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Everything posted by blackrack
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Yeah I left the oceanRenderQueue setting in there so you can change it, btw you can try something like 2500 that shouldn't mess up the postprocessing effects. I haven't added that option yet but you could just set the postprocessing alpha to zero in the configpoints for now. In earlier versions of scatterer, to edit the config height you had to generate new configs with the config tool. You could still just try going in the settings and changing Rg but it will definitely cause other issues.
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Alright, I uploaded a new version, it should fix the "revert flight" issues, it also has the atmosphere hacks I talked about here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v0021-03122015-ocean-shaders-get-them-while-theyre-hot/&page=99#comment-2308335
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I've considered this but for now changing these parameters requires an ocean rebuild, which takes half a second or more depending on your computer and the transition isn't smooth. I might be able to make it smooth in the future but there are some things I need to work out. And I haven't really been putting any planet's oceans to violent and won't be doing it until we have waves interacting with craft, which I may or may not be able to do.
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These are just tears in the fabric of space. But seriously I don't know what's causing these yet. Semms to be running well for everyone, what are your specs? Any errors being spammed in the debug log? Alright, let me know what you find. Could you try increasing or lowering m_resolution like Djolox suggested? Does this work? Can you post before/after pics? Also, in case there's a relation somewhere, what resolution do you play at?
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These would make great submarines. Do you have any plans to do boat parts with a similar look?
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Atmosphere height is now tweakable directly ingame, this means you don't have to fiddle with the config tool anymore to make your atmosphere higher, this is mostly good news for mod and config makers. Also, this allows tweaking the atmo directly to have a blue sky higher up in Kerbin, and to avoid mountains poking through the atmosphere. x1 , current config: x2: x3: Also, added a workaround for the "line over the horizon" which appears when you make the atmosphere too high relative to the planet. Before: After: There's not a fix yet for this problem so all you can do is wait. Install environmental visual enhancements for the clouds, older versions of the plugin or the game may not be compatible.
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Alright, I added all the known issues in the OP, don't post about a problem before reading the OP or at least the last 10 pages. Alright, everyone with artifacts try this, if it doesn't work don't say it doesn't work, we have enough of these reports already. Yes, I knew something was messing with the stock ocean shaders. Known issue, read the thread next time. That means the depth buffer got messed up, either the ocean is now writing full white to the depth buffer or the depth buffer is disabled somehow, I will do some testing and send you other files you could try. The ocean disappearing is a known issue, literally reported every page, read the thread. The ocean being translucent is not a bug, it's the ocean alpha (transparency) being set to 0.95 (95%), set it to 1.0, this is reported every page, read the thread. No such option for now but it is planned.
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They're all adjusted on the fly so I can control which atmo and planet occlude which other atmo and planet, and usually, looking at a planet from orbit, I need it's atmo to render behind the clouds. From scaled space everything appears fine. If I do what you suggest however, when observing the sky from Laythe's surface, Jool's clouds would draw fine behind the atmosphere, but also so would Laythe's clouds, and that's a problem. What I am doing right now is picking whichever planet is farthest, giving it a draw queue then taking it's atmosphere (if it has one) and giving it drawqueue+1, then the next planet drawqueue +2 and it's atmo drawqueue +3 etc to get the atmospheres drawing correctly in front of or behind other planets and atmospheres because z-sorting doesn't work with them. What I was thinking is, I need a way to do that also with EVE clouds, so I can just place them on top of each planet's atmo but below the closer ones, if that makes any sense.
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Well yeah, this happens at high heights, my plan for later is to just disable the ocean after 30 kms up and "fake" it in the postprocessing shader. Since you can't see the waves anymore there won't be a difference. For now you can live with it or set it to disappear at a lower altitude. You can add a line oceanDisableAltitude = 50000 in oceanSettings.cfg