-
Posts
307 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Valerian
-
That's the main feature I'm working on currently, and I'm rewriting most of the code to do that properly.
-
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Valerian replied to tajampi's topic in KSP1 Mod Releases
Reduce the "pixel lights count" in KSP display settings, it regulates the maximum number of simultaneous lights that use real time shadows and shaders. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Valerian replied to tajampi's topic in KSP1 Mod Releases
I was about to suggest adding flares to the engines, and then I saw your screenshot thread, so I guess it was your plan to do it since the beginning ^^. I'm looking forward to see it! -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Valerian replied to tajampi's topic in KSP1 Mod Releases
It seems like you are going through the same things I did when I made PlanetShine I ended up using 4 lights to simulate area lights, and by default I force them to be vertex light so they cost almost no GPU performance. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Valerian replied to tajampi's topic in KSP1 Mod Releases
With shadow cascades = 1 you should get very pixelated shadows, which is fine if you are not zooming too much -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Valerian replied to tajampi's topic in KSP1 Mod Releases
Reducing the number of "Pixel Lights Count" and/or "Shadow Cascades" in KSP settings should solve it. If you put only 1 pixel lights it means only the strongest light (usually the sun) will have shadows and shader effects (reflections, bump mapping, etc...), which is usually good enough -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Valerian replied to tajampi's topic in KSP1 Mod Releases
That's great! I was actually planning to create a similar plugin, but I'm glad to discover it already exists! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Valerian replied to KillAshley's topic in KSP1 Mod Releases
I just took a look at the PlanetShine config that you were providing with New Horizons and I noticed a possible issue: on all celestial bodies you did set "atmosphereAmbient" to 0.2, however it should be set to 1.0 for celestial bodies which have an atmosphere, including gas giants. This setting determines how much additional ambient light from the celestial body your vessel will receive when on the atmosphere. -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Valerian replied to SkyRex94's topic in KSP1 Mod Releases
What does "OT" mean exactly? Yes, the latest version of PlanetShine added support for both Module Manager and reading config node accross the whole GameData. I already notified Outer Planets Mod about this in their thread, which CaptRobau acknowledged, so in the next OPM version there will be no more need to do any extra action to make OPM compatible with PlanetShine. So this means that any mod using Kopernicus to add new celestial bodies now only needs to have its own separate PlanetShine config file in its own folder, describing the additional celestial bodies, which will be read automatically by PlanetShine. Mods that change the look of existing planets can use Module Manager the same way to alter PlanetShine's existing settings. -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Valerian replied to SkyRex94's topic in KSP1 Mod Releases
Thank you ^^ I will try to reproduce the bug when I have some time I tried to reproduce your bug but I couldn't. If I understand properly what your bug is, it's about the new rings created by Kopernicus, which partially disappear: does this only happens in the Space Center? Does anyone else have seen issues with PlanetShine? - - - Updated - - - I just made one, it's quite easy to do. Create a file named "PlanetShineConfig.cfg" and put it in "GameData/SKY/" folder. In fact you could name it whatever you want and put it wherever you want, as long as it's somewhere within "GameData/", and that the file extension is ".cfg" Edit this file, and put the following text in it: PlanetshineCelestialBody { name = Syterion color = 117,162,181 intensity = 1 atmosphereAmbient = 1 groundAmbientOverride = 1 } -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Valerian replied to SkyRex94's topic in KSP1 Mod Releases
Thank you ^^ I will try to reproduce the bug when I have some time -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Valerian replied to SkyRex94's topic in KSP1 Mod Releases
Can you try enable/disable PlanetShine from its setting menu to see if it changes? Which plugins should I install to try reproducing your issue, just SKY and PlanetShine? -
Filter Extensions 2.1.1 Blizzy's Toolbar 1.7.9 AntennaRange 1.8 CapCom 1.1 Chatterer 0.9.1 CollisionFX 3.0.2* Community Resource Pack 0.4.1 Community Tech Tree 2.1 Contract Configurator 1.0.4 Contract Pack - Anomaly Surveyor 1.1.2 Contracts Window Plus 5.1 Actions Everywhere 1.4a? Editor Extensions 2.6 Field Experience 1.0.1 Firespitter 7.1.2 FreeEVA 0.5.1 Haystack Continued 0.4.1.0 HeatWarning 12? Hooligan Labs 4.2 Hullcam VDS 0.34.1 RasterPropMonitor 0.19.2* JSIPartUtilities...artwhaley's 0.90 update, not sure if it has a "number" Kerbal Inventory System 1.1.2 Kronal Vessel Viewer, 0.0.4 for 1.0.2 KSP-AVC 1.1.5 Infernal Robotics 0.21.2 with ZodiusInfuser's rework Navball Docking Alignment Indicator 6 Final Frontier 0.8.2.1285 Precise Node 1.1.3 QuickScroll 1.2.2 QuickSearch 1.1.2 RCS Sounds 4.3 SCANSat 12 ScienceAlert 1.8.7 SelectRoot2 Sensible Screenshot 1.1.0 ShipManifest 4.2.0.0* Solar Science 1.03 StageRecovery 1.5.5 Stock Bug Fix Modules 1.0.2c.2 (BandwidthFix, PartDragFix, PhysicsFix, StickyLaunchPadFix, ToroidalAerospikeFix) StripSymmetry 1.6 Temperature Gauge Killer 2 Kerbal Alarm Clock 3.3.1.1 Alternate Resource Panel 2.7.1 Transfer Window Planner 1.3.0.1 TweakableEverything 1.9.1 Universal Storage 1.1.0.3 Vessel Viewer 0.71 Vanguard Technologies 0.7.2 Waypoint Manager 2.3.2 Rover Wheel Sounds 1.2 The ones with asterisks have recently been updated, so I'll be updating them on my own install shortly. Oh yeah, and I use OpenGL as my renderer. I set up a test install with only KER, DMOS, PS, and DOE (using default DirectX renderer), but couldn't reproduce the error with the save, and then couldn't reproduce it on my main install, as I said earlier. With that many plugins it could really be anything ... I couldn't find any relevant information in your logs. According to your description of what happens just before crashing, I don't see how it could be related to PlanetShine.
-
I'm aware of those error messages, and those are currently properly handled, by simply catching the error, so this is not coming from that. If I remove CelestialBodyColor now I will break compatibility with Outer Planets Mod and Astronomer's Visual Pack. If you look at the debug log within the game it happens just when you load your saved game in flight. Can you try again with and without PlanetShine, and/or send me the log, game save, and list of mod/plugins you have?
-
All previous versions are always available on Curse and on Kerbalstuff. For Curse: http://kerbal.curseforge.com/ksp-mods/224876-planetshine/files
-
So apparently the settings are properly stored and loaded, but ignored, I will fix that.