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Galileo

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Everything posted by Galileo

  1. I’ll take a look into this when I get a chance. I have just been really busy lately
  2. I don’t know if you are right or wrong but I do know that RSS has not been updated to include the necessary changes to use the ring shader. His issue may be anti aliasing not being high enough on his rig, but we can know that unless he gives more information
  3. @panzer1b I’d happily take this off your hands if you’d let me
  4. If you are running a fresh KSP, you need to run the game once without mods and let KSP build its settings. Then add mods and try again
  5. I think it’s safe to say the dev does not care that the links are broken... please have some necro awareness and try to avoid it.
  6. it's been like that for as long as i can remember. perhaps you just noticed.
  7. Its a stock bug. It's caused by having planets further out than Eeloo, and with RSS being real scale, its safe to say bodies are WAY beyond Eeloo.
  8. It does but it takes a few hours typically. And sometimes it can take days.
  9. This mod is more a tool for developers to add loading screens for their mods. You just need to convert your png screenshots to dds. The reason for this is loading time. PNG images cause slower load times compared to dds.
  10. They will all be the same due to the fact that they all use the same dependencies (EVE and Scatterer) texture size does make a difference, SVE has a low medium and high resolution texture pack for those who need more performance, but the issues lies with volumetric particles in EVE. They are resource intensive.
  11. Well, I guess I didn’t. I was simply testing everything at the KSC and must have missed the other lens dirt nodes in the cfg. I guess that solves that! sorry for the false alarm. Hope you like the dirty lens textures!
  12. For anyone interested, I have made 5 new dirt textures that are really immersive, but not super invasive and the react great to the bloom, even with the default cfg settings. They aren't super distracting, but are noticeable. enjoy @The White Guardian Feel free to include these in a future update, as these fix the issue people are having with the bloom and dirt texture causing things to be overexposed. These textures also bring the download size down significantly. Here are some screen shots. All where taken with the default cfg. no changes were made. https://imgur.com/a/zL5kY DOWNLOAD
  13. I don’t think you quite understood what I was getting at. The stock skybox is pretty bright and has an even brighter galaxy band running through it, enhancing the line at the end of the atmosphere. A darker custom skybox does a better job of hiding the line. To summarize, you are more likely to see the line with the stock skybox and less likely with a custom dark one. Adding distant object enhancements hides it even more. This is probably something that has been there all along and has just been noticed by a couple users. Yes, SVE also has hard lines. It has since I can remember. Try a darker skybox and see the difference
  14. What I notice is the skybox. It seems the only time the hard line is noticeable in those screenshots is when you have a lighter section of the stock skybox. In the second set, it seems like you are using either a custom skybox, or just viewing a section of it that doesn’t have lighter areas. This is something I noticed with the stock skybox, but with a darker custom one via TR or Sigma Replacements, the hard lines are hardly noticeable.
  15. @Errol the volumetric clouds are still orange at dusk and dawn. I dont care about it being pretty; I want realism. Dramatic sunsets are still there, but not super saturated and fantastical like I think you are suggesting. The settings I choose are the what I think is closest to realism. For the over saturated terminators, there is default scatterer/EVE, Astronomers package, or really any other visual pack. I stick as close as I can to real life, even if it’s not as pretty as some would like. It’s what I like. your solution to obtain the dramatic terminators is probably what I would suggest to do. It’s not really hacky. It’s actually probably the easiest way to make it work.
  16. All I did was create a dirty lense texture that wasn’t so busy. There is ALOT going on in those textures. minimal dirt goes a long way the default textures just have a lot for the bloom to pick up on
  17. the shiny plastic look is caused by research bodies. Also, I see you are using a pretty extensive mod list, I would narrow it down as much as you can in order to pinpoint the issue.
  18. You can post logs and a screen shot of your gamedata folder. See the “how to get support” button in my signature for instructions on how to get your output log. to get the skybox to work, you need to install Sigma Replacements: Skybox as stated in the install instructions.. or you can install GPP via CKAN
  19. I’m sure there is, BUT I haven’t been able to actually play the game in a really long time. I just make mods and never really play.
  20. That was taken a long time ago when scatterer and EVE integration worked differently.
  21. There is a bug with scatterer that causes this on Macs. You can try toggling the alternate SQRT option in the main menu scatterer window, but according to many users, this option does not work on the 1.2.2 version.
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