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Moose

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Everything posted by Moose

  1. Yes everyone is and I wasn't meaning to devalue your opinion. I am just saying, I disagree that visually, KSP2 is a step down from KSP with mods, and I feel it's unfair to make such a comparison anyway before we have a final version of the game in our hands. This is a visual thread, no? But I digress, let us not devalue the purpose of the thread.
  2. I think this is a bit unfair, as KSP2 looks great visually especially for an alpha, and has a lot of progress still to make. Plus it'll be a greta new platform to push even further. Also, Nertea himself was hired by the KSP2 team, so some of that love is already heading there.
  3. My only request, if I may, is that you follow the lead of the stock EVE (BoulderCo) config for, well, the planet Eve itself. Falling through a few kilometers (I think it's literally ten? from ~14km to ~4km) of thick volumetric cloud cover before you see the surface (and in some cases, the hills being within that cloud cover) feels incredible. Of course, you do you!
  4. Press CTRL+SHIFT+ESCAPE to bring up the Task Manager. If it says "more details" at the bottom click that. The go to the performance tab an it'll list your GPUs at the bottom (after all the discs, cpu and memory), with their names.
  5. Incredible work @Gameslinx. Absolutely incredible. My only complaint is that the fade between the distant (seemingly darker with Scatterer) billboards and real models is quite distracting. At least on Kerbin. I'm looking at the global config now to see what I can do with it. I've a 3090 so I'm ready to push this all the way out. Overdue Edit: I rammed the LOD multiplyer up and it's nice and clean.
  6. It "only" effects the surface. If you want atmospheres etc you need the rest.
  7. Please put your wellbeing before any community things. In the thread someone mentioned you had some burnout. I know that feel. Take it slow and easy.
  8. The scatters aren't available yet, so you won't have any of the grass etc.
  9. Oh don't be silly - I work in software. Just like no plan survives the battlefield, no deadline survives the release cycle - I'd have made a request on GitHub but I figured if I posted it here, more people would see it (and perhaps prevent request spam?) As for UI, remember KISS and if in doubt, throw a checkbox on the old one!
  10. No promises taken or expected. I know the weight of software maintenance myself!
  11. Hey @Lisias thanks for taking this on. A while ago, probably a couple threads (and maintainers?) back, I made a minor feature request for a means to force the labels to stay visible at all times. A toggle of some sort that emulates the key combination that shows them when held. Is this possible? Thanks.
  12. PlanetShine is old. Very old. When it comes to KSP modding anyway. The first commits were made in 2015 and KSP in itself has had a couple major engine upgrades since then. A lot of the options we have now for optimization didn't really exist back then. Ideally @Papa_Joe could find the time to optimize it/change it to an ambient light approach but that's beyond scope I feel.
  13. I rarely post, but I had to - I just want to say @Gameslinx that your work on the scattering systems is one of two mods that actually have me excited for the state of KSP modding at the moment (the other being the incoming volumetric clouds), and I'm looking forward to release. Good work.
  14. If you use VSCode or something similar you can do a regular expression based find -> replace on the entire folder and replace everything with an empty. Unfortunately my regex-fu is very poor and I won't be able to tell you the exact command, other than you want to clear anything from KSP_MODEL_SHADER { name = FullMetal to the final } for that section.
  15. I may have very little in the way of posts, and I certainly have not been on the forum since the beginning. But I have been here since 2011, and I can only say: Thank you. Edit: Huh, turns out I joined the forum in 2012. How about that.
  16. If you're using Restock, you can get the MK2 parts to work fine if you go into restock's GameData folder and delete: ReStock\Patches\FuelTank\restock-fueltanks-mk2.cfg ReStock adds some extra bump mapping to the MK2 tanks and adaptors but literally nothing else, and you won't notice a difference if you remove this CFG - but the parts will now shine in Magpie! Feel free to delete the relevant mk2-long, -short and -adapters .dds files in that same folder too. This will not affect the ReStock pods etc, which worked anyway. Ideally you should probably write a MM patch to block that file until ReStock does more for MK2, if ever. Maybe something for @Skonks to consider if they ever check the thread anymore.
  17. @Manwith Noname Just want to say thanks for your hard work here, and I hope you don't feel forced to hang around, or any guilt for taking time away. If you'd like DLC access let me know.
  18. If requests are allowed, any chance we can have particles fade in and out at the visible range boundaries? Arguably the most jarring thing about any of this, especially now we have the optimised particle counts, is how the cloud particles seemingly pop in from nowhere. This is most noticeable when falling over cloud on re-entry, as when you hit the view radius everything just magics into existence. I'd take a hit on max view range to have the particles fade in and out of transparency on spawn/despawn at the edge of it. I tried to implement this myself with the original EVE version, but it never worked out. Maybe you'll have more luck in Redux.
  19. Got bored and fixed the 43k cubemap clouds so they actually render in DX11. It can be done!
  20. So it's the clouds disappearing when you zoom out, which is "fixed" if you use Scatterer it seems, but the default implementation is broke. I was speaking with @Waz on Reddit and may have come up with a solution. In the process of cloning the repo now to see if my suspicions are correct.
  21. Guess the question is, what exactly is broken on 1.9.1? I'm running that version and I see no issues short of what was broken in 1.2/1.3?
  22. Hey @linuxgurugamer thank you for keeping this little niche thing going. I just want to raise that in the latest KSP version I am receiving a 401 Unauthorised error, which appears to be down to an expired OAuth key. Unfortunately I don't know which account this OAuth key is generated against (obviously) so I cannot offer a fix myself. I know you typically want the logs but there is no indication in the logfile as to the exact cause of the error (doesn't seem to have any form of logging to file when there is a HTTP failure response). Unrelated, in the asset loading log I found this error: [LOG 01:18:54.290] [AddonLoader]: Instantiating addon 'DraftManagerApp' from assembly 'DraftTwitchViewers' [ERR 01:18:54.292] DraftTwitchViewers (DTV): (ERROR): ERROR: Sound "Start" not found in the database! [ERR 01:18:54.293] DraftTwitchViewers (DTV): (ERROR): ERROR: AudioClip "Start" not found! Ensure it is being properly loaded. [WRN 01:18:54.294] File 'GameData/DraftTwitchViewers/GlobalSettings.cfg' does not exist [WRN 01:18:54.294] DraftTwitchViewers (DTV): (Warning): GlobalSettings.cfg wasn't found. Using defaults. If you find the time to keep it going at least with the OAuth I'd be very thankful. Cheers!
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