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    Shader Wizard

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  1. Hah, wish I had thought of that. It's why I implemented the configuration UI though. Got fed up manually editing configs with typos and errors, then when config fields blew up, added the reflection/fields stuff to auto-gen the UI.
  2. This was always the most difficult part to solve. Other games still haven't really solved it either from what I've seen.
  3. I think the issue is that the clouds are all uniformly very dense. You have no "whisps" or foggy clouds.
  4. I'm preparing to make an EVE release for KSP 1.2 once it's released. It would of course be much cleaner if it was from your repo, so please let us know if you're still in the KSPiverse. Thanks for EVE in any case, it really became a valuable mod with the proper 64-bit - now we can have visuals AND parts :-)

  5. I think I can get this done over the long weekend.
  6. It is set up so that whatever was x is now red,y is now green etc. So I guess yeah, it needs to match. It isn't so much being ignored but more along the lines of "this isn't easy to answer in a short period of time kind of question" Long story short: there is no "quick" way to increase the cloud cover. I hope to be able to address this in the future. In the meantime I'd recommend SVE for configs and textures as it seems to strike a good balance for cloud cover.
  7. Yes, this is in play in the latest BoulderCo Package. It is just the two textures and the texture config for them.
  8. That's actually the point... Just as Eve is supposed to be the Venusian proxy, it has a thick atmosphere of very dense clouds. To land, I recommend either going in blind and then targeting your approach once through the clouds, or better-yet, use scan-sat to see the body through the clouds.
  9. Fixed the link. Thank you for pointing it out!
  10. *SIGH* Did you read the OP and ignore it or just not read it at all? I need logs to diagnose things. http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  11. Did you get the latest release? The mun shouldn't have lights on it anymore.
  12. No... there is only one set of geometry for clouds...
  13. Enhanced shading to the particles so that they have a "scattering" and "spherical normal-map" effect.
  14. I don't know why in the world you'd want to do that... It would look pretty terrible... but you'd want to do that you'd want to change noiseScale to very small values. I think it should work if you make them 0. All GPU.
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