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Merlin1809

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  1. Ok it works now. Thanks! Although the _Terrain.cfg exception is still there and the only planet mod I have installed is OPM with the parallax pack.
  2. It almost works now: But bop and minmus and are completely messed up and look like this from orbit (Bop doesn't even load in and the game lags massively when inside its SOI, minmus looks normal when on the surface): Lots of exceptions in the log like: kopernicus also complains: full log: https://drive.google.com/file/d/1ir-MaK2_x55rKe03nVhdqpFoouLlqiXv/view?usp=sharing I also updated everything not only the parallax folder (that shouldn't be a problem, or?) after I removing the old folders. Rebuilt the dll and shaders. Edit: I reverted to the older build and just added the useAmbientOcclusion = True to the global settings and it's also broken
  3. I can't see the commit yet That's exactly what I was suspecting and already tried guessing the setting name for AO in the global config without luck. Thank you!
  4. I compiled the new version from github and made sure to remove the old version before installing. I did it the same way I got the first release working. Maybe I'm ultra stupid and messed something up completely, but I got the Parallax.dll and shaders compiled and in their respective folders, and since I can open the GUI ingame and the log says the shaders get loaded I don't know where the problem is on my end. It also tried to recompile both the dll and the shaders already.
  5. I can't get the new version of parallax continued to work, I don't know what's wrong. First release worked well. Parallax GUI shows up (settings do not change anything though), but there are no scatters or ground textures from Parallax. It just shows the default KSP textures. I get some exceptions in the log: Full log: https://drive.google.com/file/d/18b4eE9EDnSB_Gp0zw-RZPcqhr9unSJdD/view?usp=sharing
  6. It happens when HDR is enabled in TUFX. Better leave it off since it also causes some weird issues with parallax and volumetic clouds.
  7. You need the KSP community fixes mod, there is a setting for that
  8. The cloud patch is broken. The bottom layer renders in front of the top layer when above all clouds. Also: why aren't you patching the cloud config in with module manager?
  9. I've been having an issue with TUFX interacting with Waterfall and especially Volumetric Clouds. When activating HDR in TUFX, there are a lot of black artifacts around clouds viewed through a waterfall plume. This also happens when looking at the sun with volumetric clouds infront (without looking through a waterfall plume), where the outlines of the clouds have black pixels around them. I've only seen this happen in lower orbit and when over the unlit side of a planet. Additionally I get some random outlines, probably the outlines of the clouds on screen, "burned" intro my screen. KSP log: https://drive.google.com/file/d/1aox5DeWnq33epc7atk7oVgJVaxGZpDli/view?usp=sharing Video:
  10. yeah, well thanks at least your blind fix fixed the mod outside the VAB. enjoy your monday then
  11. That works, yes. Also: almost all solar panels are shown with zero EC/s inside the VAB, retractable, unretractable and static ones. When placing them it shows 9999 EC/s for one frame before showing 0. This also happens with the last .dll before (duplicates were also 0 EC/s) and only with WDSP installed (can mondays ever be perfect?) Edit: the ones that worked were some from Near Future Solar (I think): NIV-10-R, NIV-30, NIV-45 and NIV-75-R. All others did not work. Edit 2: The duplication is still not fully fixed. When I go out of the VAB the four solar panels mentioned before are still duplicated, but the duplicate shows 0.00 EC/s. It works in the VAB.
  12. Well, WDSP support fixed one thing and broke another: Solar panels are now counted twice in the systems monitor when WDSP is installed. I have two OX-10C solar panels and the systems monitor counts four. Log: https://drive.google.com/file/d/1SZIn68koCb7h_XEPYPLfMivKmhpNgC3k/view?usp=sharing With WDSP: Without WDSP:
  13. Dunno if you misread "kelp in" as kerbin, but this is a kelp problem and also happens on laythe. Or rather a seagrass problem near the shore, it feels like it has an even lower render distance than some of the grass while being much much bigger and more noticable. Video on Kerbin:
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