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KSP2 Release Notes
Everything posted by blackrack
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Please override your scatterer.dll with this file and check if this fixes your sky issues with or without godrays or anything else: https://mega.nz/#!fQADGL5A!djG6qHW95pyh8b3faNGH8FUs5U4k-qB6m9GKxLrwOyQ Please test as well the above .dll, it should fix your missing night sky issue (override .dll from latest released version).
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Seems to be the same issue as above, somthing about those parts is messing up the depth buffer, I will fix it. You can't use v0.0329 for 1.3.1 I don't know about the other issue but I guess it should be fixed in the latest versions. I don't really intend to keep supporting 1.3.1, it would be too complicated.
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Does this break anything ingame? If it's just a nullref with no ill effects, ignore it. Have you found a way to reproduce this consistently? Can you post screenshots and logs? As I said before I don't have enough information on this bug. Is this with 0.0329? It should've been fixed, can you try to toggle antialiasing? This should be the same issue as this: https://github.com/LGhassen/Scatterer/issues/32 A future development is needed on my side to fix this correctly, so no fix at the moment.
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I don't see anything wrong with the image, if you mean the tinting near the horizon that's just atmospheric extiction doing it's job. The stock game has no transition from black to nightSky, it just brutally cuts off, this is not a scatterer issue. Known issue with no fix for now https://github.com/LGhassen/Scatterer/issues/32 I'm guessing this is the same bug as "night sky goes black when the refractions are on". Turn off refractions as a temporary fix. I will fix this soon. You can run it without the ocean shaders and it should more or less run fine, then try toggling the remaining options and see what will help your fps most.
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So basically it's the same bug as before where everything in space becomes black except now it happens only when you're close enough to the sea for the refractions to be active? Got it. I can't really see much going on here, can you post more screenshots? Maybe link to an album on imgur. If you find a way to reproduce it consistently post some reproduction steps. It's working fine here. See the OP for how to file a bug report.
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I have been testing this morning with the new test release and a combination of various other popular mods (SVE, EVE etc) and couldn't reproduce andy of these white/orange sky issues. Can you make sure you don't have duplicate scatterer files or directories? I can't think of anything causing your issue.
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Alright, nobody panic, here is a hotfix update: https://github.com/LGhassen/Scatterer/releases/tag/v0.0328dev This fixes: -Universe becoming a void -Flipped post-processing overlay and sunflare without AA on direct3d -Jool visible through Laythe (and other planets visible through other planets etc) Please test, I will make a full release soon, just going to fix a few more things.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
blackrack replied to Waz's topic in KSP1 Mod Releases
I see, for how many more volumetrics there are in stock EVE config, we barely notice a difference anyway. Thanks for the pointer. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
blackrack replied to Waz's topic in KSP1 Mod Releases
None that I'm aware of, I manually went into the clouds .cfg and duplicated the main layer multiple times at different, but close altitudes. I'd recommend to just do that for stress-testing. At the same time you're already getting 18fps somehow. I'm guessing something else is eating up your CPU time. This the EVE pack? I will try it and report back. Edited: Hmm, I tested with AVP and couldn't replicate what I saw above either. @TheUnamusedFox here is my "stress test" config: https://www.dropbox.com/s/fa5zmq2vnvvfo33/clouds.cfg?dl=0 It's for the default EVE configuration (boulderCO, link in the OP), can you try it and see what you find?