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Sinan

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Posts posted by Sinan

  1. Hi @rbeap Thanks for all the work on this - looks stunning.

    I had the problem you mentioned with clouds vanishing at about 100km and reappearing at 130km above Kerbin and tried fiddling with the scaledFadeStartAltitude and scaledFadeEndAltitude in the configs which seems to have worked. In Blackrack's original Stock Volumetric Clouds configs for Kerbin these values are all set to 100000 and 130000, but your configs have these altitudes higher. I don't know why this would cause an issues, but as these fade in and out altitudes matched the height the clouds faded in and out I tried setting the altitudes for all the layerRaymarchedVolume in the JNSQ Volumetrics configs for Kerbin to scaledFadeStartAltitude = 100000 and scaledFadeEndAltitude = 130000 and the clouds no longer vanish at this altitude. I didn't notice any ill effects from this, so it might be worth looking into.

  2. Thanks for looking into this and trying to fix it. The good news is that with the settings you provided for both KSP and NVIDIA there was a massive increase in FPS - up to about 40-50 flying at low altitude around KSP (close enough to count the petals on the flowers). As a further test, I tried my original KSP settings file with the new NVIDA settings, and the FPS was back down to 10-15 FPS. I then tried your KSP settings  file and reverted the NVIDIA settings back to their original values, and the FPS was higher at about 20-25, but still noticeable slow. Some magic in both the KSP game settings and the NVIDIA settings you provided is combining to make everything work, but I'm not sure exactly what. This is in a clean fresh install with just Parallax and Kopernicus and no other mods. I hope this helps you track down the problem.

     

     

     

  3. Hi @Gameslinx

    This looks amazing and thanks for all the hard work. Unfortunately I am having severe performance issues using Parallax. I've tried a clean install with just Kopernicus and Parallax to make sure it is no a mod conflict, and I still getting just 10-15 FPS with no mods installed flying around KSC (compared to 50+ without Parallax). I've checked the log, and the only error is this:

    WARNING: Shader Unsupported: 'Custom/ParallaxAsteroidUltra' - All passes removed
    WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    ERROR: Shader Custom/ParallaxAsteroidUltra shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

    It looks like one of the shaders used by Parallax is not compatible with my GPU at the moment. Would this cause the FPS drop? I have a fairly old GeForce GTX1050 and I've updated the drivers to make sure everything is up to date.  This is running on a fairly new PC with Windows 11.

    Any suggestions or is it time to update my GPU?

     

  4. Thanks for this great mod, but I'm having problems with the latest version (Kerbalism 2.1.1 running on KSP 1.6). All the processes seem to be using the input and output at the base level set by the "process" in the profile and do not seem to be multiplied by the capacity of the part. The "configure" menu and the part menu brings up the expected figures (input/output multiplied by capacity) but the figure in the planner and when the craft is launched is the base process value and is not multiplied by the capacity.

    For example if I build a craft with a large fuel cell array, it shows the ElectricCharge output as 14.416 in the part menu and configure menu, but in the planner it only shows an output of 2.403 (the base level set by the process in the profile - I've left one of the batteries and the water tank half empty so it shows the amount produced correctly) and this is the amount actually produced when the craft is launched. 

    Similarly, for the water electrolysis process both the large and small convert-o-tron produce just 0.5 Oxygen and 1.0 Hydrogen, the base level in the profile, even though the configure menu shows an output of 18 Oxygen and 36 Hydrogen for the small plant and twice this for the large plant.

    I've tested this on a clean install using the "default" profile and settings without any other mods (apart from Community Resources and Community Categories). I've tried using Kerbalism 2.0 on KSP 1.5.1 and everything worked fine for an identical craft, with the values in the planner matching the expected values, so I think this must be a bug which crept in either with the latest version of KSP or the latest version of Kerbalism, or perhaps an interaction between the two. 

    Spoiler

    PdQanBD.jpg

     

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