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Waz

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Everything posted by Waz

  1. Often the Colliders seem to disappear for ground scatters. I'm seeing this with KSPRC, and I'll try to narrow it down. But is this a known problem with KSP or Kopernicus?
  2. The terrain scatter colliders seem to only sometimes work. Is this a glitch in the KSPRC config, or a known bug with Kopernicus?
  3. Duna is beautiful. I drove a rover 70km watching the sky and dust storms (or rather, RemoteTech did, while I watched)... to a sad but awesome end when I discovered that the scatter rocks are solid.
  4. You can tweak it a bit by changing the alpha component (4th number) of the _Color from 255 to more (eg. 300) for more clouds. You'll lose detail if you take it too far though.
  5. Yes, thanks - something weird happens sometimes when I quote on mobile.
  6. I don't have problem with them costing performance - nothing is free and they're not too bad for their visual impact. The problem is they cost it when they can't possibly be visible. This is extra bad with multiple cloud layers, and I doubt it's deliberate.
  7. Volume clouds have a performance problem. Having a layerVolume appears to cost significant CPU/GPU even when in LKO, by which time the particles themselves are all faded away long ago. In a simple test with 1 layer, it's the difference between 33fps and 43fps. Multiple layers of course makes it even worse. At first I thought it was the cloud shader, but that is extremely fast - 100 layered renders of it in a standalone test showed almost no cost.
  8. I'm really not an expert in how the HLSL compiler optimizes stuff, but just from reading, the shaders might benefit from some manual optimization, in particular allowing options to be unused (eg. DetailTex as I mentioned). For me (GTX980), with a 1-part ship viewing from orbit, each cloud layer appeared to cost about 10ms (so, for example, 3 layers changes 30fps into 15fps). Edit: there is something odd going on. Testing outside KSP, these shaders hardly cost anything - 100 spheres at 60fps is no problem at all. So there is some other per-layer cost that vastly outweighs the cost of the shader (I was going to spend time today looking at optimizing the shaders, but there is no need, it seems). Volume clouds maybe? Edit of my Edit: yes, it's the volume clouds. It seems we're paying for them even when in low orbit (by which point they are all faded out long ago).
  9. I've noticed that volumetric clouds "pop" into existence with the current KSPRC config - eg. just look west from KSC (they do with base EVE config too). Changing _DistFadeVert to at least 0.00007 makes them fade in more smoothly. I fiddled a bit with the uvnoise too and found 0.008/0.0008/-0.4,0.25 quite nice, but I tend to turn off the detailtex and all but one cloud layer too (for performance), so that might just be a combination of factors. Certainly the KSPRC Kerbin clouds are the best EVE config I've ever seen! I'd comment on the other planets.... except I'm trying to experience these for the first time in a real Career mode, so no spoilers (I never used visual mods prior to KSP 1.1 _x64 for Windows).
  10. Backspace. (i.e. normal KSP functionality)
  11. The tiny +/- buttons were added around ksp 0.24, iirc. I've never seen any problems - even adding a few dozen orbits seems stable, at least when on rails. Maybe it would become apparent once people could easily add 10x100x orbits though.
  12. Those are the patch counts. I mean buttons to move the node forward/backward one orbit. The one near navball only shows Node1's total. You have to mouse over the other nodes to see their totals, which is a pain when they're cluttered.
  13. I'm really missing the +/- orbit buttons. It's horrible going back to the stock gizmo to right click and try to click the tiny buttons there, plus only being able to go 1 orbit at a time (though Precise Node only ever did 1 too AFAIK). I noticed in earlier comments you said you didn't find this feature very useful, but it's very important when trying to get efficient intercepts to planets or rendezvous - you move back and forth by 1 orbit to find the best time to do the minimal burn for a fixed ejection angle. My standard way to get a rendezvous is to make a node just ahead of the intercept, then go forward one orbit at a time and watch the target distance change; when it's close enough, make a tiny burn to bring it into perfect alignment. I slightly miss the total delta-V number too, but having to point at the stock gizmo to see it isn't that big of a deal... I just have such an allergic reaction to those little 6-legged bugs that doing anything with them annoys me... Regardless, I'm sticking with Precise Maneuver over Precise Node as development seems more "alive" and I like some of the additions.
  14. If this is a problem with the cloud shaders, it could be from how I generated the Compiled shaders in my patch (it that's in 1.1-3), but I selected "all platforms", so I'm not sure what the correct process was (I didn't use CgBuild that the source called for, as I couldn't find it for Unity 5). http://earthobservatory.nasa.gov/IOTD/view.php?id=7314 Hard to tell because it's composite. I suspect the rings would be providing quite a lot of light. Of course, the Sun is so far away, it would in reality be quite dark.
  15. Shadow edge softness is mostly caused by the fact that the sun (in reality, not KSP) is a not a point-light. During a solar eclipse, the partial eclipse area is the soft shadow of the Moon upon the Earth. Earth's atmosphere is very thin - I doubt it contributes much to the softness of its shadow upon the Moon compared to the much larger effect of the non-pointness of the Sun.
  16. Now I have admission: I never even tested from the ground! I guess the uvnoise1 is small enough that a bit of duplication doesn't really matter. SVE is actually what made me think about using this for EVE: the fact that even with the high resolution textures I could still see pixels was just like my nebula code problem, so I'm keen to see what difference it makes.
  17. Start by setting _UVNoiseTex - otherwise it's a black do-nothing default (but still computes, sorry, no optimization fallback). The BoulderCo/Atmosphere/Textures/uvnoise1 should suffice for most cloudy clouds - it even seems to look good for animating gas giants (see https://www.youtube.com/watch?v=Z9iW0GahFzE). Then just tweak the values from the EVE Manager until you like it. I've set the default _UVNoiseAnimation quite low - "realistic". Also note that the animation is based on Time.time (so only physics warp), not Planetarium.GetUniversalTime() (and I suspect if would look really bad if sped up too much). More thoroughly, from the patch: The new properties of the EVE_CLOUDS object items are: _UVNoiseTex - a UV displacement texture using RG channels. _UVNoiseScale - the size of the fractional part of the UV coord used for indexing the noise texture. Should be 1/W where W is a whole number to avoid edge stitching problems. _UVNoiseStrength - the amount of displacement. Should generally be less than _UVNoiseScale. _UVNoiseAnimation - offset multiplier for _Time allowing subtle animation of the noise by traversing the noise texture. clouds.cfg is tweaked to make the most of the new options. City Lights do not use the feature, but they could be changed to (without animation of course, and probably with a different noise texture). The _DetailTex can generally be scaled to appear larger (smaller _DetailScale config value) as it is no longer needed for obscuring pixelization. One thing I've noticed with SVE is that in the past I've always need to remove BoulderCo/ otherwise I get both styles of CityLights; hopefully there is a way to share uvnoise1.dds between mods. I made uvnoise1.dds using Substance Designer, so if you have that, I can send you the source (or commit it to the eve repo).
  18. False alarm, at least on the bug that produces that log error. Turns out I still had PoodsOPVO installed (just not via CKAN, so I didn't notice). It's probably reasonable that EVE dies when it's given a heap of configs for planets that aren't installed. Still, it was good to learn that debugging technique - thanks!
  19. Even cooler with a little animation:
  20. I think there is something odd happening. If I install only EVE and it's default configs, it works, but the clouds disappear if you try to Apply them in the Manager, with this error in the logs: CloudsManager: Removing 2D clouds... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NullReferenceException at (wrapper managed-to-native) UnityEngine.Behaviour:set_enabled (bool) at Atmosphere.CloudsPQS.set_enabled (Boolean value) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsPQS.Remove () [0x00000] in <filename unknown>:0 at Atmosphere.CloudsObject.Remove () [0x00000] in <filename unknown>:0 at Atmosphere.CloudsManager.Clean () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].DrawConfigManagement (Rect placementBase, UnityEngine.Rect& placement) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].DrawGUI (Rect placementBase, Rect placement) [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.DrawMainWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 With a very few more mods installed, it doesn't work - no clouds appear, even at the title screen. However, there is nothing obvious in the logs. Add a few more mods, and everything works fine, including the Alt-0 Manager. I could find no obvious pattern as to which mods, so it might be an ordering problem or something. Sorry, I would have looked deeper, but I really wanted a working low-mods setup from which I could tweak configs and code for the UV noise without too long a cycle time. The mods I had installed when it was all working fine were: Kopernicus, OPM, Sigma Binary, Texture Replacer, Module Manager, QuickStart, and SmokeScreen; removing even SmokeScreen caused the no-clouds problem.
  21. First iteration is done (the clouds *are* animated, but only at a realistic speed - i.e. subtle): Before submitting a patch, there are some things I still don't understand to do it correctly: There are 4 different cube mapping functions - which ones are used in which cases? (currently I've only implemented and tested the one that appears to be used at Kerbin) Thanks @Poodmund ! How big is the git repo? Should I try again to clone it and send a pull request, or is a patch generated from the source code fine? Compiling shaders: is the in-Unity function I used right, or do I need to get CgBuild? Any interest in enabling this for City Lights (not animated of course, and I'd probably need to make a more effective noise texture)? The EVE ones are pretty pixelized, but the SVE ones don't look like they'd benefit (though the clouds would). Is there any in-game way to reload the EVE configs? It's really slow to tweak configs with a restart cycle. How did I not find out about Alt-0?
  22. Are you running KSP 1.1.1 or 1.1.2? What does CKAN say is the "Max KSP Version"?
  23. I'm all good with building now, except for actually compiling the shaders - the current build process seems to use cgbuild, which as I understand is the old thing from Unity 4.4. Is that still what we're supposed to use? Edit: I've loaded the shaders into Unity 5 and used "Compile and show code" after turning on "All Platforms". That seems to generate the compiled shaders for me to then save.
  24. It should be on CKAN - it was updated yesterday, so maybe you just need to Refresh in CKAN. Note that the current one isn't compatible with SVE since that mod is shipping it's own copy; hopefully SVE will also update soon to not include the EVE files; for now it's one or the other. Be sure to also select the config files (it's good that these are now separate - soon EVE and SVE will live together very nicely indeed).
  25. I've got the source files set up and building (BTW, did you mean to include the output ZIPs in the source zip?). I tried to clone the git repo but it was talking ages (lots of huge files in the history?), so I hope an ugly old diff will suffice.
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