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blackrack

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Everything posted by blackrack

  1. I really don't understand why people don't use 64bit on windows right now. I'm running 64bit with the community workaround, forced dx11, about 40 mods and it's actually much more stable than 32bit on windows, plus you don't have to worry about memory.
  2. Yep it won't work. But there are no variables being retained, each time you press rebuild the once is completely destroyed and a new one is rebuilt from the saved settings (this is why it saves your ocean every time), settings are saved in oceanSettings.cfg but you won't find anything of interest in it. It's just a random bug.
  3. Not sure what you want "stored" exactly, the settings? The ocean in itself only "exists" in the GPU, it's generated there from the settings you supply and animated there.
  4. When you press rebuild ocean it saves your current settings, it says that in the UI. Sometimes you may press laod backup and still get a messed-up ocean, well I don't really know what happens, GPUs are complicated, each one is different and there are many variables in play that affect the rendering, plus the ocean and the rendering technique used are complicated as **** (it's the price of good performance) and there's a lots of space for stuff to go wrong. Hopefully in time I will figure this out.
  5. It's used to generate the waves, I'm just switching it to a separate thread on the CPU, instead of running it on the GPU, that way I can access the wave heights without having to do very expensive rendertexture -> encoded texture2d -> decode operations that kill the framerate. It's pretty much what you suggested the other day when you said I should run the calculations on the CPU, but the calculations are still heavy, fortunately I think I can run it in it's own thread. Btw I'm probably gonna need your help on something else, I'll message you soon.
  6. Just change whatever you want and press save atmo. The next time you load the game or press load atmo it will load those settings you saved. Load default will load default settings.
  7. Great, thanks a lot, this is exactly what I was looking for. I want to run a fourier transform in it's own thread, this should be totally possible then? I'll look at how these do it.
  8. Anyone knows if it's possible to run calculations in their own thread in KSP? This is because of the new atmoScale parameter I believe, wait for next update.
  9. @NathanKell I did some more tesing and it seems this kraken only happens if the water level is offset in the range of 0-10 or 0-20. As a workaround for now I'm setting the normal ocean level to -5.
  10. It's in the known issues section of the OP, also pretty much every 1 or 2 pages of the thread. This is the same bug as above but it's made worse by triggering the orbital cam, it isn't depending on height but on camera mode, if you switch to orbital cam while on the surface it also happens. It disappears at 70kms up because of the oceanDisableAltitude=70000 somewhere in the config files.
  11. @NathanKell I gave the PartBuoyancy waterLevel offset a try and it seems that, if the part is already in the water, every time the water level is modified to be above the current height of the part, it will cause a kraken attack when that part reaches the surface. The whole screen goes black, the altimeter blank and the space music starts playing. This basically renders the method unusable. Tested with a clean install on 32bit windows, dx9 and forced dx11. Steps to reproduce this are simple, launch a craft in the water or load one that is already in the water (Tested with just a capsule to be sure). Add a positive ocean level offset, when the part rises, at the exact moment reaches the surface guaranteed kraken attack. Any ideas? Is the postprocessing still active at that altitude? In the stock game these are avoided because the postprocessing and PQS are never visible that far away from the planet. In the case of such planet proportions I suppose it's not really a good idea to rely on the sky/orbit shader though, and you'll also need a custom scaledSpace model for the planet.
  12. That flicker and aliasing is caused by the new depth buffer, and no amount of antialiasing can fix it. I'm looking into it. For the atmo height, yeah, I was waiting to have a clean way to do it, last time I did it through the config tool and wasn't satisfied as it ended up full of artifacts. For scatterer disapperaing just revert flight or change scenes. For the black ocean I don't have any idea what causes it yet.
  13. Actuallly, this maybe cool if you made the "runway" part longer and made it into a functional gliding carrier. But we don't have ground effect modeled in FAR or stock aerodynamics so I guess ekranoplans are only for looking cool. Thanks for this. Btw is that an f-35? Alright, thanks for testing. Must be something else then. I'll try to fiddle with the ocean settings again to try and find those settings. But... keep in mind that screenshot is cherrypicked, it might've just worked really well at one angle or something, but i'll try to find it again. Edited: So I gave it a try and I believe the settings are: -oceanUpwellingColor: 0.000 0.000 0.000 (yes, black) -AMP: 2 -wind speed: 15 -Omega 0.84 (default) Try it and let me know. Also, I'm thinking of making the foam strength adjustable by altitude, since settings like these look totally foamy from a higher altitude. Edited again: I'm really missing a lot of posts lately I personally feel it's the one that has the most full of problems and artifacts but I'm glad you are enjoying it. Sorry about that, I'll make it resizable directly in the UI or through a config file.
  14. Yes, they will sink way below sea level and rise way higher. That is the reason I've been reluctant to put windy or rough seas as the default setting and put the tamest one as default, because otherwise you'd be floating between them all the time, this is what I'm trying to address now. Hi, could you please test in dx11 and see if this persists? Also try without EVE and see if they go away or not, this might help me determine the cause. Edited: didn't notice there was a new page. It's a scatterer issue I believe, fix is to go into the files CompiledSkyScaled.shader , CompiledSkyExtinction.shader , CompiledAtmosphericScatter.shader CompiledAtmosphericScatter24bitdepth.shader and replace "IGNOREPROJECTOR"="true" with "IgnoreProjector"="True" Unity keeps messing up these tags after each shader recompile. Please report back if this fixes it. Most of the dx11 issues now have workarounds, the only big issue is an aliased line along the horizon. Funny thing is I now play exclusively in dx11 and 64bit and it's much more stable than anything else.
  15. How are you adjusting the heights? Through the config tool or through the new UI scale settings? In any case I don't have any solution for these yet, all sorts of artifacts appear when you make the atmo about 3x higher than default or more, my current Duna config also look pretty awful and has plenty of problems like that. If you're doing this through the UI I'd suggest giving the config tool a try, not sure if you'd get any better results though. Seems to work fine: https://mega.nz/#!3cJ2jJjQ!rurSNC9jildjOmDOcOv5RGpwly6IJniMrIguJoDeF6Q You just wait, I'm working on makin waves interact with ships.
  16. Did you download the newest version I uploaded today? Fix is in the last page, I'll put it in the OP. I haven't rolled out a proper fixed version yet because I want to finish something first.
  17. Awesome, great choice of music too. It was already in the OP but at the very bottom. I moved it up. If you don't want to end up with artifact soup only change omega, windspeed, and AMP. Keep the values reasonable and you can get some really good results.
  18. It's probably caused by the new method I'm doing to rescale the atmo. For the cutoff cloudlayers I think it may be the ignoreProjector tags missing, for some reason unity always puts them back in caps after compile when they're not supposed to. I go into those new files and replace every "IGNOREPROJECTOR"="true" with "IgnoreProjector"="True", that should do it. Thanks a lot, I appreciate it.
  19. Alright, these files should fix it. Funny enough, this was one of the first bugs I ran into back in April. https://mega.nz/#!3cJ2jJjQ!rurSNC9jildjOmDOcOv5RGpwly6IJniMrIguJoDeF6Q It may also fix the "sunglare visible from behind atmo" bug. I'll roll out a proper update once I finish a few things.
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