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KSP2 Release Notes
Posts posted by SkyKaptn
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@Poodmund @blackrack Latest dev build: I still get the planetary rings drawn behind the gas giants. (OPM)
Pictures on page 118 from previous report.
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12 minutes ago, Sigma88 said:
Yeah, KE is not compatible with the load on demand feature. That's why it messes up gas giants
Is there any way to disable load on demand then? I do not have the time myself for a while to tinker with KSP. I guess this is just for RAM-saving?
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On 19.1.2016 at 5:09 PM, SkyKaptn said:
Am I the only one who is getting no textures on the gas giants? The moons are btw ok. All I did was delete the old OPM folder (that had working textures) and copied the new OPM into gamedata as usual. Kopernicus was previously installed (0.6.3) All the gas giants are totally plain, it is just Neidon that has a hint of the storm texture shining through.
-For the record, I hyperedited out there.After a tedious elimination process I found out that the KopernicusExpansion that is bundeled with KSPRC does not play too well with the newest OPM. (old OPM is fine with Kop. Ex) By removing KopernicusExpansion all the gas giants' textures are back to normal.
-Tested and confirmed on following platforms:
32bit openGL, 32bit directX 9, 64bit openGL and 64bit directX 9
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12 minutes ago, Sigma88 said:
have you tried on a clean install with only ModuleManager, Kopernicus and OPM?
Only with OPM and ModuleManager. Will try Kopernicus too. Will post findings in about 20 or so minutesEdit: Read too quickly... Clean install
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Am I the only one who is getting no textures on the gas giants? The moons are btw ok. All I did was delete the old OPM folder (that had working textures) and copied the new OPM into gamedata as usual. Kopernicus was previously installed (0.6.3) All the gas giants are totally plain, it is just Neidon that has a hint of the storm texture shining through.
-For the record, I hyperedited out there. -
36 minutes ago, Speadge said:
did u use the Unfixer?
Hmm, did not. Thanks and a million Champ
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3 hours ago, WPENG730 said:
Apparently most mods don't work on 64-bit
This is simply not true. Of all my mods including KSPRC (EVE, scatterer, Texturereplacer, Planetshine, DistantObject), MKS/OKS, KIS, KAS, Space Y, Realplume, Sciencealert, Alarmclock, TacFuelBalancer, Trajectories, WaypointManager, UniversalStorage, Pilot Assistant, OPM, All of Near Future, NAVHud, MechJeb, Kerbal Engineer, Firespitter, AmbientLightAdjustment, Chatterer, ....list goes on
-There is only one mod in my list that is coded intentionally to not work on x64: Joint reinforcement. I have never, repat NEVER, had a crash on x64. And saves are still 100%
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@Proot Is your scaledspace texture downsized for public release because of memory limits, and is there a "developer's ultrahypermega resolution" for your own devkit?
-Just asking because I run 64bit and memory is of no concern. I lowered scaledspace to 65000m and things get somewhat fuzzy at that altitude.
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1 hour ago, vagabond77 said:
I made some changes with the unique purpose of increasing the frame rate and leave intact as much as possible the magnificent work of Proot.
I can confirm that your edits helped A LOT. I went up from 30 to 50 fps on a ship with 150 parts on take off with all grapics maxed out.
28 minutes ago, Nansuchao said:For Jool, it's a bug with Scatterer for gas giants. Blackrack is currently working on solving it. Until then, you can just remove the Scatterer entry for Jool.
What he said. 64bit is not the problem behind it.
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11 minutes ago, Vaporized Steel said:
I've set water effects to false in the planetlist.cfg file because in v1.05 it turns water into a black glitchy mess depending on camera angle and distance to water.
Is this water graphic glitch something that can be fixed? I really hope it does because it would make me and everyone very happy.I'm playing on Unity 64bit which should be pleasant according to the OP It's not water friendly however.
I have no problems with water effects (scatterer) on 64bit. However I am using the -force-d3d9 parameter in a shortcut to KSP.exe since memory limitation is not an issue.
This gives good performance and the least glitches
EDIT: There is however an issue with gas giants and scatterer at the moment
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There is another problem with gas giants that have rings. I am Running Outer Planets Mod, and scatterer makes the planets appear in front of the rings as shown in the pictures below. Did not know what settings to apply, if any. Removing the entire scatterer folder fixed the problem though.
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On 1.1.2016 at 9:30 PM, SkyKaptn said:
Here are a couple of images of Sarnus. The rings are wrapped behind the planet (or the planet is not obstructed from the ring system) I get this both in tracking station and also being there in person. Running stock OPM and openGL. Is there something more to do than just copy/paste OPM to gamedata?
Found out what was causing this. After removing visual mods 1 by 1 it was clear that Scatterer was the culprit. I will post in that thread.
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1 hour ago, Cheesecake said:
doesn´t the citylights work? everything is working fine but the citylights are not visible. I have Vanilla-KSP 1.0.5 only with KSPRC.
Locate your Gamedata/KSPRC/CityLights folder and replace all code in CityLights.cfg with this:
EVE_CITY_LIGHTS { OBJECT { body = Kerbin cityLightsMaterial { _CityOverlayTex { value = KSPRC/CityLights/Textures/kerbinBN } _CityOverlayDetailScale { value = 45 } _CityDarkOverlayDetailTex { value = KSPRC/CityLights/Textures/nd5 } _CityLightOverlayDetailTex { value = KSPRC/CityLights/Textures/nd5 } } } OBJECT { body = Moho cityLightsMaterial { _CityOverlayTex { value = KSPRC/CityLights/Textures/kerbinBN } _CityOverlayDetailScale { value = 45 } _CityDarkOverlayDetailTex { value = KSPRC/CityLights/Textures/fu11 } _CityLightOverlayDetailTex { value = KSPRC/CityLights/Textures/fu11 } } }
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21 minutes ago, mreadshaw said:
Put the code below into a .cfg file. It's what I use to fade in scaledspace at 70km. You can probably play with the altitudes to to get it to look better but it works fine for me.
@Kopernicus { @Body[Kerbin] { %ScaledVersion { %fadeStart = 50000 %fadeEnd = 65000 } %PQS { %deactivateAltitude = 70000 %fadeStart = 65000 %fadeEnd = 70000 } } }
You have my eternal gratitude! My eyes were hurting from that low-res planet with those wobbly, shimmering and sharp coastlines at my standard cruising altitude. For others: I just made a brand new and empty config-file which I pasted mreadshaw's code into. Called it KSPRC_mytweak.cfg for easy reference and placed it alongside the standard KSPRC.cfg
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Sorry, but I cannot find where to define altitudes for hi-res texture swapping. I really think that hi-res should be loaded much sooner, at least at say 30-40 km, and definately at the lowest possible orbit at 70km where one spend most of the time flying.
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I think there is an issue with how the low- and hi-res textures are loaded. At altitudes under 160km there are quite low textures with jagged coastlines, lakes etc. At altitudes over 160km the hires textures are loaded.
Any tweaks to be done in cfg?
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5 hours ago, CaptRobau said:
Could you both share a screenshot of your GameData folder as well as specs of your PC (OS, etc.)
i7 4790K @4GHz, geforce 980 running openGL. Win10
Gamedata folder. ModuleManager at the bottom, did not fit screenshot:
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Here are a couple of images of Sarnus. The rings are wrapped behind the planet (or the planet is not obstructed from the ring system) I get this both in tracking station and also being there in person. Running stock OPM and openGL. Is there something more to do than just copy/paste OPM to gamedata?
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Is Jool's ring supposed to load as default? I see the texture in Kopernicus' folder. Any code to put manually in cfg?
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On 30.12.2015 at 7:05 AM, SkyKaptn said:
There is something odd going on in vincinity of Jool... When I enter the system as far as Vall my framerate drops to 0.1 fps on my i7 @4 GHz, geforce 980. If I go to the map mode the framerate is back to a gazillion fps.
-Tried setting allowAnimatedProceduralGasGiants to "false" with no luck. (same framerate, but with a black Jool)
-Tried both -force-d3d9 and -force-d3d11
I deleted the Jool-entry in Scatterer's PlanetsList.cfg and everything went smoothly again.
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There is something odd going on in vincinity of Jool... When I enter the system as far as Vall my framerate drops to 0.1 fps on my i7 @4 GHz, geforce 980. If I go to the map mode the framerate is back to a gazillion fps.
-Tried setting allowAnimatedProceduralGasGiants to "false" with no luck. (same framerate, but with a black Jool)
-Tried both -force-d3d9 and -force-d3d11
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What is the most common reason why the gas giants' rings are drawn "behind" the planet? I will try to get a screenshot (...takes a bit of time to get there again)
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Maaan... I have traveled away for the Holidays. Cant wait to get home.
Merry Christmas Proot and others
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19 minutes ago, blackrack said:
It's expected, I'm working on a logarithmic depth buffer that should fix this.
Awesome. No issues with latest build, just this z-fighting from you were talking about. (from orbit) Everything else is peachy
Running forced DirectX11.
[1.1.2] KSPRC - Renaissance Compilation: artworks remake [V-0.7 Pre Release 3]
in KSP1 Mod Releases
Posted
If you are using 64bit, then go with dx9. There are more artifacts in dx11, especially on scatterer. If you come across a bug remember to switch back to 32bit to see if it there too before reporting bugs.