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blackrack

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Everything posted by blackrack

  1. I might have broken them without noticing, I will investigate. I don't really remember how we ever got that shading though. I will check with planetshine, do I just grab the latest version? Also the lighting in the second image doesn't look right at all, for me ingmae it still looks like the first image. Which experimental version you use? The one from the OP?
  2. I'm planning to make a full release soon, just fixing the last issues on the new cloud integration. Btw if you have time, can you test if this fixes the auroras? https://mega.nz/#!HEB0QAIJ!uBy1GmpzC9F6FkCGyGXDR19uL5TvcAYfEfc0boVXFmU
  3. Hmm, I stopped messing with the corona since I made the lens flare shader because it looks cool in sunsets with extinction and looks cool during eclipses. Are you sure scatterer changes anything about the corona? Can you try a black sunflare just to be sure?
  4. Just get this one, should be fine: https://mega.nz/#!rcATSATC!WFhNe9UULsYRE-aWZtAfoG-IeDLeNCbWkVQc9hXc0ag Yeah, I've been thinking about adding it but didn't get around to it. What do you mean mute the stock corona?
  5. Not yet, it isn't an SVE-exclusive issue though, it's the same with stock EVE and scatterer but a bit less pronounced mostly because of the lower cloud altitude and the less dense clouds.
  6. Seems to be fixed, please test: https://mega.nz/#!fURQCCZA!xVPD8Eawc4A5HKWxHF0tuz1jIEaHHMVjbcr2n3wUEbY These files are to overwrite those in the experimental version I posted above.
  7. Just fixed it, new .dll here: https://github.com/LGhassen/Scatterer/blob/bce3e9775774727cb3b572feb36c21f2ad65e273/scatterer/bin/Release/scatterer.dll?raw=true thanks for testing. Full version here for anyone interested: https://mega.nz/#!rcATSATC!WFhNe9UULsYRE-aWZtAfoG-IeDLeNCbWkVQc9hXc0ag Keep in mind atmospheres still appear to wobble when observing far-away planets, this means observing anything but Kerbin in tracking station the atmo will look like it wobbles, I will work on it before doing a proper release. No, you're a fun person.
  8. Sorry, I can barely keep up. Modify the near clipping plane value to 0.001 (or just lower it until you don't have the issue). It's one of the settings in the scatterer main menu options.
  9. I would have to take a look to tell what's causing it but I'd probably have to do something in scatterer either way to fix it. Anyway, I will try to fix it when I can.
  10. It's probably related to how KSP handles it's flying origin and coordinate system differently in space center view, may need to change something in scatterer. If I figure out the issue I will fix it, however I don't consider it an important issue since you can still see and click the buildings through the water. Also, it fixes itself on a scene change most of the time, and well... who spends more than 2 seconds looking at KSC anyway?
  11. Hello everyone, I'm releasing a first version of the ring shader, while we wait for the pull request to be review by thomas, you can grab a Kopernicus version including the ring shader here: https://mega.nz/#!LARU3CLb!qhDCAElNhWmqm3RP394bjAheCmwGahLUPpAGWZhyr38 This shader has mie scattering when viewed from the back and planet shadow on the ring itself. Ring shadow on the planet will be handled by scatterer in a soon-to-be-released version. To use the new shader, the config for the ring must have useNewShader set to true and a penumbraMultiplier float. Example from SSRSS saturn: Ring { angle = 0 outerRadius = 2500 innerRadius = 1250 texture = RSS-Textures/SaturnRing color = 1,1,1,1 lockRotation = false unlit = false useNewShader = true penumbraMultipler = 10.0 } useNewShader will override unlit option. Enjoy and happy holidays!
  12. I also think you might have some other issue if your game lags so much. Post your output.log file. Anyway, I guess I will make the postprocessing and all the other features togglable from main menu.
  13. It's a known issue, I mentioned it when I posted the first experimental version, although I should have added it in the OP or somewhere. Fix is easy, but I don't know when I will find some time for the mod, then I will do a proper release.
  14. Look here, http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12-scatterer-atmospheric-scattering-v00256-17102016/&do=findComment&comment=2894617 Actually you were right about Jool's default config. Better just go into the UI and tweak the map scale size by eye. I will fix this in the next release.
  15. Actually I forgot how I did this but there might be a weird bug where size in map view = mapViewScale * default radius in Kerbin. I will fix it soon, for now just open the UI and set it by eye. it makes sense because Jool is about 100 times bigger than Kerbin. No idea if this issue went undetected for everyone or everyone worked around it (including me a year ago when I did the default configs)
  16. MapViewScale should be 1 not 100, ie 0.99 not 99.99. @Poodmund is right, I use 1 for all my configs. For the UI, alt+f10 or alt+f11 are the default binds
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