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blackrack

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Everything posted by blackrack

  1. This happens to some people where their game behaves like it's switching between windowed and fullscreen constantly and it causes these reloads. Try windowed mode or borderless fullscreen.
  2. I gave it a try recently but couldn't fix it unless I made the atmosphere super thin... which isn't really what I'm going for with Eve. If it doesn't bother you you can generate a new config with the config tool.
  3. Well I do not know about the water, and I don't know what you did, but I can tell your game is messed up in several ways, I suggest reinstalling.
  4. Well I cranked up the atmosphere height for Jool and when you do that in scatterer the atmosphere seems to "glow" when seen from behind, this is also a common complaint for Duna.
  5. Ok, I don't know why you have this but it seems like you're using and older version of KSP or your shaders are messed up and lacking the renderType tags for some reason. Try this .dll file, In the main menu there should be a new option "ignore rendertype" tags, activate it and see if it helps. Keep in mind however it will causes some issues with transparent objects not rendering correctly with the scattering effects, and it doesn't fix the real issue which I believe lies somewhere within your installation. Edited: Sorry that .dll was messed up, try this one: https://mega.nz/#!zIZADDTB!4nNLIAiowMn6uLGJ1f9QDB8GbKXqgScaQ90-Y9xDYDs
  6. Nope, post pics, I don't include easter eggs yet. Edited: Saw your album on imgur, http://i.imgur.com/C4WpOTK.png this indeed looks different but I have nothing to do with it. In the KSP graphics menu settings I belive there are switches for fallback terrain shaders and SM3 terrain shaders. Edited: Today's neat little trick: I disabled the ambient light on scaledSpace objects that was causing dark sides to appear lit. Dark sides are now dark, mun displays as a crescent, eclipses look better, mun isn't visible against the sun etc etc... Here's a quick before/after album: It makes the celestial objects a bit darker though so i may have to turn up the scaledSpace light intensity a bit, however last time I checked it was tied to the PQS light intensity so we'll see...
  7. In the sunFlare.cfg gile, the first value in every line is the intensity of that component, adjust to your taste. For the black line on the horizon, can't be fixed for now :/
  8. Just open up your gfx driver and play with things like allow mipmaps, and mipmap bias and the like. I suppose it won't make much difference though so you could stick to dx11. And in KSP you could also try playing with the rendering quality slider. Hmm, weird, are you using the fallback terrain shaders? Are you using the SM 3.0 terrain shaders?
  9. It looks like you have the faulty mipmaps issue in OpenGL, mess with your mipmap driver settings and the quality settings and see if it fixes itself, or just play in dx11. Pics? No idea what this issue is. Hmm, that's weird, I see nothing wrong, what does your depth buffer look like?
  10. You can put back the sunFlare.shader file from V0.0233 into 0.0235 and it should get back to working in OpenGL. Mysteriously, 0.0235 fixed the sun flare for some and broke it for others, the hunt continues... Yeah sure, post some pics. And yeah I think OpenGL is in general slower for everyoen than either dx11 or dx9. Hmm, that is super weird, considering I manually render a custom depth buffer and don't rely on the built-in KSP one. It's also pretty blurry and that halo effect is weird. Have you tried a different video mode yet? Are you using any other mods? And I'd also be curious to see what that depth buffer looks like in motion. You didn't answer on whether you tried without the other mods you're using or not.
  11. First off, what rescale mod is that that you're using and have you tried with just a stock game? Second, you have enabled the super secret craft_WaveInteractions flag (which is secret for a reason, it doesn't work) and it's causing issues, disable it in the same way you enabled it. As stratochief said, this isn't enough for me to find what the issue is, so all I can say is keep playing until you find some kind of pattern, one doomed space station doesn't say much.
  12. This should be due to the new "draw atmo on top of EVE clouds". Test if it doesn't happen without it. If it doesn't then we're all good, I'm planning to make modified versions of the EVE cloud shaders with the scattering done directly inside them and revert the scatterer sky to how it was, that should look as natural as it gets.
  13. http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v00235-12032016-highly-improved-memory-usage/&do=findComment&comment=2451276
  14. I can't think of any point in adding just the sky from scatterer. Especially since you'll have to load all the precomputed atmospheric scattering tables anyway so you won't see any memory or load time savings compared to scatterer. The hexagon is a limitation of the stock sky system, as pizza mentioned you can also see it without this mod.
  15. Play with postprocessing extinction tint. Dx11 performance varies depending on your computer. Check the known issues section in the OP for other tricks that may or may not work.
  16. Actually fixDrawOrders() is entirely removed as of 0.234. And 0.235 is just 0.234 with the .dll so don't bother if you already got it. So really, I think you got the wrong output file. Unless I uploaded the wrong .dll, let me check. Edited: It was indeed the right .dll but I just found another issue which may cause the scattering to draw under the clouds before the transition to scaledSpace is complete. Anyway, @pingopete check you have the right log file because that shouldn't appear.
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