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blackrack

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Everything posted by blackrack

  1. In the planet's ocean settings file. If you use stock scatterer in scatterer/config/Kerbin/ocean.cfg (if I recall correctly), if you use another mod in the config they ship.
  2. That's good to hear! It's on a case by case basis, some planets scaledSpace model doesn't match local terrain and you end up with that issue. So for 1.9 it's only Kerbin, so add it to Kerbin only for now.
  3. For issue 2): @Avera9eJoe you can integrate this config change (hope you are doing good btw man)
  4. I play at 1080p, so your numbers add up. Here's what you can do: - Change the ocean mesh resolution from the default value of 4 to 8 or 16, this makes the ocean mesh less dense, but the difference is not noticeable with the default calm ocean setting (in fact I should probably change the default value of this that I ship) - Lower in-game MSAA to 4x or 2x (it scales badly with the dense ocean mesh) - Change the shadowmap resolution override to 4096 instead of 8192 and the shadow distance to 25000 instead of 50000 - If it's still slow change the ocean fourier grid size from 128 to 64 (probably won't see a big difference with a GTX 1070 though) Let me know what kind of performance increases you see with these settings, I expect you to hit at least 42-55 FPS.
  5. Have you guys tried reducing the shadows distance or lowering the default override with 8192x8192 shadowmaps? Anyway, I have a gtx 1060 3gb and I usually ship the config that works well on my machine. I'm getting 60 fps with stock scatterer + stock EVE, and textures unlimited, however I do have stock reflection probes resolution lowered to 256 and the lowered refresh setting (pretty useless to have it set higher from my testing). With my old CPU however (i5-3470) I don't go crazy on the part counts.
  6. It doesn't, because it crashes on a core unity method. If you want to help, you have to narrow it down, remove all mods then put them back one by one and test, until you find the source of rhe conflict.
  7. I have no idea honestly, the fact that that it crashes on a core unity method (UnityEngine.Object.FindObjectsOfType()) means this is out of my depth. At the same time I will say that if you are only getting one crash per hour with about 200 mods you are doing pretty well. And no, this issue was not supposed to be fixed in 0.0600, I have never seen this issue before.
  8. It's not even that it doesn't work in main menu, it's just that it displays errors for bodies it doesn't find in the main menu scene, which is "normal".
  9. I'm pushing out a small update which fixes the issue with vessel viewer, also effects will now work in main menu for planets other than Kerbin (for planet mods). Mostly GPU-heavy
  10. Add this line in scatterer config: https://github.com/LGhassen/ScattererConfig/blob/master/config/Planets/Kerbin/atmo.cfg#L6
  11. Latest version of scatterer has a fix for it, so either AVP hasn't updated or it missed the memo on the fix (nobody reads the changelogs ). In any case, go to your Kerbin atmo config and add this line: https://github.com/LGhassen/ScattererConfig/blob/master/config/Planets/Kerbin/atmo.cfg#L6
  12. Well I'm stumped because the .dll I sent you fixes the issue for me, but let's try a different one anyway, delete all previous scatterer.sll files and try this: https://easyupload.io/rx2r6p
  13. Thanks, this is very complete. Can you just check if you have this kind of message in your log: "Added reflection probe fixer" with those graphical settings disabled Are you sure this is a scatterer bug? It looks like your cameras are clipping through the floor or the clipping planes on the cameras are set a bit far (ie this would happen without scatterer in that case) Edited: @MajorTom can you test this out? https://easyupload.io/v6jef0
  14. Can you disable scatterer's long-distance shadows (and restart) and the game's reflection probes and see if it makes any difference?
  15. They were working but slightly bugged (becoming invisible sometimes). They can be turned up or down, but would look better with a wavier ocean.
  16. That's called "whitecaps", as in https://www.google.com/search?q=ocean+whitecaps&tbm=isch&ved=2ahUKEwiyisTM1_voAhUEXxoKHWq5CUUQ2-cCegQIABAA&bih=771&biw=1487
  17. Idk what I'm looking at but I'm guessing you are underwater and have an outdatted config with the ocean darknessDepth set at zero or something like that, and well... it gets dark Actually just Idk what I'm looking at, seriously there's not enough context, your vessel is destroyed and you are 40m underwater going 700m/s and the video is 10s of black
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