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blackrack

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Everything posted by blackrack

  1. Nice, how do I access these? Can I just seach for parts in the scene, grab them, get their PartBuoyancy and adjust it? Alright, I'll take a look later on.
  2. Ocean shaders will be released once we have a collection of 10 different sea planes, 2 carriers, 2 submarines and 1 yamato class battleship posted here. Get working, I want full albums and mod list. Edited: Also, I want F-14s on the carriers.
  3. Ah alright sorry, I just dropped in and thought you mean forcing directx11 is impossible. My bad.
  4. Oh lord, I haven't seen the stock ocean in a while. Beautiful as always cobbman. Btw I haven't tested lights on the new ocean but I'm assuming they won't work.
  5. As I've said before I'm not a psychic, post relevant scatterer errors or take this to the RVE thread. Post symptomps, try without any other mods.
  6. You can force dx11, I play with it all the time. -force-d3d11
  7. I think that mod may be renaming the planets to something weird or changing something else. No idea what's going on, I'll have to check it later.
  8. Post a screen of the UI, but yeah this is weird. Try Item { celestialBodyName = Earth transformName = Kerbin loadDistance =50000000 unloadDistance = 100000000 } Item { celestialBodyName = Mars transformName = Mars loadDistance = 50000000 unloadDistance = 100000000 } And rename the folders Kerbin to Earth and Duna to Mars.
  9. Thanks a lot, the bad space management was my biggest gripe with this new forum.
  10. It seems like you don't have a PlanetsList.cfg file in the config folder or it's badly formatted. Check again. Edited: Also, what happens when you press Alt+f10 in flight? What appears in the UI?
  11. Pretty sure that means that's what the mun's actual radius is. I used to have this option as "atmosphereGlobalScale" but disabled it. I'll put it back.
  12. Just run the game normally and press alt+F2 to get the console log up. Look for anything red or stuff that looks like an error. Alternatively just upload the output log.
  13. Someone gave me this idea earlier and we thought of just using a colormap to define different colors for different areas. I'm thinking about it, the main problem being that the whole ocean can only be one color at one time so aerial views won't work. Well I tweak things to what I find visually pleasant, you can generate your own config in 5 minutes, for the ocean you can reconfigure it in 5 seconds so no fuss there.
  14. I'll add them on git. But better just wait for full release, should be less than 24 hours now. Edited: For people who don't want to wait, here are the shaders, use them with the dev .dll https://mega.nz/#!zVxHjKqa!kfVcYTpMUK49NhVK3wpS690wmgPxD_7V9EOsE1_Froo You may need to create some empty OceanSettings.cfg files for each planet and add "hasOcean = true" to planets with oceans in the planetsList file. You may also need to disable postprocessing for the time being.
  15. Me too, but how to model the forces correctly and not just tilt a ship in the direction of a wave's normal? Looks like I have some studying to do. I'll ask ferram. As a first solution, I was thinking bobbing the different parts up and down depending on their position on a wave and their buyoancy would tilt the ship in the correct direction and make it look like it's "riding" a wave.
  16. Does anybody know anything about the new buoyancy system and how it works? Specifically, I'm looking to change the height of what the buoyancy system considers as the "surface" for a given part or ship. If such a thing is even possible.
  17. Some time during this week. For those who weren't around reddit during the forum outage: Also, ocean on OpenGL is messed-up, but I believe it's because it uses a different projection matrix (again, those pesky matrixes). I haven't looked at it yet but it shouldn't be too hard to figure out this time around. Dx9 and Dx11 work very well.
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