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Blacks

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Everything posted by Blacks

  1. Hello, one small issue with release pack: In Kopernicus-1.2.2-4 zip (https://github.com/Kopernicus/Kopernicus/releases/tag/release-1.2.2-4) file it came with > Modular Flight Integrator < but is 1.2.2 version when last version is 1.2.3 acording: https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/ cheers
  2. @alexus you need to make a shorcut were to add a comand line like "-force-d3d11" in link below you will find all command what can be use for ksp http://wiki.kerbalspaceprogram.com/wiki/Startup_parameters
  3. for part with convert, rescale, scale to dds try this: is a small app what it is very easy to use with fast result, for a more advance tolls what it allow to rescale, scale, convert picture, dds with out be in any editor search for Optimizer Textures (Ordenador) by AdPipino on nexusmods gaming community, ppls who play skyrim, witcher & other but love moding it know what i am speaking i was not post a direct link to site to not brake any rulls but google it will give easy what you need
  4. np is fine you not need to be sorry is a [WIP] project is Jeb fault like always for everything what it happen in KSP I was play all this time with file from your pack & already resale 10800 & 16200 dds file to 8k (thx to an old dds aplication converter, adbobe photoshop was can't handle 16200 one to import) + was try to make work with KSP 1.2.2 with was create more mess but that because i like to test thing . I undestend perfectly your goul is to create something very hardware demanding from beginning but i will say keep in mind Unity + DX it have a limit (that i was post link from microsoft & unity) & when i say it can create problem i mean special to Scatter & Eve was have a lot issue to make them work & still they have issue with DX11 & opengl (i not know all details about but, i know is very sensitive problem), same keep all project on 8k alternative it will allow more ppls to use aka more happy community Layer MainClouds-Shadow & ScaledSpace in test what i done with 1.2.2 they are very unstable if i can say soo, personaly i will give up on them & try to ad more cloud volumetry. ScaledSpace if you real want to push earth texture higher better try to improve EarthColor.dds & EarthSurface.dds from RSS-Textures. Layer MainClouds-Mid it will be your main hard work to tune correct with damn 1.2.2 Good part is if more like you it get out & came with visual pack that it give more choice to take!!! looking forward to see how it will goo my prediction in my case i will end to combine all visual pack & make my pc to explode or ending after a wile cursing coz i not have inaff space on hdd coz i gather to many Cheers
  5. well is clear you was not read what i say exact at beginning aka read agen only this p.s. that not means i say pack is bad or is not functional but you need to read & pay attention at what someone say special i point at something important what it can help in future cheers
  6. 8 G ram is not inaff to run, i just take pack & try to run after game load only on main menu game was hit ~7.6 G real use & ~8 G virtual (swap) what was make me to end task game. BUT most important thing it sems to be something bad with some file E.T.O\Textures\Large\EarthColor.dds => Photoshop instant crash E.T.O\Cubemaps\Earth\ all dds make => Photoshop instant crash 10800 x 10800 texture for actual KSP unity engine is overkill & very bad combo special with RSS i seen already all your pack is ment & suppose to work ONLY with DX11 & up because DX9 limitation but this it will cause a lot problem from unity engine Glad to see a visual pack with texture cubemap system but i think it will be better to limit on max 8k rez & have a downscale rez to 4k (alternative) with will allow dx9 to be use. I suggest you to set like a WARNING in OP this it will work only with DX11 & up to prevent some future trouble at list for ppls who will read below a detail specific what describe diference between all DX version: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx https://docs.unity3d.com/Manual/ImportingTextures.html my hardware rig: OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz (4) RAM: 8153 GPU: NVIDIA GeForce GTX 1060 3GB back to dig in your file & see what you done there cheers
  7. intristing project BUT E.T.O 1.1.3.zip > 949.1 MB on that dimension you have 2 choise 1. split them in 2,3 or 4 arhive file or 2. add all project to https://github.com/ i was try to dl that but mega it have ldl limit any person who will try to dl your file from Mega it will can't take it coz it is a limit at list on unregistred account & on free one looking forward to test my self daaamn 14 hour ?!?!?!? to bad i can't share or we can't share internet line
  8. i was grab 1.1.6 release & i think something is mest up with our dear sun aka scale reflection to small vs diameter & sun center is waaaay to hot or way over bright watch out for sensitive eye light reflection is very intensive or out of control p.s. cloud volumetry are fine from color perspective cheers
  9. @Galileo i was take SVE.All-In-One.v1.1.5 (SVE HR 1.1.4 < it will be good to be fix with correct in next release) & Scatterer-0.0300 run test to see if volumetric cloud it will be black & this are result Sve with noo Scatterer use SVE + Scatterer-0.0300 + your Scatterer config file with 1 single fix aka editing planetsList file SVE + Scatterer-0.0300 default config file (exact how blackrack it was add in his zip release) i was force run dx11 to & all is fine
  10. @JadeOfMaar good coz i bet a lot angry pilot with Nyx, Domi, Kronos, Brutix, Vexor it was ready to hot drop for defend that space land cheers & nice work
  11. @JadeOfMaar nice eve skybox's colection But a little correction or a entire faction it will start chase you to hunt you down aka > EVE Online Minmatar #14 < is Galente space It was in past a a good skybox with Galente space but i think was lost in old forum post thx for sharing p.s. for who have time & know how to build skyboxes for TR here some good Eve online pics source: http://imgur.com/a/bIYQJ http://imgur.com/a/kK6Xw http://imgur.com/a/9co0K http://imgur.com/a/fG2az http://imgur.com/a/aDUIy
  12. Live From The International Space Station - live feed https://www.youtube.com/watch?v=ddFvjfvPnqk https://www.youtube.com/watch?v=qzMQza8xZCc few clip base on ISS recording to feed your "realistic" need https://www.youtube.com/watch?v=UceRgEyfSsc https://www.youtube.com/watch?v=n4IhCSMkADc cheers
  13. I just take your develop file for test & i have small sugestion: 1. try add a bigger hallow, glowing to our dear earth is a little to could & it need a little love touch 2. I see you build only 2 cloud layer, i guess reason was to not be soo heavy stress for game but 1 more i will be ok to sneak in if you can. i will try to send you some config file when i will succeed to make them work proper agen with actual mods below few screanshot done with your dev pack & new scatter version 3. The Sun it need to be bigger Thx for working to keep alive a visual pack for RSS, hope to see Pingo back to
  14. @Galileo i done all combination what i can to narrow the issue & for me is clear v256 was work fine with volumetric cloud, from experimental (each zip file what i get & test), how i say in a early post, i see black volumetric cloud sneak in, first time i was belive i done something bad on my side pushing to much eve it will not be first time when i scrue up thing badly . In V300 for me black cloud not want to appear in with what config i test at list till now. When you will release a test version or a final version i will grab & see how it goo all test done was with: Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64) OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz (4) RAM: 8153 GPU: NVIDIA GeForce GTX 1060 3GB (2986MB) SM: 30 (Direct3D 9.0c [nvd3dumx.dll 21.21.13.7633]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Shorcut using only -popupwindow
  15. @Phineas Freak i not have doubt you was not working to came with a proper release i am not rushing you with anything, i just test my self how thing goo & post feedback or help ppls who need it About black cloud simple question @Galileo black cloud it apear when you edit & hit apply thing in Eve UI ? coz it sems that's it make them triger instant & i will post a simple test (picture are made with experimental version scattererTrackingStation upgrade to scattererWobblingFIX then upgrade to auroraFix) i will check if v 300 it doo same thing Fresh Load game Open Eve UI & just hiting Apply Same file load same setting v300 test +apply test all is look fine
  16. @Motokid600 i spot in your log > TextureReplacer < try temporary remove that & see if your problem it get fix coz from how you describe it is a old bug from that mod if my memory is not to rusty
  17. confirm editing that file it stop NRE to spam & fps is back on business BUT i strong advice, suggest all to be patience & wait visual pack moder to came with a fresh new proper release or to use previous release about black cloud i think i can narrow when they was get in coz i think in my testing with your experimental i see them & i was not sure if was something on my side or with that version but for that i need more time to combine all release what you was done: auroraFix, scattererWobblingFIX, scattererTrackingStation, KopernicusWithRingShader, scattererExperimental back on testing
  18. nop adding that line it not stop NRE, i remove all planet config file & let only 1 aka that what i post link below https://drive.google.com/file/d/0B9RK2PFOUhe3TG8zaXQ4SnVJVmM/view?usp=sharing
  19. @blackrack to be sure i unintended correctly when you say to add that line in every planet cfg you mean in: \config\Planets\ <name of planet> \ atmo.cfg ?
  20. @Sinopia most easy fix atm is this: http://spacedock.info/mod/141/scatterer Press on Changelog & DL manually > Version 0.0256 for Kerbal Space Program 1.2 Delete from GameData your actual Scatterer & add previous version aka 0.0256 what you just take. When CKAN it run ignore fact he say it detect a new version (DO NOT update) & stick with what you have till visual pack what you use it will be specifie is fully compatible with Scatterer Version 0.0300 Cheers & have fun
  21. i was test RSSVE done by @Phineas Freak & it will be very good idea to make a RED warning ppls to not try use new Scatter release with previos visual pack release coz it will generate a masive NFR spam & fps it will crush to unplayable lvl aka 1-5 fps, same CKAN it will be best to not add new release from Scatter till visual pack are not updated to new system or to associate old scatterer with specific visual release NFR spam i smell all visual pack moder it will be very busy
  22. you will not permanent remove that layer, you will just make it to not be seen at that time, changing 1 single value, when you work to editing what you want, that i say on end having a toggle on / off option (with out permanent remove) it will be nice but that it will require some work to change UI & how Eve work to lower visibility only on day time, how you was say, it need to be implement something similar how it work CityLights & that segment from EVE i say is very sensitive aka i remember how much trouble was generate with a previous release, anyway i give you a quick solution or a walk around option what came in my mind for much more only Waz it can do something real
  23. @Avera9eJoe from what i know you can't turn off / on a cloud layer from UI but for a quick solution when you are thinkering, if that it distract you, make that to be 100% transparent or set altitude value to 0 (ground, not know if it can be set negative value) or ad a very small scale value till you done but make self not to set back value when you done with it be ze most hard part p.s. a toggle off / on cloud layer it will be a nice future to be implement
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