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blackrack

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Everything posted by blackrack

  1. This is not a bug, this is the alpha value set to 0.9. Adjust it, variable alpha depending on distance/agnle is not implemented yet. Actually this happens a lot to me in real life, it's not because of KSP, it's just that you learned what atmospheric scattering looks like. Now look at this image and tell me what's the first thing that goes through your mind:
  2. I have no idea what's causing these now. Please read the thread before posting, these get posted 10 times every page. Please stop reporting bugs that are already reported. Some people suggested disabling edge highlighting helps. Again, read the thread. Not right now, the ocean shader works off the sky shader in many ways. I could implement this but I have no interest in it.
  3. Alright, I could have sworn there is a kopernicus .dll somewhere. Well I'll try to reproduce it or just find a better way to do it. Do you have no errors in the debug log?
  4. I think you better disable the clouds on Jool now because they're obviously drawing on top of the scatterer atmosphere, until me and rbray work out a way to organize the draw queues of clouds and atmospheres on different planets to match each other. Also, are you using some kind of mod that replaces the stock ocean? Something with Kopernicus perhaps? Btw that image is still kinda beautiful in a weird way. Also, are you guys downsampling your screens? Because it's seems like I get more aliasing around scatterer effects.
  5. I've had this happen occasionally but it usually goes away after reloading the scene. Could you try that? Also get closer, is that the stock ocean or transparent gaps? Also, what is that thing in the sky?
  6. Well you can always try to lower variancesize, fouriergridsize and set m_resolution higher in the ocean settings, see if that helps the framerate. Alright then, guess it's the procedural fairings. One last step before I start my adventure: Unlocking FAR to work in delicious 64bit.
  7. Well it definitely helps a LOT. I'm on a 560 Ti and it's already running fine at 1080p so... Alright, I would honestly prefer to get started right away. Btw what is the consensus on stock fairings? Are they any good or should I stick to good old procedural fairings? Well I think it's normal, your GPU is pretty old.
  8. Alright listen up everyone, I decided to do a grand tour of all the planets + the outer planets mod (maybe not Eve or anything that would impede the mission), what are the must-have mods for this? I've been out of the loop for a while, what mods are best for gathering resources in-situ? It also seems to have a small impact on my end, I wouldn't say unnoticeable but definitely nothing too bad. And I'm running a midrange GPU from 2011. Is it a good idea to force directx10 in KSP?
  9. Is that a new kind of artifacts you're getting? Well it's a start, I guess better setup a linux partition and take a look at it. Which linux distro is best for this? Last time I tried to run KSP on ubuntu everything was horrible, from installing drivers to how badly the game runs, has the situation improved in the last two years?
  10. I haven't tested it yet actually, but what happens? Edited: @Space Cowbuoy try this: https://mega.nz/#!jFplVJrR!WqtAGscQ_vBOAKf5HuZazOIPudahLSF4nsIq_WAXyN0 edit the oceanRenderQueue field to values between 2000-2500-3000, see if that fixes it. If you find a setting you want to be saved, add a line oceanRenderQueue= *your value here* to the planetsList.cfg file.
  11. Well to be honest, when I was doing testing, I thought the occasional glitch at sea level is worth keeping the shadows, it just looked really weird when the shadows would go by an the disappear as they reach the ocean.
  12. If you mean the plane that is created for the new ocean shaders, there's already a setting that does this, is this what you meant? Don't worry, keep going. Also, I'm still waiting on my carriers. I haven't made it yet. Will get to it in a bit. Edited: I think I tried this earlier and ir made it render over the projector, though I may have done something different. Will try it again. I don't see this looking any good honestly but thanks for the suggestion (and the craft album). Well, I did this earlier, sort of: http://webm.host/bf95b/vid.webm
  13. Great, will test it in a bit. Good, btw if you need to lower the foam strength, it's possible to set negative values. Also, looking at f-14 makes me think of trying adding ambient occlusion to KSP, though it may be a bad idea.
  14. I gave it a very quick config but I tried it to make it look weird and unnatural, like some kind of petroleum jelly, this is more or less how I imagine the "explodium oceans" to be. I made a few webms to show you but the compression codec ruined them so i decided not to upload them. Just go there and take a look I believe this is a simple draw order issue, I will upload a modified dll that allows to change the ocean draw order, play with it and report back. I will give this a try, if it works well we all get performance improvements. Do I just create an instance of this and use Apply(CelestialBody) or do I need to add it as a component?
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