Synthesis
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Posts posted by Synthesis
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I'm a fan of it as well, despite usually disliking those sort of glass effects.
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32 minutes ago, Andem said:
Is this dead? Permanently?
No, there's a testing version just a few posts above yours.
Also, I feel compelled to point out--astronauts carried machetes too, and I'm pretty sure they still carry survival knives.
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8 hours ago, RangeMachine said:
Very cool! I'm still trying to reduce the unexpected FPS hit from reflections on parts, otherwise I'd jump on this.
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37 minutes ago, blu3wolf said:
Im not using reflection at all.
Ah, then I misunderstood you. Thanks all the same--are you using the test versions scatters, or something else? I get some weird but small glitches with them, but I think that's just how scatter works in 1.1.2. It's ironic--since I was already using 64 bit before this version, 1.1.2 has only improved stability, but performance has mostly gotten worse, at least with small ships,
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2 hours ago, blu3wolf said:
That was the way I was getting part reflections. I mentioned the TR config also, because I was getting the same stuttering whenever I went on EVA. Turning off reflections in TR made no difference to the appearance, but a big difference to the performance.
I did like the look of the reflections from that old KSPRC config, but the performance hit! Now the only issue with my game is the pause when I rotate the view (whenever the view moves to include a celestial body it did not previously), and the lag when ascending through the clouds on takeoff.
Interesting--sorry if I'm misunderstanding you, but can you share what reflection option you're using? As I mentioned, I was getting very bad hitching to my framerate when I used the old 1.0.5 KSPRC part reflection (like the one I posted). I'm also looking for a less glitchy shader, but that's not as important to me currently.
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18 minutes ago, TG_bigboss said:
So how do we disable the reflections because im getting good framerate but its shuttering which is causing me issues.
for some reason the menu for texture replacer disappears sometimes and i cant get it to show again.
Deleting the MM_Reflection cfg file will disable all reflections as far as I can tell. I had the same stuttering as I described it.
15 minutes ago, Proot said:Sorry, I don't want to bother anyone, but there is pages and pages of people talking nonsense about this pack... about what MM config in the KSPRC folder are you talking?? the current version is not even using reflections and it's disabled by default! the reflection module in Texture Replacer is not available since 1.0.1!
If anything we're bothering you. I'm using an MM_ReflectionPluginWrapper.cfg from a previous version of KSPRC. Reflections are really important to be, so I didn't mind using a jury-rigged version (old 1.0.5 KSPRC with the updated modules). But for some reason, recently reflections have had a punishing effect on framerate that they didn't have before.
8 minutes ago, blu3wolf said:Hmm. My texturereplacer install had realistic reflections on by default. Turning that off helped.
The MM config I had to delete was actually distributed with the previous version of KSPRC, and got into my install by shenanigans.
Hey, do you mind me asking--how were you getting those reflections aside from the MM configuration file. For some reason, that's the ONLY way I can get reflections working on the default parts. And other versions of MM_ReflectionPluginWrapper.cfg did not work.
// Replace ReflectionPlugin's module with TRReflection.
@PART[probeCoreOcto2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = octo2
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[probeCoreOcto]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = octo
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[probeCoreHex]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[probeCoreCube]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cube
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[Mark1-2Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = FrontWindow SideWindow
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 16
}
}@PART[cupola]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = obj_base
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 64
}
}@PART[crewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cabin
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk1pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = window
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 16
}
}@PART[Large_Crewed_Lab]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Lab
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[Mark1Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Cockpit
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[Mark2Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Cockpit
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[landerCabinSmall]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = obj_base
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk2Cockpit_Inline]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Cockpit_inline
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk2Cockpit_Standard]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = COCKPIT
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk2LanderCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cabin
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk3Cockpit_Shuttle]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cockpit
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[MK1CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE[TRReflection]
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 16
}
}@PART[mk2CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE[TRReflection]
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.5 0.5 0.5
meshes = Mk2CrewCabin
interval = 4
reflectionResolution = 16
}
}@PART[mk3CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE[TRReflection]
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.5 0.5 0.5
meshes = CREW
interval = 4
reflectionResolution = 16
}
}@PART[probeCoreSphere]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = sphere
colour = 0.4 0.4 0.4
interval = 2
reflectionResolution = 32
}
}@PART[ionEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = engine
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = engine bell Nozzle
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[nuclearEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 32
}
}@PART[liquidEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[engineLargeSkipper]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[RAPIER]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = engine
interval = 4
reflectionResolution = 16
}
}@PART[SSME]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 16
}
}@PART[Size3AdvancedEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Nozzle
colour = 0.25 0.25 0.25
interval = 4
reflectionResolution = 16
}
}@PART[fuelTank2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = medtank
colour = 0.18 0.18 0.18
interval = 4
reflectionResolution = 32
}
}@PART[fuelTank4-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = smalltank
colour = 0.18 0.18 0.18
interval = 2
reflectionResolution = 32
}
}@PART[toroidalFuelTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.4 0.4 0.4
interval = 6
reflectionResolution = 32
}
}@PART[xenonTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.4 0.4 0.4
interval = 6
reflectionResolution = 32
}
}@PART[commDish]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = dish
colour = 0.4 0.4 0.4
interval = 6
reflectionResolution = 16
}
}@PART[dockingPort2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = port
colour = 0.35 0.35 0.35
interval = 6
reflectionResolution = 16
}
}@PART[dockingPort3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = port
colour = 0.3 0.3 0.3
interval = 6
reflectionResolution = 16
}
}@PART[dockingPortLarge]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = large
colour = 0.35 0.35 0.35
interval = 6
reflectionResolution = 16
}
}@PART[landingLeg1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.5 0.5 0.5
interval = 6
reflectionResolution = 8
}
}@PART[landingLeg1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.5 0.5 0.5
interval = 6
reflectionResolution = 8
}
}@PART[miniLandingLeg]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.5 0.5 0.5
interval = 6
reflectionResolution = 8
}
}@PART[solarPanels1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel1 panel2 panel3 panel4 panel5
reflectionResolution = 8
}
}@PART[solarPanels2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel3 panel04 panel05 panel06 panel07 panel08
reflectionResolution = 8
}
}@PART[solarPanels3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = basepanel panel1 panel2 panel3 panel4 panel5
reflectionResolution = 8
}
}@PART[solarPanels4]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = solarPanel4panels panel2 panel3 panel4 pane5 panel6
reflectionResolution = 8
}
}@PART[solarPanels5]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel
reflectionResolution = 8
}
}@PART[largeSolarPanel]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel
reflectionResolution = 16
}
}Other versions never seem to work. No idea why.
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On 5/15/2016 at 8:56 AM, blu3wolf said:
Heres hoping that will work for me, then. Have just been having major stuttering on very small craft, and no luck so far narrowing down the cause. Loading now...
EDIT: and it worked! Thank you so much for the tip! Doubt I would have worked it out otherwise...
If this was directed at me (I'm not sure?) I'm happy I could help.
Basically, so far I'm seeing some graphical errors with scatterer (very long drawn shadows, a few glitches). And a surprisingly bad framerate hit when implementing Part Reflections as in previous KSPRC versions (though aren't supported by this testing version), though much worse now than before. Strange.
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It's hard to tell, but it doesn't seem like changing the interval from 4 to 7 didn't help (changing it to 1 did make the hitching significantly worse I think) for a small satellite in low orbit. I may have to play around the settings further, but I'm not sure what could be causing it--normally it's the actual texture replacements that take a huge bite out of my FPS, not reflections. And the reflections seem fine in the VAB.
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Very glad to hear this is still be worked on--it seems like such an obvious feature I'm surprised there aren't more mods that address it.
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13 hours ago, shaw said:
Maybe that's when reflections are being generated. Does changing `reflectionInterval` make a difference?
Removing which CFG file? Removing `@Default.cfg` shouldn't have direct effect on reflections, it usually contains the default settings that don't change anything. Unless something else is the problem, e.g. some issues with texture compression and unloading. Check the log if there are any errors.
Thanks for getting back to me--this is a pretty unfamiliar area to me, but all my reflections come from TextureReplacer.dll and MM_ReflectionPluginWrapper.cfg. I think I have an "outdated" version, but weirdly, it's the only one that puts actual part reflections on components.
// Replace ReflectionPlugin's module with TRReflection.
@PART[probeCoreOcto2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = octo2
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[probeCoreOcto]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = octo
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[probeCoreHex]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[probeCoreCube]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cube
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 8
}
}@PART[Mark1-2Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = FrontWindow SideWindow
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 16
}
}@PART[cupola]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = obj_base
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 64
}
}@PART[crewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cabin
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk1pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = window
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 16
}
}@PART[Large_Crewed_Lab]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Lab
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[Mark1Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Cockpit
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[Mark2Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Cockpit
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[landerCabinSmall]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = obj_base
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk2Cockpit_Inline]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Cockpit_inline
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk2Cockpit_Standard]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = COCKPIT
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk2LanderCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cabin
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[mk3Cockpit_Shuttle]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = cockpit
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 32
}
}@PART[MK1CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE[TRReflection]
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.5 0.5 0.5
interval = 4
reflectionResolution = 16
}
}@PART[mk2CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE[TRReflection]
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.5 0.5 0.5
meshes = Mk2CrewCabin
interval = 4
reflectionResolution = 16
}
}@PART[mk3CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE[TRReflection]
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.5 0.5 0.5
meshes = CREW
interval = 4
reflectionResolution = 16
}
}@PART[probeCoreSphere]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = sphere
colour = 0.4 0.4 0.4
interval = 2
reflectionResolution = 32
}
}@PART[ionEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = engine
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = engine bell Nozzle
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[nuclearEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 32
}
}@PART[liquidEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[liquidEngine2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[engineLargeSkipper]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.2 0.2 0.2
interval = 4
reflectionResolution = 16
}
}@PART[RAPIER]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = engine
interval = 4
reflectionResolution = 16
}
}@PART[SSME]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.4 0.4 0.4
interval = 4
reflectionResolution = 16
}
}@PART[Size3AdvancedEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = Nozzle
colour = 0.25 0.25 0.25
interval = 4
reflectionResolution = 16
}
}@PART[fuelTank2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = medtank
colour = 0.18 0.18 0.18
interval = 4
reflectionResolution = 32
}
}@PART[fuelTank4-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = smalltank
colour = 0.18 0.18 0.18
interval = 2
reflectionResolution = 32
}
}@PART[toroidalFuelTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.4 0.4 0.4
interval = 6
reflectionResolution = 32
}
}@PART[xenonTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.4 0.4 0.4
interval = 6
reflectionResolution = 32
}
}@PART[commDish]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = dish
colour = 0.4 0.4 0.4
interval = 6
reflectionResolution = 16
}
}@PART[dockingPort2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = port
colour = 0.35 0.35 0.35
interval = 6
reflectionResolution = 16
}
}@PART[dockingPort3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = port
colour = 0.3 0.3 0.3
interval = 6
reflectionResolution = 16
}
}@PART[dockingPortLarge]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes = large
colour = 0.35 0.35 0.35
interval = 6
reflectionResolution = 16
}
}@PART[landingLeg1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.5 0.5 0.5
interval = 6
reflectionResolution = 8
}
}@PART[landingLeg1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.5 0.5 0.5
interval = 6
reflectionResolution = 8
}
}@PART[miniLandingLeg]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
meshes =
colour = 0.5 0.5 0.5
interval = 6
reflectionResolution = 8
}
}@PART[solarPanels1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel1 panel2 panel3 panel4 panel5
reflectionResolution = 8
}
}@PART[solarPanels2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel3 panel04 panel05 panel06 panel07 panel08
reflectionResolution = 8
}
}@PART[solarPanels3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = basepanel panel1 panel2 panel3 panel4 panel5
reflectionResolution = 8
}
}@PART[solarPanels4]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = solarPanel4panels panel2 panel3 panel4 pane5 panel6
reflectionResolution = 8
}
}@PART[solarPanels5]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel
reflectionResolution = 8
}
}@PART[largeSolarPanel]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
MODULE
{
name = TRReflection
shader = Reflective/Bumped Diffuse
colour = 0.35 0.35 0.35
interval = 4
meshes = panel
reflectionResolution = 16
}
}Any other version of MM_ReflectionPluginWrapper.cfg just doesn't work. Not sure why, very strange. Removing that CFG fixes the issue--but it also disables reflections, naturally.
Maybe that helps. I'll try raising the interval time and see if that helps.
-
Sorry to be a bother, but I was wondering: has anyone else noticed a little "hitching" when parts reflection is active? For a small spacecraft I'll normally have an excellent framerate, except every second or so it'll hitch for a very short period of time. It's noticeable mostly because it's always happening--for example, spin your spacecraft continuously and you'll see it click.
I don't recall this happening before 1.1.2 (likely related?) and removing the CFG file removes the hitching.
-
4 hours ago, Sandworm said:
I've commented out all the volumetric cloud layers from kerbin. For me at least, launches are about physics and piloting, not pretty clouds. If I wanted to fly in clouds I'd play X-plane. I've left them in place on other planets because the physics load there is much much less. Launch is the most demanding part of KSP in terms of cpu/gpu usage. And if you are playing on plus-sized kerbins, launches easily take 5-10 minutes. KSPRC and EVE are great mods. I really enjoy them. But my machine cannot afford clouds during launch.
If Proot is reading this, I would suggest distributing an alternative config without the clouds on kerbin, or at least less of them. That will get more people using KSPRC.
Sounds like good idea. I don't know why, but removing EVE didn't seem to get rid of the regular lag spikes in my game.
Otherwise, I'd completely agree in trading in some of those clouds for more solid performance.
EDIT EDIT: Figured it out--it's not the 400 MB of texture replacers (from the previous KSPRC pack not included in the test version). It's the part reflection module (that I got from an older version). Even impacts small satellites. Crazy, I never had a major slowdown from that in the past, guess something's working different. Of course, given that the DLL Proot distributed just now doesn't support reflections, this might be the literal definition of "not a supported function."
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On 5/13/2016 at 5:52 PM, Sandworm said:
I just gave it a try and it looks great, but I've taken a serious FPS hit (~60 down to ~30fps). I ditched scatterer (its never been good to me) but the EVE configs were the killer. Reverting back to AnyCPUs eve configs and I'm back at 60. I'm now in the process of finding some middle ground between BoulderCo and KSPRC.
Update:I had to ditch EVE altogether. It just wasn't worth the fps drop. The visuals are nice from orbit, but disappearing into a fog for half the launch didn't look good. Kerbin, the skybox and everything else still look great, but the could were too much for my machine.
That's interesting. I was finding performance was worst than in past versions (no ugly ground shadows though).
Removing EVE didn't help though--my problem was that I was getting weird slow downs, so my framerate would be high for a few seconds, then briefly drop, then return to normal. EVE wasn't causing it, though it is something in KSPRC. Didn't get much improvement removing EVE myself--maybe it's Max Physics Rendering (I've got mine set to 0.04, the default)? I've got a fairly beefy CPU (i5-4670K) but I can never remember what you're supposed to set it to.
Looks gorgeous though.
-
1 hour ago, skbernard said:
you can turn off terrain shadows in scatterer config menus and that'll go away
Yeah, it's definitely fixable--I was playing around with the EVE options and got it to go away quickly. Thanks though!
-
1 minute ago, Proot said:
Known issue with Scatterer for some people. I guess it will be solved in the future.
Good to know it's not just something on my end. This is an early release version (no reflectinos, etc.), so a few bugs are part of the journey.
-
1 minute ago, blu3wolf said:
Im in the performance hit group :/ Trying to work out how to strip out some of the heavier stuff and use SVE EVE configs, but not much luck so far.
Other than you know, clouds.
I'm pretty sure the clouds are part of KSPRC too--specifically EVE. I'm doing further experiments though (Gene in the Contracts screen is still missing a texture for his face).
-
Awesome work, Proot, well worth the wait! Can't wait to see where you take this next.
Has anyone else been encountering the sort of "wavy shadows" on the terrain? It was an issue before 1.1 as well.
Kind of hard to capture in a screenshot. Anyone know what's causing that? I don't have anything else that would be changing shadows besides KSPRC.
-
14 hours ago, Dermeister said:
i'm having the same issue just now. Except that I had 0 Stock struts, Only auto strut from PF. I Alt tabbed to look for a fix and behold I see other people posting the same issue. I untick Autostruts.... and it launches And my fairings wobble and split as I launch.I tick auto struts back on again. Rocket sticks to pad like some 1 strutted it down... Because when I turn engines off it's like there's an invisible force holding the rocket in exact place.
I'm not a PC smart person so I don't know what to do to help reporting this properly but if you need anything like a screen shot or information as to what mods I use ect let me know.
Yeah, same here--except I don't use struts. It varies from design to design though, some launch just fine, and others don't.
I'm not using the fuselage fairings, so I can rule that out.
-
On 4/26/2016 at 0:38 PM, rasta013 said:
Because of the massive level of changes to several critical pieces that are affected by Unity 5. Specifically, huge changes to the wheel modules and meshes that were going to throw everything he was working on for a loop. Instead, he decided to freeze development and wait to see what was coming rather than put in many hours only to have to redo everything.
Side note Alex, great work on everything you do and just knowing that you're working on updating your mods to 1.1 leaves me with a nice warm, fuzzy feeling.
Agreed--I can't describe what a relief it is to hear you'll be updating the PRC for 1.1. ALCOR is by far my preferred lander chassis, but there are alternatives--on the other hand, PRC pretty much stands alone for portable/assembly-capable rover parts.
Thank you very much!
-
10 hours ago, VaPaL said:
Yes, their ejection force is 0.1, I try increasing it to 5 but they still didn't eject. Later today I'll be a little more agressive and change it to 100.
That did it! Awesome! I'll have to figure out if this accessible to me (I'm still muddling around in the early tech tree), but I'm grateful to see non-rocket alternatives bringing brought up to speed for 1.1.0
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2 minutes ago, JewelShisen said:
Rejoice all fans of airships for she lives again in 1.1.2!
Thanks to @dunclaw and @SpannerMonkey(smce) she is up and running and NO LONGER needs Toolbar!
HL Airships V 5.0 is now up and running on SpaceDock and Curse is coming soon!
That's awesome news! Sadly, the mod seems to be down on Spacedock but I look forward to it with great anticipation!
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19 minutes ago, AlbertKermin said:
Actually, I wrote the files in the note app on my iPod, e-mailed them to myself, and then ran them through a word processor to spell-check before making the final changes in Notepad. It's not at all surprising some strange characters crept in
Well, it's good to at least know that this was what was causing issue with the KSP Sounding Rockets--I was wondering about that myself. I'll eagerly await a patch whenever that comes out (it's hardly urgent of course).
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4 hours ago, rakol said:
@Synthesis may also be batteries. I just forgot to add some in one my tests.
I've got batteries on the sounding rockets (also the avionics package has some stored electrical power itself), so I don't think it's that.
It's quite odd--literally the day before I was able to right click, then I lost the ability. Trying to see what mod might've removed them, but there doesn't seem to be anything that's effect the mod--probably something that changed science in general?
-
Has anyone else lost the ability to right click on experiments? I tried uninstalling crowd-funded science reports, that didn't fix it--and I can still right click everything else.
[1.1.2] KSPRC - Renaissance Compilation: artworks remake [V-0.7 Pre Release 3]
in KSP1 Mod Releases
Posted
Hey, which particular file is it that adds that scratched glass effect? I lost it while updating some files/adjusting performance.