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KSP2 Release Notes
Everything posted by blackrack
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Just uploaded a full release, it's mostly the same as the pre-release, with the addition of fixing the orange/weird clouds in main menu, and a small reduction in ocean jittering in RSS. Check the OP for how to report an issue, also I think this issue was fixed in the latest version. I think you should take this to the AVP thread, most likely an installation issue.
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Yes this is how it should be. If I remember correctly this is an issue with the old version of Parallax, which Beyond Home is locked to until it updates. The newer versions of Parallax fixed it, but you'll have to wait for Beyond Home to update. I ran into this issue myself. If it's too jarring you can disable godrays or long distance shadows from Scatterer in the meantime, though it might still happen near the camera.
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I have no idea what's going on, seeing as you have so many mods installed I would suggest trying to remove mods until you find what's causing the issue. May be a misconfiguration or some kind of conflict between mods. Also I'm not sure which version of EVE that is, seems like an older build, try replacing it with EVE-redux:
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0.0767 Preview build Performance improvements, grab them while they're hot https://github.com/LGhassen/Scatterer/releases/tag/0.0767 Changelog: Depth buffer mode: Renders scattering effect using the depth buffer instead of re-rendering opaque objects: Enables CPU and GPU performance improvements (anywhere from 17% to 41% higher fps with the stock game and scatterer) Added option to render the scattering in 1/4 resolution and upsample for performance (incompatible will godrays, will auto-disable if godrays are used) Compatibility with Parallax (most noticeably underwater) Compatibility with trees and terrain scatters (they now get correct scattering on them instead of sticking out) Disables MSAA anti-aliasing because it's not compatible with the depth buffer (Added option to use SMAA to compensate, MSAA is still used in tracking station and editor scenes so keep it enabled). Depth buffer mode can be disabled in favor of the old mode if you want to have MSAA (performance and compatiblity improvements won't be available in this case) Faster long-distance shadow rendering (no longer need to render an additional depth buffer for shadows farther than 7km) Small performance improvements in the ocean + ability to further disable foam and transparency for performance on slower machines Performance presets and a preset loader in the KSC menu, to easily adjust quality/performance. It will also tell you your current preset by matching individual settings against presets. Scatterer will now default to "low" preset which is just the basic scattering+ocean feel free to go higher or lower depending on your specs. Sunflare editor in the UI, changes made here will be lost on scene changes so copy your config. (Config will also be logged when applied from the UI) New sunflare syntax (check wiki for details https://github.com/LGhassen/Scatterer/wiki/SunflaresConfig#syntax-version-2) Support for per-element intensity and scale curves Units for the distance in the curves is the parent body's radius, used to make sunflares easy to port from one star to another with different sizes Support for .dds textures for the flares More readable syntax, scales are supplied normally instead of inverse Older sunflares stay compatible by omitting the syntaxVersion tag or using syntaxVersion=1. New sunflare syntax using syntaxVersion=2 in the sunflare config Sunflares are loaded directly from their individual sunflare configs (Scatterer_sunflare nodes), no longer need to have and maintain sunflare list in the planetsList file Better error handling when loading and clearer logging, if loading fails the stock effects will load instead of having the ocean not load. Same when atmo files are missing, display stock effects instead of loading white atmosphere. Configs loaded from ModuleManager are detected as such, and no longer as coming from "Laythe.cfg", config saving to disk is disabled when a ModuleManager patch is used Possibility to preview different SunColor values directly from the UI for fine-tuning (will not save to file though, you still have to manually edit the planetsList file after) De-hardcoded a gravity parameter in the ocean spectrum (previously hardcoded to 9.81 m/s^2), a value of 0 will apply the body's surface gravity. This can impact the waves look and look unnatural to us (as we are used to how waves looks on earth), old ocean configs where the value is missing will default to 9.81 as before. Refer to this post for more details about the performance improvements: I had this version almost ready to go for a while but things got busy For sure, but I at least had to disable saving the content of ModuleManager patches to an existing stand-alone config.
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I really don't know what's going on, it may be a rare bug in scatterer in the ordrer the destruction is done, unless it can be reproduced consistently though I wouldn't know how to debug it. What happens if you remove buildManager. That's an eclipse, that's how it works, shadow = dark. Well that's disappointing, might be a random interaction I'm guessing the performance savings from EVE-redux are dwarfed by the other mods really.
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Here begins the odyssey of catching up on months of posts! Both are known issues for me. 1 will be fixed in next update. 2 is caused by EVE redux and I ahven't worked on it yet. For 1: Eclipses only apply to the sky, not (yet) on local objects/scattering. 2. No idea, looks like a precision issue with EVE-redux, are you on the latest EVE-redux? Is that Mun or Minmus's shadow? Lower experimentalAtmoScale and it should fix it. On 10x rescale you should put experimentalAtmoScale probably in between 0.5 - 1.0, adjust to taste. The new one is just the stock scatterer sunflare, I don't know where the old one comes from, looks like a custom config. You can delete them, it won't speed anything up, this check takes barely a millisecond. Looks like you have the sunlightExtinction disabled in the new version for some reason, check in the KSC scatterer menu or the config files, this is the option you're interested in: https://github.com/LGhassen/Scatterer/wiki/GeneralConfig#sunlight-extinction-sunlightextinction I think this is sunset+eclipse at the same time, eclipses only apply to the sky, unless this happens every sunset, then you need to post more info, as I don't get this issue. This is caused by how EVE/EVE-Redux handle eclipses, I'm aware of it, will make better eclipses in the (undefined) future This should probably be reported in JNSQ thread. Lower experimentalAtmoScale Your assetPath is messed up or .half files are in the wrong location, probably you have a duplicate install even. I suggest reinstalling scatterer + any custom scatterer configs you have. Next release (I had it almos finalized in January, I'm getting back into it now, been super busy) Next release, see above It's pulling the correct config, but ModuleManager patches throw it off and it doesn't display the right path. Will be fixed in the next release (kind of, in reality it will inform you it's using a ModuleManager patch and not that path, will also not save config to the wrong path)
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So simply put, main menu is on a different scale than both localSpace and scaledSpace. If I remember correctly it uses the same coordinates as localSpace but a completely diffetent scale. Somewhere the wrong scale information is being set for the cloud shader resulting in wrong calculated position and the funky behaviour that you see. I'll try to look into it for next update.
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Alright, well to answer your previous question It can be made to work from anywhere, but there's two points there to think about: 1) Deciding at which distance to disable it, as having all eclipses being calculated for every planet is overkill, disabling in scaledSpace is kind of a simple way around this. 2) I was under the impression the game already disables the light when you are in the shadow of the planet even in scaledSpace, is this not the case? It doesn't look same as EVE eclipses as it disables the main light but the ambient light remains, in fact the problem with EVE eclipses is that they just darken everything, even secondary lights, emissive shaders, ambient light etc when the correct way to do it would be to properly integrate them in shadows (probably in a future version)