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Everything posted by Nhawks17
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The clear input stack lock in the Alt + F12 menu? I dunno if it was in there for development more than it is for debugging the game.
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Ah hah, yes, that's the issue then selfish_meme, just use the base Scatterer configs until I get the configs redone. I dunno then, I haven't ever run into that issue, do you see anything that sticks out in the debug log when you load the SPH?
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Heh, while that would be really cool that'd be something either Felger would have to do when he returns to developing this mod or Bahamuto would have to contribute, I'm only maintaining the config side of things, not the actual plume artwork.
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That first issue looks like the camera bug that can be fixed with the Input Stack Lock thingy or whatever it's called in the debug menu for KSP. The disappearing oceans I have no idea what could be causing that. I'm currently working on completely redoing my scatterer stuff so maybe that'll introduce a fix. But that won't be out until the release version is up (which I'm still waiting on EVE to get an update).
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Wait are you using the latest release version or the latest development version of EVE? If it's the release its because the config structure changed so it's not going to be recognized.
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Well that isn't going to do anything to effect the issue. Just replacing the EnviromentalVisualEnhancements folder would've worked. Moving things to the BoulderCo folder did nothing except change where the config reads the textures from. It's not going to harm anything either but just for future reference.
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....So you're just using EVE..... If you replaced the textures with the BoulderCo ones then you aren't using SVE anymore. The DLL files that come bundled with SVE are not modified and are just a redistribution of EVE. The thing that makes SVE, SVE, are the textures and configs in the StockVisualEnhancements folder, replacing them with BoulderCo is just using the plain old EVE.
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The one that I have distributed is a couple of dev versions behind so it might be the cause... I can probably put out a quick update including the newer files. What I really need is for rbray to start working on EVE again
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It's not something that would be put in the release, no. If you want to change it for yourself you can but I won't be changing it for the mod as that is the effect that I want to happen.
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You can go into the squad folder in the RealPlume-Stock folder and delete it if you want, or you can take a stab at making something that looks better and making a pull request for it
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I don't think so but I'm not 100% sure on that, I'll have to look into it to be sure. I'm kind of confused by your statement... Do you mean when you have SSTU installed the plumes on all engines are stock? Or are you saying that SSTU engine plumes don't have Real Plume plumes? Because if it's the latter then you should check the supported mod list
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Mistakes have been made.... I don't know what I did but KSP didn't like it and reverting to a fresh install of Scatterer isn't fixing it O.o Edit: Just tried replacing the KSP files to see if that fixed it and it didn't..... I broke something immensely and I don't know if I should be proud of this or not.
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Unfortunately it is hard for me to diagnose Linux problems as I do not have it so I can't look into it as detailed as I could on Windows. However, I haven't noticed or seen from others a massive FPS loss like you're talking about. The FPS hit is definitely going to be much worse on SVE than stock EVE as Kerbin alone has two 8k cloud layers as well as a 2k aurora layer all while rendering out the volumetric clouds that come with SVE. What'd I'd suggest is going to a lower resolution version. What are your system specs by the way? No logs, no gamedata pictures, no ingame pictures, no help
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
While OpenGL does lessen the amount of RAM used by the game, it is still possible to crash because of the RAM limit. If you got a crash folder posting the log in there would be useful. The only folder from the EVE master you would need is the EnvironmentalVisualEnhancements folder, the BoulderCo folder is not needed. -
Yeah, if I'm remembering right Proot is using the custom terrain stuff through EVE to apply surface textures which could be impacting performance but I'm not sure, I haven't tested the feature much myself.
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You can use the EVE GUI Alt + 0 and go to the cloud layers tab and click on the "Particles" layer and click the minus sign in the GUI and hit apply. However, I thought that might be an FPS tanker as well but from what I've tested disabling this layer it doesn't help your FPS
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