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blackrack

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Everything posted by blackrack

  1. If you're not adding any command line options (-force-d3d11 or -force-opengl) to KSP it means you're running directx 9. Alternatively check the debug log, Ctrl+F "[scatterer] detected" and you should find which renderer you're using.
  2. 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.
  3. 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
  4. 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.
  5. Actually the lower the better, but only if you set it to 1 or 4 is the difference noticeable, and there's a ceiling value but I forgot which. I'm glad this fixes your problem.
  6. 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?
  7. These would make great submarines. Do you have any plans to do boat parts with a similar look?
  8. I actually went in your thread and saw you changed something because it caused issues with scatterer oceans. Was I dreaming?
  9. I tried to find a way to update childcount but there was no such a public property or method as far as I could see. Hmm, how can I update the PQSMod to do this? SVE updated to remove these. EVE normally doesn't replace ocean shaders anymore. But I'll do it anyway.
  10. Destroying the childsphere causes nullrefs later, usually when you switch mapview or go far enough, and then the whole PQS system stops working. I will take a look at how kopernicus does it.
  11. 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.
  12. here: I believe it's not the same problem but you're welcome to try I don't have those exact settings but I usually just play with AMP, wind speed and omega. Try AMP 3, wind speed 15 and omega 0.5
  13. 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.
  14. 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.
  15. Actually you can't, me and rbray couldn't find a clean way to disable it. After a while it gets restarted somehow, starts generating garbage or it messes up with the PQS system and terrain stops generating. Any ideas?
  16. 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
  17. That usually happens if you're above 70 kms up, for this reason I made the ocean disable itself past that altitude (will come up with a better solution later). At which altitude did it happen to you?
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