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blackrack

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Everything posted by blackrack

  1. Really my skills are just slapping a bunch of snippets together from all over the place and mostly butchering the proland code, but as long as it works and it makes the game look better I'm happy. Thanks proot. Hmm, I turned up the brightness on the screens that @mafkaas300 posted and now I can see these squares with weird coloring. I think it might not be the skybox, but rather an unused ghost slot in the lens flare shader reading garbage from an unassigned texture or something similar, could be that blueSubstance's sunflare has all the slots assigned and so doesn't run into this problem. Could be, I will have to check, I kind of forgot how I did these things.
  2. For now I'm mostly doing testing so i'm using the default skybox with distant object enhancements and it looks black as coal to me most of the time (my monitor might be set a bit dark also). When I was playing the game more actively I used KSPRC's skybox.
  3. Accurate sky reflections on the ocean, this will make sunsets even more magical and fuzzy: For the lens flare, it brightens up everything behind it a bit, which is an intentional effect, so your only option is to get a higher quality skybox than the default one (and tbh I can't see the bars on my screen, all I see is black). For the other issue, scatterer isn't even enabled in the trackstation so whatever it is isn't scatterer.
  4. Yeah seems alright, though not particularly fast in single-threaded. Still it should run all your games pretty well and you will rarily see bottlenecking.
  5. I can already see a dozen party-boat posts on reddit the day this is released No problem, you'll also want to make sure you have a good CPU to match that GPU.
  6. That's a pretty slow card, you're playing at 1080p right? I'd recommend a midrange videocard such as a gtx960 or an r9 380.
  7. Special care has to be taken to manage it across different cameras but there's no reason it wouldn't work. Edited: Testing light compatibility for the ocean Due to forward rendering, these lights come at the cost of one pass per light, which means a really big performance impact. However it might be possible to grab the lights position, color and cookies using scripts, pass them as shader parameters and do everything in one pass, reducing the performance cost to something negligible. Also, the ocean will now appear in supersampled screenshots.
  8. I believe the newest version won't run at all on 1.0.5 so stick to the older one. I will check it out, though I don't consider it a big deal. Seems to be the lens flare IN OpenGL.
  9. A dedicated aurora shader would be an amazing addition.
  10. This issue pops up from time to time, mostly for OpengGL users (mac/linux), not sure what really causes it but with OpenGL support for windows broken It's hard for me to pinpoint the issue.
  11. This is a limitation of godrays, only fix atm is to disable them or to just get used to it and ignore them. Need more information here, any logs?
  12. Alright, a simple recompile for the new KSP build seems to have done it. Please try it and confirm it works so i can update the main downloads: https://mega.nz/#!fNhAlIRT!e8BC0Z1uPBaYmsyYeZbhgmkmBf8YFRWDKjjbEoLLdhY Also, some of the shader files have changed slightly since the last public release and have been included, as the old ones wouldn't work with the new .dll.
  13. Yeah it's a little too much, should we report this to SQUAD so it gets fixed before the 1.1 release? Also, saw this with the new version: Looks quite... lovecraftian Don't think you should waste much time on it though as it only happens in main menu, which really doesn't matter.
  14. Ok I'm getting a black kerbin now from scaledSpace, I'm working on it. Edited: @Nhawks17 when you get the planets half-visible like in those screens you posted, can you confirm that changing the settings in the UI (scale, alpha etc) does nothing?
  15. I can confirm it's fixed now, thanks a lot! Btw is it just me or the memory usage of the pre-release has gone through the roof? In 1.0.5 I'd get 2200-2400 mb memory usage in KSC without any mods but in 1.1 I get 2800-3000 mb in KSC without mods.
  16. Alright, at the moment I'm getting issues with the latest EVE update (see here) even without scatterer but once it is sorted I will check this out.
  17. Ok so I tried the latest version: Everything is fine in the main menu: http://i.imgur.com/jrkLItX.jpg But in game I get this: No clouds in map view: http://i.imgur.com/bCqEVaa.jpg But eclipses work: http://imgur.com/a/Ic8ao One lone nullref exception in the log: [EXC 15:40:19.798] NullReferenceException: Object reference not set to an instance of an object Utils.MaterialPQS.OnSphereActive () PQS.Mod_OnActive () PQS.ActivateSphere () PQSMod_CelestialBodyTransform.OnPreUpdate () PQS.Mod_OnPreUpdate () PQS+<UpdateSphere>c__IteratorD.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PQS:StartSphere(Boolean) PQS:ForceStart() PSystemSetup:SetPQSActive(PQS) FlightDriver:Start() Everything is stock, scatterer is removed, the only mod used is EVE, running 1.1.0.1196 in dx9. Tried both 64bit and 32bit and starting a fresh save. I tried to use the AnyCPU-EVE.zip archive (11 hours ago) which contains both plugin and configs and I also tried the AnyCPU-Configs-Release.zip (13 hours ago) and AnyCPU-EVE-Release.zip (11 hours ago) archives with no luck.
  18. So wait, this doesn't happen without EVE? Anyway I'm getting worse problems with the latest anycpu release even without scatterer and I'm trying to make sure it's not something wrong on my end before I report anything.
  19. Weird, I can't seem to reproduce this, I only get a slight jittering on distant planets so I thought that might be it, nothing as big as the screens you posted though.
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