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Phineas Freak

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Everything posted by Phineas Freak

  1. @liquidhype you can grab the latest "master" repository and build it. Apart from the bit broken TestFlight integration (although it might be an issue with TF itself) it works perfectly!
  2. @ferram4 for the button duplication: Enter either the SPH or the VAB Launch a vessel Recover the vessel At this point there will be two FAR toolbar buttons in the Space Center view. Additionally, you will get these buttons when you exit to the Main Menu.
  3. This is how Hangar Extender works from KSP 1.0.0 onward. Due to some VAB/SPH model changes, modifying their scale is not possible anymore (or, at least, difficult).
  4. @DrLicor you probably mean the thrust curve(s): @MODULE[ModuleEngines*] { . . . thrustCurve { key = 0.0 0.2 0.656 0.656 key = 0.08 0.782 11.38 11.380 key = 0.12 1.091 0.0 0.0 key = 0.177 1.072 -0.301 -0.301 key = 0.832 0.997 0.248 0.248 key = 0.91 1.052 1.565 1.565 key = 0.97 1.160 0.0 0.0 key = 1.0 0.93 -4.794 -6.284 } } (sample Castor 1 thrust curve values) A thrust curve is defined by: the time (column #1) the max thrust at that point (column #2) the in tangent (column #3 the out tangent (column #4) You will need to use the FloatCurve Editor to get them correct:
  5. I will use some MM "magic" to add an easy way for the user to disable the PQS system and make default to "False". Thank you for your kind words!
  6. Do note that i have added two different volumetric layers on top of everything else so these results sound normal. Either way it is getting removed.
  7. Hey there! Perfect! @vgamble so, you confirm that removing the PQS terrain texture improves the minimum FPS? If so, i will definitely remove it for the next RC.
  8. New release candidate: RSSVE v1.2.2-RC2 Change Log Improved Earth Scatterer configs (atmospheric and oceanic). Courtesy of our very own @Theysen! Bug Fixes Softer transition between the Earth PQS and SS. Known Issues The city lights may appear to fade-in/out or flicker near to the PQS/SS transition. This probably is a bug with the EVE/Scatterer interoperability. Tagging @stratochief66 and @Temeter, who had problems with the PQS/SS transition. Hmm, that one is new to me. Is is really that CPU/GPU heavy? If so, i will remove it. Iin the end, it is not really noticeable.
  9. @blackrack speaking about Rt and Rl: is there any definite way to pre-calculate (eyeball) them based on the parameters of a body (i.e. atmospheric height, atmospheric density etc) or is it all trial-and-error? I have been using a algorithm but it seems like it does not work for all computer configurations: Get the atmospheric body altitude Divide it by two to get Rt Add a (random?) value to get Rl (or the issue with the cloud fade-in and out is not caused by these two parameters but from the actual scatter point values?)
  10. Does it make sense though? I mean, while i was developing it i used CKAN and did exactly that. But it is a major PITA to have users reporting "yo, my clouds do not work when i use CKAN, plz fix!" when they fail to follow the installation procedures (and they will!), while it is easier to say that "CKAN is not supported, period!". In fact, i went the extra mile to implement a folder & file checker for RSSVE for that reason: a failure to follow the instructions. If EVE or Scatterer are missing then you will get a warning message. Same with an older/newer version of KSP. I had the idea of extending that checker to: Detect on startup if the BoulderCo folder is installed If it is installed then remove it If not then continue like nothing happened As a way to make CKAN installations semi-possible. But...is it a good strategy? I think not since it would be similar to malware.
  11. @raxo2222 yes, but you have to be careful: since RSSVE is not tied to a CKAN bundle, CKAN will download both the EVE binaries and the BoulderCo texture folder. You must manually remove the latter after installing EVE. All other mods can be downloaded and installed normally. Damn, i had both DOE topics open while i was making the OP and apparently i copied the wrong one. Thank you for reporting it!
  12. @vgamble Between 25 and 50 fps. Depends on the viewpoint of the camera and on the rendering resolution. Edit: at SS it is possible to push over 60 fps, even at 4K.
  13. @Sol Invictus @vgamble The volumetrics are the culprit here. I have a guide on the RSSVE wiki on how to disable them. BTW, we have the exact same CPU (down to the overclock speed) but i am using a GTX 760. The Scatteter ocean is as low as it gets (64 fourier size). You can also try and disabling the ocean shaders (instruction steps also included in the wiki).
  14. @The White Guardian Scatterer now can be patched via MM so your configs (be it the planet list, the sun flare or the body-specific scatter parameters) can be anywhere inside the GameData folder.
  15. @Alpha_Mike_741 the first MM patch should work. Have you checked that the value of the mass of the original part is not modified by something else? The "+" math parameter also works only for...math. If you want to merge a string value to another then you need to use the following: @name ^=:$: Your Name String Value Goes Here @title ^=:$: Your Title String Value Goes Here
  16. Being round? The only problem with roundness was with the gas giants using the Kopernicus "oblate" feature but nothing else. Haven't noticed something else. The EVE city lights feature is...weird. It needs a global body map texture, meaning that when you upscale the texture the resolution drops. That means you cannot exactly control where the lights are mapped (1 pixel on the Earth scale covers about 2.5 km). A higher resolution light map might improve that but the current one is already 8K and KSP supports up to 16K. They are also a bit broken: sometimes you will see city lights & textures on other bodies (i got then on the Moon and Mars while i was testing).
  17. @Theysen one thing that i really like is feedback so i would really appreciate that. Scatterer is difficult beast with all these tweakable parameters and altitude nodes so some help with them would be a really nice thing. It may also reveal why some users have the aforementioned fade-in-and-out issues (that i cannot replicate ). I do not consider my work to be even good and it needs a lot to be done for it to actually be. I have seen some extraordinary work from Galileo, Pingo and sDaze that is cannot be matched easily.
  18. @Temeter no, just closing and relaunching KSP. Although as @stratochief66 reports, there might be something more in this. As mentioned, the PQS to SS transition using Scatterer sometimes is a bit harsh and it definitely needs tweaking (can be clearly seen at Venus and Titan with their heavy cloud layers). Maybe someone that knows Scatterer a bit better than me (and has faced that issue before) can chime in and give some advice.
  19. OK, the fade is definitely Scatterer. I had that one occur on me but it never manifested in a really predictable way (usually after messing around a lot with the EVE GUI while "dev-ing"). Does it also occur after starting a new KSP instance?
  20. Thank you all for your kind words! It really means a lot for me! It has been a long way since then. I don't even want to remember my first tries while i was learning the how-to of EVE and Scatterer. Even now there are some things that tickle my OCD (but i will fix them!). Can i say a "thank you" to you for spreading the word? It would not be as good if you had not! I was waiting for KSP 1.2 and RSS to be updated. Now that we have a stable KSP version and a new RSS release i found the chance to get the first beta version out. Me too! I have done some preliminary work on that end but there are still some things to iron out. Don't forget the new ring shader! Saturn will not be a bland looking ring planet anymore. Thank you! It means a lot to hear that from a professional artist. I can hardly open GIMP and do some basic texture manipulation.. Now, onward to the bug reports! @Temeter do the cloud layer(s) show up instantly or do they fade-in? I have the suspicion that i have made a mistake somewhere in the Earth Scatterer config (had that one occur before). Is it around the 140K or the 160K altitude mark?
  21. About Real Solar System Visual Enhancements (RSSVE) is an add-on for the Environmental Visual Enhancements (EVE), providing clouds and other visual improvements for the Real Solar System (RSS) mod. I was inspired both by the Real Visual Enhancements (RVE) and the Stock Size Real Solar System (SSRSS) mods. Unfortunately, neither of these mods worked correctly for RSS out-of-the-box: RVE was outdated, requiring updating to work and the smaller scale of the SSRSS bodies meant that it was not possible to use it’s assets as-is. So, RSSVE was born. RSSVE is compatible with Kerbal Space Program version 1.2.2. Older or newer versions are not supported. The use of the 32 bit (x86) binaries is also not supported due to RAM limitations. Note the other EVE or Scatterer planet packs are not currently compatible with RSSVE. Scatterer sun flare packs however are. I would like to thank the following members of the community for making RSSVE possible: @NathanKell for his amazing work on Real Solar System. @Galileo, @pingopete and @sDaZe for inspiring, motivating and helping me to make RSSVE (although my work is nowhere near as good as their excellent RVE and SSRSS mods). @rbray89 and @Waz for creating and supporting Environmental Visual Enhancements. @blackrack for redefining the KSP visual standards with Scatterer. Installation I. CKAN installation Installation of RSSVE via CKAN is not currently supported. II. Manual installation 1. Assuming that you already have installed Real Solar System; download and install the latest stable versions of the following required mods according to the mod version list: Module Manager Environmental Visual Enhancements (only the “AnyCPU-EVE-Release.zip” file is required) Scatterer Note: Depending on the KSP version installed, the following versions of the required mods must be used: Optional (but recommended) mods for RSSVE include: Distant Object Enhancement PlanetShine TextureReplacer 2. Download the latest stable version of Real Solar System Visual Enhancements for your respective KSP version (as described in the above table) and uncompress the zip file. Then, copy or move the resulting "RSSVE" folder inside your GameData folder. The final installation tree should look like this: GameData/ ModuleManager.X.Y.Z.dll EnvironmentalVisualEnhancements Kopernicus ModularFlightIntegrator RealSolarSystem RSS-Textures RSSVE Scatterer Squad If you are upgrading then it is necessary to completely remove any previous versions of RSSVE that you have installed. 3. Congratulations, you have installed RSSVE! Launch KSP and enjoy your new visuals. A note for the DirectX 11 and OpenGL users: if you are affected by the "featureless sphere" problem then you will also need to enable the alternate Scatterer renderer settings. These can be enabled by: Opening the "RSSVE_Scatterer_PlanetFix_Config.cfg" file (located under the GameData/RSSVE path) Changing the "rendererFixEnabled" option from "False" to "True" Saving the changes and (re)starting KSP Credits Distant Object Enhancement by @Rubber Ducky and @MOARdV Environmental Visual Enhancements by @rbray89 and @Waz PlanetShine by @Valerian Real Solar System by @NathanKell RVE by @pingopete Scatterer by @blackrack TextureReplacer by @shaw and @RangeMachine Contributors Francois W. Nel (Alpha version testing and QA) Lukas "@Theysen" Theisen (Scatterer configs) License RSSVE is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike license (CC-BY-NC-SA 4.0 or later). Support Check the official support guidelines for an up-to-date guide of how to get support: For more information, troubleshooting and questions please consult the official RSSVE wiki. Bug reports that do not follow the specified guidelines will be ignored. CKAN is not currently supported due to various issues with the pre-release installation procedures. Change Log Derivatives RSSVE-Lite by @AndrewDrawsPrettyPictures: a lightweight version of RSSVE that includes only the EVE features. Screenshots (Click on the preview images to show the high resolution versions).
  22. EVE works/worked perfectly in KSP 1.2.1. In fact it has operated as advertised for all KSP 1.2 releases so far without a hitch (and better than the previous KSP 1.1 releases).
  23. @Jacke the multiple "HAS" checks only work for sub-nodes (for example: checking a ModuleEngines for a specific propellant). For MODULE checking you have to enter them as a pseudo-code: @PART[*]:HAS[@MODULE[ModuleCommand]|@MODULE[KerbalSeat],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FINAL { . . . }
  24. For RSS/RO-RP-0 definitely not! You will break it completely. OK, you can probably do a binary mod search (half mods removed then test, if negative then remove the other half and retest etc) until you find the problematic mod.
  25. @CaribeanSoul confirmed. It will probably be fixed for the next SXT release. Thank you very much for your report!
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