Merlin1809
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Everything posted by Merlin1809
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
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.- 3,121 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
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- 3,121 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
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!- 3,121 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
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.- 3,121 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
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- 3,121 replies
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Avalanche Plumes (A waterfall Mod for Solid Rocket Boosters)
Merlin1809 replied to Kochi's topic in KSP1 Mod Releases
It happens when HDR is enabled in TUFX. Better leave it off since it also causes some weird issues with parallax and volumetic clouds. -
[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
Merlin1809 replied to zapsnh's topic in KSP1 Mod Development
You need the KSP community fixes mod, there is a setting for that- 148 replies
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- theme
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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:
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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.
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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:
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
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:- 3,121 replies
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Oh I think I found the error. DynamicBatteryStorage does not recognize the solar panels modified by WeatherDrivenSolarPanel as power generators even though they do generate EC. They are all listed in the systems monitor with 0.00 EC/s when in reality they do generate dozens of EC/s. So DBS then spams the log with "[DBS][DynamicStorage] [hydrogen-5-2 (BoiloffTest)]: Power production too low, clearing buffer" and then deletes all of the buffer. Every time the buffer is cleared, boiloff occurs. That might also be the reason it worked with a nuclear reactor, it does get recognized correctly by DynamicBatteryStorage and it does not try to clear the buffer. Is this a DynamicBatteryStorage or WeatherDrivenSolarPanels issue?
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So after loading the save file, everything worked on the old craft as it should and the EC buffer was there. After putting the same craft into orbit again, the issue reappeared: Craft file: https://drive.google.com/file/d/16Lku2mooMryzgop31008a7IF6ChQGYrH/view Edit: Also the issue doesn't seem to occur when I have a nuclear reactor onboard. EC then gets buffered correctly Also thanks for pointing the mechjeb spam to persistent rotation, I was one version behind and updating it should fix it
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I have a some other mods installed, but I have the same issue even with DynamicBatteryStorage 2.3.2 installed. Some days ago I also had an issue where the EC jumped between zero and full when timewarping causing boiloff, but I can't seem to replicate it here. KSP log (with DynamicBatteryStorage debugging enabled): https://drive.google.com/file/d/1ZTcqqOhXGcskAUpBxk2nA17jv2LoiALo/view?usp=sharing Video:
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
That made it much better, but some of the smaller scatters on Minmus are still flickering a bit when I zoom away from them. I also tested every planet of stock and OPM and this only happens on Minmus and one other opm moon (forgot the name) that seems to use the same scatters just in different color. Also noticed some z-fighting of the ice on Laythe and kelp clipping through that ice a little. Also: Is it normal that kelp in general has a very low render distance and pops in like only 10m around my camera?- 3,121 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Merlin1809 replied to Gameslinx's topic in KSP1 Mod Releases
The sccatters on Minmus are really bugged for me with Parallax Continued. Only happens on Minmus and really destroys performance. Kerbin, Eve and Mun work fine and look amazing. Can't find whats wrong. Also tried the 2.5 rescale config and it didn't help. Log: https://drive.google.com/file/d/13P2RVKwqBpkTJvU31UNmtqibaS3Y7MJl/view?usp=sharing- 3,121 replies
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The updated cheetah and bobcat engines released in restock 1.5 might need a update now:
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- help wanted
- atomictech
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Noticed a small issue with the text font slider, all other sliders seem fine (last bug I find, I promise ):
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