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Everything posted by blackrack
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[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
If you download a mod that uses this, it will come with it's own singularity config you don't have to manually configure it. -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
Look in the OP you will find some information about a mod with an accretion disk texture. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
blackrack replied to Gameslinx's topic in KSP1 Mod Releases
Lower "flattenScaledSpaceMesh" in Lua's atmo config until this disappears. For example I have it set at 0.6 for the stock Kerbin atmo.- 1,646 replies
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Btw, there is something strange about your KSP install, like you are using a different version of unity or C# or something: Unity is being a lot less permissive, it's throwing errors about built-in methods, and methods being called in constructors, which I don't have. Scatterer also seems broken on your install due to these errors. What are you doing exactly and is this not what is breaking your game? Is this because you are attaching a debugger?
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Going to post this here because it gets reports often: With RSS+RSSVE the following issue appears: RSSVE has a patch which is supposed to improve the clip planes for RSS. Except it hasn't been updated for unified camera (KSP 1.9+ or so can't remember), therefore it results in this issue. As I said before it is not a scatterer issue. How to fix it: Go to \GameData\RSSVE\Configs\Misc_Configs\RSSVE_RSS_Config.cfg Either delete everything or change the contents to: @REALSOLARSYSTEM:FOR[RSSVE]:NEEDS[RealSolarSystem] { %cam00FarClip = 1875000.0 }
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Halo-like visual issue (KSP 1.10.1)
blackrack replied to Gordon Dry's topic in KSP1 Technical Support (PC, modded installs)
I think you have to use the "reduce mods until you find the culprit" method -
Not sure, maybe the clouds are too high in the atmo or the settings for the scattering/extinction for them need tuning. It's not "some weird reason", I made a fix for it which you can see in the scatterer settings ( I shared it with squad as well but they didn't integrate for some reason). I'm curious about the sounding rocket though, is this with scatterer ocean on or off?
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[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
It looks like you have the cubemap configured at low-resolution, or something else looks off, best to make a video. -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
Looks like it's working, what exactly is the issue? -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
You say you didn't get the portal effect, does that mean you can't see anything or you can't see to the other side? If it's the latter, you need a wormhole on the target as well. if it's the former, gravity looks too low. Start with a high gravity value if in doubt, you can edit it in-game directly after to tweak. Check the examples here: https://github.com/LGhassen/Singularity/wiki Also you don't need these params if you don't use accretion disk (although they won't cause interference): useRadialTextureMapping, accretionDiskNormal, accretionDiskInnerRadius, accretionDiskOuterRadius, accretionDiskRotationSpeed and accretionDiskTexturePath -
This apparently has to do with the order in which .DLLs are loaded, as seen in: For now you can try his temporary solution (rename EVEManager.dll to +EVEManager.dll) or maybe play with filenames until it loads that .dll first. For next time I will try to do the correct solution @linuxgurugamer gives of explicitely defining dependencies.
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The clouds appearing slightly grey at night might be a limitation of how I'm doing the rendering that appears with low-alpha clouds when not enough of them are stacking. However you are sure that the issue with the mun, and clouds on top of the aircraft appear with just EVE+scatterer? No AVP, no Kopernicus, no other mods?
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That would be astronomer's, you should be able to find the configs inside somewhere. Alternatively, the scatterer UI will tell you which config file is used for which planet (somewhere in the bottom of the UI there is a field). It looks like you have the wrong star configured as the sun for the planet. In your planetList file there should be a field "mainSunCelestialBody", change that to point to the correct star.
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Sorry but I really couldn't make sense of your report or understand what's going on from your screenshots, apart from the mun appearing on the craft. Is it possible to make a more detailed report, and preferably accompany every issue with it's own screenshot, if possible well lit screenshots during the day. I don't really understand "clouds being lit from below at midnight" or "solved the depth buffer issue", what depth buffer issue? Also, look in your log for nullref spams, it ahs been reported that this is glitchy with Kopernicus and I haven't looked into it yet.
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What config are you using? I fixed this a long time ago for the stock scatterer configs. As a general rule, if you're wondering if a bug was fixed or not, use the latest scatterer with it's stock configs. To fix it yourself just adjust the settings in this line in the UI Or these settings in the atmo config file directly: specR = 80 specG = 72 specB = 65 shininess = 75 Note: Depending on your config you might need to use different values. 2nd Note: Things might look slightly different in the main menu for some reason, if an issue only appears in main menu it is low priority for me.