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Synthesis

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Posts posted by Synthesis

  1. 8 hours ago, RangeMachine said:

    Finally, I restored visor reflections shader. I spent many time to find a way to render atmosphere layer, but it's no result. So it's like an old reflections, without atmosphere.

    You can download updated plugin from my GitHub fork, until @shaw updating his main branch.

      Reveal hidden contents

    QlhWOBN.jpg

    q4agQ4P.png

     

    Very cool! I'm still trying to reduce the unexpected FPS hit from reflections on parts, otherwise I'd jump on this. 

  2. 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, 

  3. 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. 

  4. 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. :D 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. 

     

  5. 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. 

  6. 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. 

  7. 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. 

  8. 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. 

  9. 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." :D

  10. 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. 

  11. 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). 

  12. 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. 

     

     

    screenshot20_zpscexyzsg2.png

     

    screenshot19_zpshwewneyj.png

     

    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. 

     

  13. 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. 

  14. 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!

  15. 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

  16. 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). 

  17. 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? 

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