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Everything posted by blackrack
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Don't, reapplying EVE settings breaks the cloud integration in most cases, in which case you might as well disable it from the main menu. This a good thing or a bad thing? And btw for the cloud tinting thing, the thinner the atmo, the harder the terminator will be. Since your Kerbin config has thin atmo and probably Eve a thick one, that explains it. I think atmospheres shouldn't be made thinner than the default scatterer Kerbin.
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For everyone with nullrefs just add this line to every planet in SVE mainSunCelestialBody = Sun That's it, it's because the sun can now be set separately for every planet which is useful for multi-star packs. With that said I don't recommend using SVE with the new cloud integration until it updates. There are new variables that will be unset with the old configs, namely cloudColorMultiplier, cloudScatteringMultiplier, cloudIrradianceMultiplier and volumetricsColorMultiplier. Unless you want to set these up yourself, you'll have either black clouds or some overbright colors. For the version number, it's just I didn't update it in game, that's all, it is the latest version however.
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Just uploaded a new version. EVE integration is in, sunflare fixes, ring-sunflare interactions, ring shadows, tracking station support as well as many bug fixes, full changelog in the OP, please read it. Quick beauty album here: http://imgur.com/a/dhhFK This update might disrupt many of the exisinting visual packs because things simply look different now. There is still an option to use the old cloud shading however in the main menu. For the screens I show and the settings I include, I use only the latest EVE version from waz. For the Jool rings in the pics I used the rings from SVE.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
blackrack replied to StarCrusher96's topic in KSP1 Mod Releases
If I make a setting to set the body functioning as Sun for each planet separately, would that be a good enough temporary fix?- 4,170 replies
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Memory and framerate are mostly unrelated. Which GPU do you have? In any case your best bet is disabling the ocean shaders or the volumetric clouds, nothing else hits the performance as hard. Or maybe just use less volumetrics layers. And turn the ocean fourierGridSize down to 64 if you haven't already, set m_resolution to 8 instead of 4 Everything looks fine in your log, can't see anything wrong. Wait a bit and try the next experimental version.
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As far as I can see, you have the color change on the volumetrics but NOT on the 2d clouds, which is also why you do'nt have the color change in scaled space clouds. So yeah, this technique breaks the 2d clouds which is IMO against the point, i wouldn't exactly call it a "fix", but if you want the want to have the color change on the volumetrics only I can always make it an option.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
blackrack replied to StarCrusher96's topic in KSP1 Mod Releases
Who knows, I changed some things to fix some incompatibility issues with OpenGL so it might be that. In any case I will fix it.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
blackrack replied to StarCrusher96's topic in KSP1 Mod Releases
I reproduced it. It occurs with the sun if you get far enough away. Will try to fix it soon.- 4,170 replies
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