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blackrack

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Everything posted by blackrack

  1. No, on my desktop it works fine, and only the near camera has the same glitches as in the webm, but I only have my laptop on hand now. You can ask someone else for a video or watch this: https://www.youtube.com/watch?v=XVvglDyM-Ok though it's a bit outdated, depends on which the version you started seeing the glitches in.
  2. Thank you, if I can't fix the problem the proper way I'll just reintroduce the old method. BTw I just thought of something, do you have a framerate cap on in the settings and what kind of framerate do you get ingame? Here's a webm, excuse the laptop-tier framerate and quality http://webm.host/46974/vid.webm notice the glitching only affects the near camera, I believe everyone gets this because the near camera's clipping plane is ridiculously low, something like 0.1 or 0.05 and so z-precision is probably awful. Notice there are no additional problems when panning and no problems at all from high altitude like in manley's video. For the colors, I switched to a new method of computing extinction and inscattering which fixes the old very obvious horizon break: http://i.imgur.com/y2Jyo7i.png (although there are still some occasional artifacts near the horizon but not nearly as bad) and makes the colors more natural. It looks unnatural around dusk but if you had godrays on you'd see black mountains instead which is the way it's supposed to be. Probably the same issue as with the flag reported above, I'll see if I can fix it. Well if it's gone in 0.0232 was probably fixed at the same time another bug was fixed which caused @Nhawks17 to see city lights in space.
  3. For the first issue it's described in the known issues section, it's because the godrays are incomplete for now. For the second one I've seen it in scott manley's video, it was also reported back up in thsi page or the previous one, I can tell you I don't have it and can't reproduce it so I don't know what causes it or why some people have it.
  4. Yeah but we were talking about Kerbin, might just be an EVE bug.
  5. For the EVE city lights bug I have no idea really, did you mean 0.0232 and not 0.223? For the sunflare with the flags I'll see if I can fix that. Postprocessing depth.
  6. PQS starts being transparent at that range, and slowly fades out until completely transparent and then disappears. Not sure if it starts at 55 or 70km though.
  7. I wouldn't think it's scatterer, 160 km isn't a coincidence, it is the altitude at which PQS unloads.
  8. Hmm, well I still have no clue why it would happen, I suppose I could put back the old method and make it switchable as a temporary work-around. Is there nothing else at all that affects it? Glorious!
  9. Check if it goes away when you disable the ocean (toggle ocean button in UI). Also, in 0.0220 there was a method to "fake" the ocean when at high altitude, didn't it give you z-fighting near the coasts?
  10. Looks like z-fighting, weird, I haven't seen z-fighting in a while. Which graphics API are you running? At this point I'm pretty sure all everyone cares about in the new release is the lens flare Great looking SR-71 btw
  11. Then it's supersampling, I always have it on for the built-in screenshots, what else is the point of that function otherwise.
  12. Both the ocean and lens flare don't work with the built-in KSP screenshot function, use an external screenshot tool. In the future the lens flare is fixable but as far as I can tell the ocean isn't. Never saw this before, could you try forcing dx11 or another video mode and see if anything changes? And could you try playing with KSP rendering quality settings also?
  13. In my experience it still happpens in dx11, also depends on the terrain slope and the time of day, obviously. If it's the one exception/nullref after OnDestroy() is called you can ignore it, it's not a big deal.
  14. The grass in the SPH I have no idea. For the oceans however I'm guessing SVE didn't update to the new scatterer yet and you're using a config that predates the new scatterer right? Well I added a few new things in this release, if you look in the config points you'll find a few new fields, namely ocean alpha (by altitude), pootprocessing extinction multiplier and tint. If you're using an old config these will all have null value so you'll have to go in there and give them values, you could use the values from the default scatterer config.
  15. Thank you! I'm guessing because it's linked to a french bank account, though it's true, it's weird that there's no option to change it, I'll look around.
  16. Don't know really, there's not enough to go on here, play more with the settings/features and check the logs. Don't mention it.
  17. Don't touch the slashes, all you have to do is tweak the scale factor. Can you make sure the lens flare shader works on stock first? I swear I'm being trolled.
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