Jump to content

pingopete

Members
  • Posts

    1,390
  • Joined

  • Last visited

Everything posted by pingopete

  1. Yeah there's always been issues with the main menu screen, scatterer won't render and when the clouds do they only appear on the northern hemisphere. While this isn't ideal honestly I'd rather have the developers who could fix this work on other more significant issues in game
  2. Read up a little more around the forums, and it would indeed seem that IR is the only real way around it. I managed to tweak the gantry part to give an unlimited range and a gradual acceleration which kinda works fairly well actually although it's pretty loose/unstable further down its travel. Cheers for the info though
  3. Do suppose you know how IR and such get around this issue? Currently trying to make a physics based catapult launcher part for an aircraft carrier using an animation for the rail slider to get a smooth acceleration curve. Was wondering if it would be possible to adapt this kind of movement to a modified gantry rail part from IR?
  4. Any luck? I'm trying to make a Catapult launcher part for an aircraft carrier, the sliding part moves along the rail and physically interacts with un-attached objects (the collider mesh moves) however anything attached in the VAB/SPH to the moving section of the part won't move with the animation in the game world :/
  5. @Bluebottle Thanks for the info, I've been successfully eminiating bugs from my welds by removing any non essential or funny looking modules as you said. However it would seem I've run into one final error, on RSS Any weld I make (testing with just two stock parts will explode if in the scene when reloading a quicksave, regardless of water and of any modules or tweakscale. I can however have move into the physics range of an already landed vessel. My guess is it's something to do with RSS and or heating? Nothing shows in the KSP event log (F3) not even that the part's been destroyed. thanks for the help thus far though!
  6. Not on my linux partition atm but will try this soon, thanks! I did make sure I had asset props and aviation though
  7. Ok wicked!, I'll try this now EDIT: all the .raw files are the same size between 233,234 and 235 but you do include the .meta files in scatterer .233. Just tried putting the raws from 233 into my 235 game still the same effect, did you mean put the 233 raws into a 234 scatterer setup, or 235? Also where are these height variables? Ok So setup a 234 game, and slowly added all aspects of 233 to it, I tried moving all 233 shaders in but the game froze when entering the space centre screen, I then put the 233 .dll in and it was back to looking right, so I don't think it's any config file
  8. Ok so I figured that the effect I'm describing started occurring at .234 and 5, but wasn't present in 0.233. I took some screens with varying contrast to try and show that it's not the just the settings that are influencing it. Obviously I don't wanna keep bugging you with this if you don't think it's necessary/insignificant, and it may be that it's only occurring on my linux setup I guess but essentially yeah I think it may be what you said at first about the change to rendering scat over clouds or at least the change that brought about that effect may be producing this issue(not really an issue) in PQS.
  9. Yeah switching to vessels via tracking station first thing on game start and loading quicksaves cause these issues with EVE in RSS. You have to load a vehicle to launch pad or runway on game start before switching via map view (not tracking center) to orbiting vessels. A temp fix for the white effect can be using the EVE gui apply, but use it on the dark side so you don't see the effects that that in itself causes. The flashing ocean is an issue with scatterer which I'm looking to fix. The blue horizon is an issue with Scatterer as well although I thought I'd mitigated that using the scatterer config (this is a much older scatterer than the current release). The planet going white is an issue which stratocheif found a fix for but I have yet to include it as I'd had some issues with it. He posted a fix for it on this topic somewhere a few pages back. RVE is a WIP.. lots of bugs still with its dependancies, for the time being we'll just have to put up with these bugs until the authors can get them fixed I'm afraid or use the temp fixes I've posted on the OP EDIT: what do you mean textures, I see ground textures, at least in PQS, are they not present in ScaledSpace/Orbit? Also city lights alone or just the city day texture? allot of these things have broken recently with numerous updates to scatterer since the version of RVE you're using was designed for :/
  10. EDIT: So I tried again and actually got it to work... to an extent. I grabbed the 0.9Beta off the KSP site and mimicked the gamedata/squad folder to have the old mk1 cokcpit back in 1.0.5, then changed the texture addresses in the configs for modified IVA to point towards the new squad folder with the old mk1 cockpit. The cockpits mostly work however the MFDs will not display cameras and sadly not the Nav Utilities page either; this stuff is beyond my capabilities This mod is by far the best IVA enhancement IMO and I'd love to see it over the ugly new stock mk1 cockpits! Cheers for any info or such
  11. Yeah this is because the two versions of RVE require different install methods although as it is I haven't updated to latest scatterer in the linux version because of some issues and windows 32 version is way out of date. Basically just use the Linux64 branch. Again just really waiting on win64
  12. What planets? Are you refering to eve textures, rss textures or scatterer stuff? There's only Mars and Earth here https://github.com/Pingopete/RVE-KSP-1.0.4/tree/Linux64/scatterer/config You shouldn't have the stock scatterer planet configs and files just the ones distributed with RVE
  13. Hey Blackrack sorry for the delay, having tested both; without scatterer overlaying clouds: And with scatterer overlaying clouds: ..the issue with varying exposure still seems to persist. I think it's since 235, I'm gonna check again now
  14. It's the way eve handles detail textures which RVE uses, I've tiled my textures but there are borders in certain areas around the globe due to the way they're applied. Other option is to go without the detail texture RVE uses currently and one without transparency
  15. Hey, just tryna use this with 1.0.5, guessing it hasn't been updated? My menu button is just grey. On downloading via ckan after seeing it asays it's compatible with ksp 1.0.5 my menu icons have appeared however they still don't bring up any menu and duplicate in number with every scene change in game spamming the tool bar? Thanks for any info in advance
  16. No, still working on some pqs issues, and looking at performance issues, getting really poor fps in the atmosphere
  17. Hey Blackrack, I noticed a minor change to the sky/orbit rim since the last version or so.. A few versions back the atmosphere was completely smooth and uniform against the horizon like here: This is something I love about scatterer as it also adds a much smoother gradient of colours to the haze as opposed to the low-bit look of the stock atmosphere ( a harsh white-the green- then blue). However since the recent version I noticed my PQS atmosphere rim looks as though it's almost gone back to that low stock fidelity, also varying noticeably in exposure on the horizon around POV, as shown below: ^^ here you can see the almost beached out whites on the left side not so much on the right, Here is another angle from the same situation; the rim effect is much to low in this region despite being on the same settings. It's not massive but the contrary was something I loved about scatterer that fixed the ugly stock atmo look
  18. It seemed to be happening with anything I welded, however I will test this more thoroughly. Tbf the parts from that mod are kinda dodgy the pre-assembled ships have a ton of modules and seem to just explode on launch pad regardless :/ The parts I was using though were only the runway sections, the only module looking thing I could see in them was a WaveFX: Disabled ?
  19. I've noticed an performance drop in atmsphere recently too, still tryna figure whats causing it cos scatterer's had some recent performance boosts done to it and I haven't added anything new (performance wise) :/
  20. Here ya go with the advent of ksp 1.1 and win64-ksp
  21. Ok, also weirdest new development; with the bug occuring after map view, toggling the interface with f2 fixes the effect, only to revert to being broken when I bring the in game interface back up?! So weird lol
×
×
  • Create New...