Jump to content

Galileo

Members
  • Posts

    7,298
  • Joined

Everything posted by Galileo

  1. its intended. you can edit the config to match what you want or you can download an ambient light mod. I would recommend the latter if you don't want to mess with the cfgs
  2. I didn't know this was a thing... Oh well. Pretty crazy that in May I only had +20 in rep.
  3. You could also just disable Scatterer's ocean shaders for a pretty substantial performance gain. Yeah 28fps is great for that many parts.
  4. Yeah that's about right but it really depends on your GPU and CPU. Of course, with a bunch of mods and part packs comes lower performance. Also, I'm sure you know, but part count also plays a big role. If you can get 28 fps. with a high part count that's pretty good I'd say. If you were to disable the volumetric clouds or disable Scatterer's ocean shaders you would see a boost in performance. The ocean shaders are the most performance hungry part of SVE
  5. You don't need to download this anymore. Everything was fixed in the latest versions of EVE and scatterer. If you are experiencing the shadows on top of clouds while making edits in the EVE GUI, that's normal and a bug that hasn't been fixed in EVE yet. To remedy that, just do a scene change and that should fix it
  6. Nothing except my custom tweaks to the cfgs to look better with the clouds. Nothing that could affect your performance
  7. just delete the duststorm node in the cloud cfg. So you get lower performance on Duna but not Kerbin? Kerbin has more volume layers and more layers in general. Duna should not be cause performance issues.
  8. @The White Guardian have you seen this before? I messed with PQS to try and get it but i have failed so far. Its a physical drop off that tends to make rovers explode or flip. im at a loss
  9. This is not the thread to post bugs for FASA. Also, FASA is not updated last I checked so it does not have the fixes to the legs yet.
  10. How difficult would it be to add particles to rover wheels that could simulate the dust being kicked up on a sandy/dusty celestial body? Could it be applied by biome like CollisionFX does it?
  11. @OhioBob @JadeOfMaar @Jiraiyah you guys rock!
  12. while yall are doing the maths, does anyone know how to make a dV map?
  13. what i would suggest is using a preexisting node as a template that way you be sure the code works. Also, just so you know, i had atmosphere layers like that a few versions ago and had to remove them in 1.2 because the performance was so bad. Removing those layers resulted in a 20-30 fps gain. I have a gtx1070 and was only seeing 30-40 fps with them included. So keep that in mind when implementing them
  14. ah i see... well now you have made yourself mortal again
  15. you know how I know you are the best person to ask? You know how to make these symbols (μ, π) on your computer and I have to copy and paste... i dont do much math lol
  16. in order to get that look you will have to remove just about all of the post processing which i already have set very low. If you lowered it any more, you may as well not play with scatterer lol what you could do is edit a kerbin color map to be more vibrantly colored and use kopernicus or texture replacer to put it in game.
  17. I don't know of any other way to prove than to throw 4 or 5 part packs in and see what happens. It not urban legend I can promise you that. I'll have to get some proof to back my claim up
  18. you may have survived this time, but mark my words, i will destroy your rovers....
×
×
  • Create New...