, but I threw out all mods except for BoulderCo and EVE and ... no volumetric clouds.  So, I'm really not sure why they aren't showing but it doesn't seem to be a mod conflict. Here is the KSP.log if that helps.

https://www.dropbox.com/s/otl1vmx1kskzga1/KSP.log?dl=0

Edited by Hyomoto
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Having an issue with _BuildManager.dll on EVE version 1.11.2.1, on KSP 1.11.1 with expansions. On every game start, I get this in my logs, and it seems (maybe? I'm really not sure) that it *might* somehow cause a big heap of issues for other mods down the line. Or not at all... Is this something anyone else has seen?

I have tried this both on a heavily modded install and on one with relatively few mods (mostly utilities like EEX, along with EVE and scatterer on both installs). Both installs get the same error in the same place in the log.

Error reads:

Quote

[LOG 14:38:22.632] [AddonLoader]: Instantiating addon 'ShaderProperties' from assembly 'Utils'
[LOG 14:38:22.632] [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager'
[EXC 14:38:22.642] NotSupportedException: The invoked member is not supported in a dynamic module.
    System.Reflection.Emit.AssemblyBuilder.get_Location () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
    _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) (at <3f485ce99d7e479c99f0f040223fbad6>:0)
    System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
    System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
    _BuildManager._BuildManager.logVersion () (at <3f485ce99d7e479c99f0f040223fbad6>:0)
    _BuildManager._BuildManager.Awake () (at <3f485ce99d7e479c99f0f040223fbad6>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.GameObject:AddComponent(Type)
    AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
    AddonLoader:StartAddons(Startup)
    <LoadObjects>d__90:MoveNext()
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    <CreateDatabase>d__71:MoveNext()
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    GameDatabase:StartLoad()
    <LoadSystems>d__11:MoveNext()
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    LoadingScreen:Start()
[LOG 14:38:22.643] [AddonLoader]: Instantiating addon 'UILoader' from assembly 'FarFutureTechnologies'
[LOG 14:38:22.644] [FFT][FFTUILoader]: Loading UI Prefabs

 

Edited by AccidentalDisassembly
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I'm having an 'issue' with the planet shadows. Whenever a moon enters the shadow of its host, it turns completely black. This does not happen in pure stock and I found out it's caused by EVE, respectively the stock planet configs. I don't know if this is intended. Can anyone tell me how I can change the configs to ensure this won't happen anymore? Example photo can be found here.

Edited by Neebel
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I'm not sure a screenshot is really necessary here? The issue is the volumetric clouds do not display, but the cloud layers are visible. That said, if it helps then here is a screen shot without volumetric clouds:

lezXSGG.jpg

The cloud layers display, but the volumetric clouds do not.  It's hard to see in this picture because they aren't there, but the clouds overhead still fade out as if the volumetric ones were being drawn but they aren't.  Again, multiple texture packs, etc...

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  • 2 weeks later...

Odd Shadow in Map View

I'm using EVE, AVP, and Scatterer, In map view when I zoom in magnification a shadow appears under the vessel and obscures the planet/moon. I can reproduce this on any planet I'm orbiting. (Issue occurs in game with stock EVE config as well)

Picture 1 is map view at closest zoom without the issue.

GMNLSMS.png

Picture 2 is the view at the zoom level the issues starts. The more I zoom in, the bigger the shadow gets,

mcCuNe8.png

Any thoughts on the cause and resolution?

KSP and Player Log here: 20210315 KSP logs.zip

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Small update here.  Did a bunch of testing, including rolling back to previous versions to see when exactly volumetric clouds stopped showing up and the answer is... they didn't work with any version.  That seemed pretty suspect so I deleted settings.cfg and gave it a try again.  In which case the clouds did show up again.  So I went ahead and brought the game back up-to-date and again, clouds.  So finally, I reinstalled all of my mods and its not working again.  Dear lord.  So then I start painstakingly installing one mod at a time to figure out which one is the death boi.  Which, surprisingly ended up being the first mod I tried: Scatterer.  Next up, try installing every mod except Scatterer and sure enough ... same problem.  Alright.  What the literal hell?  So fiddle, fiddle, fiddle aaaaaand settings.  It's definitely a setting.  Resetting them back to default fixed the issue, but what the heck about them is causing this issue in the first place!  I'm invested now, how can I not keep going?  Reinstall scatterer, try again.  Clouds are there.  Hurray.  Fiddled with a few graphic settings to see if I could figure out which one was the culprit but nope.  So I have no idea what setting is breaking things, but it does seem to be a setting.

That's a very long-winded way of saying if your volumetric clouds aren't showing, you can try reverting your settings to default and then reenable them to see if that fixes the issue.

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