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blackrack

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Everything posted by blackrack

  1. Weird, kerbin gets mapped but it hangs at the second planet. Could you remove all clouds except for Kerbin from SVE and try again? I'll download SVE and check.
  2. Alright, looks like I maye have messed up something up then. Does editing any planet settings via MM work and only editing the planets list doesn't work? Or does nothing work with MM?
  3. Well I remember I tested the early version I did months ago with the default 5 layers of EVE and the whole planet looked like an overexposed white ball. Also, there is a higher performance cost per volumetric cloud layer now I guess but I'll let you test and find out. What's the issue with MM?
  4. Thank you everyone for your kind words and your continued support, it means a lot to me. Now, I compiled a test release and need some brave volunteers to test the EVE cloud integration. Things to keep in mind: -Scattering is not added to the volumetrics, only extinction, since the volumetrics only draw close enough to the camera, I suspect this won't make a diffrence unless the atmosphere is very thick, this should also save performance. I will add it later as a per-planet option anyway. -Clouds in the main menu or the tracking station might be messed up or completely black, this will be fixed later. -Same for viewing distant planets from map view. -There might be an exception about a key not being in the dictionary if you have the option on without EVE installed. This is harmless and should only appear once every scene change. It will be fixed later. -I only did a basic config for Kerbin, there are 4 new variables you can play with for the clouds. -The stock EVE cloud colors for Laythe and Eve may not work vey well for this, might look better with just white clouds, experiment. -I suspect having 5 cloud layers on EVE is a bad idea with this but I'll let you find out if it's the case. -If you want overly dramatic red volumetrics like the ones I posted above, set volumetricsColorMultiplier to 3, it will not match up well with the 2d clouds though, better control will be added later. -Water reflection is fixed -"Mountains going white over the horizon" should be fixed if you use the new cloud integration and not the old draw over clouds option. -"Disable Scaled space ambient light" is fixed. -Sky and orbit shaders reverted from soft blending to old blending mode. Report any other issue and enjoy: https://mega.nz/#!yEQiwYra!ba4MVcJlH69P51-AE-yJ4ad7-lOEMSKnvikDKfGObh0 Pinging the usual suspects: @Proot @Poodmund @Galileo @Astronomer @pingopete @sDaZe @V8jester @cobbman11 (sorry if I forgot anyone)
  5. Here we go Can't figure out how to embed an album, but I think you'll all accept this wall of images. Full album here: http://imgur.com/a/YP4e6 Overall i'm not completely satisfied with how the volumetrics look, also the color is still a bit off from that of the 2d clouds, but I think this is going in the right direction.
  6. I would guess his mod changes the sun, while yours adds a second one without touching the sun. I will do an update soon.
  7. Try it anyway, your settings haven't changed but aomething in ksp did. Try the same things I suggested to @The Aziz above.
  8. I haven't even booted up 1.2.1 yet, but this just looks like a bad transition between shadow maps and/or between the shadows of the far camera and the near camera. Try playing with the shadow cascades setting and the rendering quality setting.
  9. Man, we need to get rid of this scaledSpace/PQS dichotomy.
  10. White mountains shouldn't happen at sea level, are you using the default config? The other two can't be fixed at the moment. Edited: Could anybody guess what this is?
  11. You shouldn't have to change anything, it will resize automatically It's normal. If you don't use EVE clouds and want to get rid of this, uncheck "draw atmo over EVE clouds from main menu", you will have to reconfigure the transition to orbit though, you could alternatively get one of the versions before this feature was introduced and copy the config points for Kerbin. Are you sure the png is actually missing? Maybe the path used by scatterer is not good, could you check? Not at the moment. You're right and I'm surprised no one else noticed, just today I wanted to fly towards the sunset and saw no reflection on the water. I will fix it soon. I don't know, look at the log or something.
  12. Yes, and yes it's possible. I have an approach in mind but I have a few things I want to do before. Ahh if I could have infinite time... Delete all planet entries in the planetsList file. I will look at this when I can. Screens? I frankly don't know, I haven't tried with RSS in ages. Try the Kerbin/Earth aproach otherwise try Earth/Earth.
  13. I would just disable the ocean shader, once that's done, you can run the mod on anything that already runs KSP. Also, depending on your specs, forcing the game to run in directx 11 might give you a performance boost. Which GPU and CPU do you have?
  14. That's an old version. I don't know what this mod does but, do you rename the sun using kopernicus? If so you have a variable in the scatterer settings "mainSunCelestialBody" which determines which body acts as the sun. This doesn't help, post a log or something.
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