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ROCKETGOOSE

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  1. You need to set enableCollisions = true within the ParallaxGlobal.cfg. You can find it in the GameDate/Parallax/Config folder. It's set to false by default because it's an experimental feature. Also trees don't have collisions at the moment @Gameslinx the 2.0.2 patch has fixed the missing scatter for me! Keep up the amazing work, this mod really is something special
  2. Hey, I'm really loving parallax 2! Unfortunately I'm also suffering from this problem (Minmus, Ike, Tylo and most of Bop are missing scatter for me) and this fix didn't work. I even tried it on a completely fresh stock install of the game and got the same result
  3. Hey! Is it possible to edit the PQS maxLevel of the stock planets while letting the template define the rest of the PQS things? I'm trying to increase scatter density when the planets are scaled up by Sigma Dimensions. I only seem to be able to edit PQS maxLevel while removePQS = true within the Template subnode. However I think this means I also need to define all the other PQS parameters. I don't know what these values are supposed to be to match stock so if these are known somewhere then that's another possible solution.
  4. The PQS maxLevel is a Kopernicus parameter https://kopernicus.github.io/wiki/main/PQS.html I've been trying to tweak this to see what happens in combination with 10x sigma dimensions scale. Unfortunately I've not been able to make any difference, so I'm not sure what I'm doing wrong
  5. I'm loving Paralax 2.0! This will be one I can't live without from now on. I'm trying to figure out how to use it with 10x sigma dimensions. It's clear from the initial post that some values need to change but I'm not sure if I'm changing the right ones I tried increasing the density but for 10x scale this would require 100x density. Anything above 10 runs very slowly (running out of ram I think). Interestingly the game starts running slow when a save is loaded from the main menu rather than when a flight scene is loaded (which is where I expected the lag to start). I thought that maybe decreasing the range and/or LOD range might be able to compensate, but it didn't seem to make any difference. Does anyone know what settings to change to get a dense look with 10x scale? Or is this just impossible (stop playing 10x you weirdo)?
  6. That's a really useful tip I'll be using that! thanks! I still think that :FINAL shouldn't be used in the mod though, right?
  7. What texturing work needs done? I've got some experience with this
  8. Hey! I ran into a wee bug so thought I'd report here. When adding a waterfall config to the USI sounding rocket aerospike the real plume remains and they overlap. GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg uses :FINAL meaning it can't be overridden by the waterfall patch
  9. This sounds very interesting! I'd love to give it a go Please excuse the noob question here, but I'm not familiar with compiling from a Makefile and feeling very LOST! any pointers of where to get started?
  10. Long term fan of this mod, it's great to see it's still being maintained! Keep up the good work! I happened to capture this convergence of Duna and Jool which I thought was epic. Imagine if the Occultation Camera Processor could suggest convergence dates
  11. This sounds like you don't have any configs for the engine you're using. Waterfall itself doesn't add any configs. I would recommend Stock Waterfall Effects if you're using this with the stock engines Oops I didn't refresh the page so I missed this! Glad you got it working
  12. I've made some configs for the karbonite engines. Using some templates I made and some from stock waterfall effects. If you'd like to try them out here's the github link https://github.com/RocketGoose/Karbonite-Waterfall-Effects/releases/tag/0.1.0 I'm going to make a new forum thread for this, but I'm new to releasing KSP mods and using github. Any general pointers/tips would be greatly appreciated!
  13. I'm planning to release a pack of configs for the karbonite engines. So far I've made templates for the fusion and torch drive engines. I've taken some artistic liberty, since they're the end game magic engines, so I'd love some feedback on these. https://imgur.com/a/0FcBNhS
  14. This sounds very interesting! What things are the heaviest hitters to performance when designing effects? What are you changing to make them more performant?
  15. It did seem like there was some strange things going on with it! Did you have similar issues with the SXT Vanguard engine? That's the other one I was struggling with. Once I've got some time next week I might have a go at reworking these parts so they play a little nicer.
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