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Everything posted by Waz
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Sure, just remove the corresponding "layerVolume" section from the config. Note that there is already a config for high performance (see first post in this thread).
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Hehe... you obviously haven't visited Jool yet, if you think that's unrealistic speed. As @Phineas Freak said, the purpose of these configs is to demonstrate features, not to make them look as good and realistic as possible - for that I defer to the other excellent mods built upon the basic DLL of EVE. If Mark Weir can have a storm of small stones on Mars, then Duna can have 1000m/s winds :-)
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I can't see what you're meaning with the "mirage" clouds. Do you mean they have shadows? As for there being lots of clouds on EVE, yes, there are. It's cloudy there. The configs should not have changed significantly since 1.1.2.
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You may be only using EVE now, but those images remind me more of SVE or something. Are you sure of what you were using back then? There are and have been in the past quite a few different configs for EVE; those that ship with it are really just examples, IMHO. The only thing I'm aware of changing is that volumetric clouds now fade in correctly instead of popping in (ignoring the new vertical culling feature), which means there are less of them; but this doesn't affect the 2D clouds (those you see at main menu and map view). The best way to have more clouds is ... to use SVE's configs! :-) Alt-0 (zero) lets you play with the config.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Waz replied to Galileo's topic in KSP1 Mod Releases
The real purpose of EVE, as I see it, is to make things possible, not to make the best possible configuration. Indeed, there is no such thing as "best", since different people like (or need, for performance) different things. EVE's example config just tests the basic functionality. Auroras in EVE are really just bright clouds - what makes them auroras is clever choice of texture etc. that is best left to artistic fellows like Galileo. -
Yes, it can be safely ignored. I think it's one of the minor fixes I've done but not yet shipped (since nothing significant and still KSP compatible).
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They're rendered additively to the ground geometry, so not an actual sphere but rather a "Procedural Quad Sphere". What's a guess is if this is the cause of the bug :-)
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That's interesting. I've not been able to imagine how an ever-so-slightly larger sphere could exist upon which the lights are painted.... but maybe it's not: maybe it is the same sized sphere, slightly offset by a few hundred meters (further around the orbit maybe?) - this would mean one side had the problem while the other side it was underground!! It would also mean that sometimes it would be obvious, while at other times (on the sides), the two sets of lights would smoosh together.
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There is a glitch where citylights appear duplicated higher, which sounds like what you mean. I've never been able to reliably reproduce it though, so haven't had a go at fixing it yet. If you (or anyone) have a save where it reliably happens for you using just the example configs and no other mods, I'd be glad to have a crack at it.
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Indeed, for aurora, it should logically be 1 (i.e. 100% emissive, no diffuse), as aurora particles are not significantly lit by the sun (unlike clouds, which are entirely lit by the sun, hence the default of 0 for minLight.
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Auroras don't only come out at night. How would they? The basic problem is luminance range, but you can do the best you can by dimming down the aurora to more realistic levels, not the neon ones people are using. Doing more would require some kind of HDR. At least it's better than before, when they were only visible on the day side!
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@Axilourous - well, done, it's quite an achievement getting a mod working without reading the first post in the thread ;-) (sorry for the sarcasm, couldn't help it - it's amazing how many people would rather bash their heads against a wall rather than read the manual, and I'm often one of them).
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I can take a look. Give me an example of exactly how you'd like the config to be so I get it. Remember, I'm a programmer, I've never written EVE configs myself!
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[1.2.2] RSSVE-Lite: Visual Enhancements for Potatoes v0.1.0
Waz replied to Andi K.'s topic in KSP1 Mod Releases
Link for the up-to-date EVE thread: The other one stops at KSP 1.1.2. -
There are two factors that effect this: layerVolume.visibleRange (default 10000, higher means less popping, lower performance) and _DistFadeVert (default 0.0000825, higher means fade out sooner, no performance difference, but less visible clouds).
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You'll want to lower the "area" value of the layerVolume. It is two numbers: the size of the area of clouds generated (default is 24000 - 24km, I believe), and the number of times this areas is recursively subdivided (default is 4). A quick look says SVE uses 4 for all densities - change them all to 3 and see how it looks.
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It's nice to hear that KSPRC (mostly) works with KSP 1.2.x. When it works, it's my favourite visual pack. But here is a suggestion (and @Galileo, I hope you can give balance by explaining the disadvantages of this, so I can be a little more heavy than necessary): don't make art-pack mods that bundle everything into one package - instead, break out just the art and leave the original plugin mods as separate packages, so that when the submods update (or more usually, just some of them update), the art pack mod smoothly continues to work unless the plugin mod author foolishly breaks something the art pack depends upon. I think this is a better spirit of co-operation than trying to make "all inclusive" packages that bitrot away.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Waz replied to erendrake's topic in KSP1 Mod Releases
Sorry for the delay in fixing this (the TextField not working) - it was caused by some odd code in kOS that I wanted to fix. Instead, I've just not used it, and so this is fixed in alpha11 (updated now). -
You're welcome to report it to the NetKAN guys - I would, but I haven't even downloaded 1.2.2 yet.
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Certainly it's not inconceivable. The cloud shaders are surprisingly complicated already, so I for one am a bit daunted by the idea of adding to them.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Waz replied to erendrake's topic in KSP1 Mod Releases
GUI Alpha 10 Another GUI update. Seems something was odd with the way the GUI skin was setup. It now defaults to the same Arial font used by other KSP dialogs. As a bonus, you can now set the Font to use via GUI:SKIN:FONT (for the whole GUI) or STYLE:FONT (for a single widget). Loading fonts is "left as an exercise for the reader" (it will use any font that happens to be loaded into KSP). This is still built for KSP 1.2.1, and uses the final kOS 1.0.2/1.0.3 codebase. As before, on https://github.com/WazWaz/KOS/releases I also think I see what @kcs123 was talking about - I'd inadvertently made LABEL's STYLE:HSTRETCH default to false. This is also fixed. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Waz replied to erendrake's topic in KSP1 Mod Releases
The align works just like that. The margin is done with STYLE:MARGIN:H (note that you can now also specify LEFT, RIGHT, TOP, BOTTOM independently, not just H and V, which set two of those). The docs for each release should be consistent with that release. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Waz replied to erendrake's topic in KSP1 Mod Releases
You really can't simplify it any further than that? The first step to tracking down problems is to remove stuff which doesn't matter to the error. It's far better that you do that than me, because it might turn out to be a problem in your code, or in kOS (I'm sure in this case it is in kOS, but a simpler example of the problem is a lot easier to process). You should also show the actual error message you are getting, and logs (especially if you submit it as an Issue on the github). -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Waz replied to erendrake's topic in KSP1 Mod Releases
Making nodes and looking at their eta might be a workaround.