Jump to content

Moose

Members
  • Posts

    74
  • Joined

  • Last visited

Reputation

56 Excellent

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This just betrays that you really don't understand the relationship developers have with publishers.
  2. The only one I've found it interferes with is the one on Val, which is several meters below ground. Hoping @Gameslinx fixes that one eventually.
  3. I found this is due to normals not being correct leaving holes in the meshes, and is related to the pile of shader tricks Scatterer is pulling alongside this. I ended up reinstalling both and that fixed the issue.
  4. Throw this one onto the pile. I used the clouds for the Odyssey mission since they were released and the finale had a really nice glimpse of Eve at sunset.
  5. Hey @linuxgurugamer thank you very much for this mod, it's helped me put together module lists for the Restock+ parts that are missing them. However a couple of questions/clarifications if I may: Firstly, there is still no description in the readme or this thread as to what "Process manipulable-only parts" actually does - and I can't see any changes in the generated config file when enabling it. I'm assuming it filters out all parts that are too big to be moved even with X kerbals, but I'm likely quite wrong there. Secondly, is there any way of tuning the generated list to be closer to stock values? Some of these parts are generating vloumes in the tens of thousands when equivlent sized stock parts are fudged to be ~1k. If you ever get back to this, can we have an option to set an upper bound that, if within the "largest allowable part" range, resizes the part to that bound? E.g. if I have a part that calculates at 24000 litres, and an upper bound of 2000, it should be set to 2000 rather than 24k. Thanks.
  6. It's amazing how quickly a bit of tool development can make things go (referring to in-game cloudmap editing). You're doing great! But please, don't rush.
  7. Cheers - personally I only do the base layer (which are the trunks). The "tops" are the leaves which are worth leaving uncollidable imho. I also do "sapling" for the smaller trees that spot the planet.
  8. You can manually add these yourself, it's a flag in the stock configs. E.g: # Kerbal Space Program\GameData\Parallax_StockTextures\_Scatters\Configs\Kerbin.cfg Scatter { name = OakTree model = Parallax_StockTextures/_Scatters/Models/Kerbin/oaktrunk0 collideable = True # This is the new line updateFPS = 0.330000013 cullingRange = 200 cullingLimit = -400 alignToTerrainNormal = False maxObjects = 40000 SubdivisionSettings
  9. So my Minmus still won't show the scatters, but does appear to load them in the log. @GameslinxYou've mentioned a couple times to delete settings.cfg. Are you takling about the one in the root KSP folder? As I did so and no change. Should I just reinstall the plugin again and see what happens? The only errors I see are lots of : [ERR 00:58:47.197] Material doesn't have a texture property '_DispTex' But this is true for scatters that do display normally. Suggestions welcome! Edit: Literally reinstalled KSP and all mods to bring it to stock and still nothing on Minmus?! Second edit: I think? I found the issue, see below: Turns out your system doesn't like when minimumSubdivision at the body level matches that of a scatter. So by default, the stock config for Minmus sets that value to 7 for all cases. But if I set that value to 6 instead of 7 at the body level, e.g.: ParallaxScatters { body = Minmus minimumSubdivision = 6 Scatter Suddenly everything works!
  10. I don't know how many of us still use this, but I certainly do. Thank you for keeping it going @linuxgurugamer
  11. Unfortunately TXAA has an issue where we get depth infighting in some cases - though mainly in mods. I've most noticed it with Waterfall and the flag decales on Restock/+. But this is an issue better raised for Scatterer I feel.
  12. I've also noticed this issue, sometimes it just refuses to draw ambient light in the shadow of an atmosphere. However I've yet to narrow it down too far. My best result in fixing this was disabling Scatterer's TXAA and replacing it with the SMAA option. I think it has a conflict with Parallax but I am unsure as to what.
  13. I promise you that doubling the range barely touches it I agree with you with how Windows handles anything outside of fullscreen. Unfortunate penalty we have to live with.
×
×
  • Create New...