Jump to content

Waz

Members
  • Posts

    388
  • Joined

  • Last visited

Everything posted by Waz

  1. No, but I can see how that would make shader tweaking a lot easier! Feel free to add an Issue to the github so this good idea doesn't get lost. I can't wait to find some KSP time to check this cloud shading out live. Looks great in pics!
  2. Works great! Now we just need morer biggerer antennas :-)
  3. For future reference, note that EVE does not depend on ModuleManager. ModuleManager is more usually a requirement for mods that modify other mods or Squad files.
  4. With UVnoise, you shouldn't see any pixelization. Screenshot? Otherwise, try SVE (see link on first post in this thread). Has anyone ever seen a pattern to this? Is it only one type of cubemap mapping that works? Sometimes? I did need to change the startup sequencing, so that could have affected it.
  5. You're getting exceptions in KSPTechtreeEditor. Please first try to use the minimum number of installed mods that reproduce the problem before trying to point the finger at one mod or another. .
  6. Possibly you're referring to the animation of the UV noise, which is controlled by: _UVNoiseAnimation set this to 0,0 and it will not animate. Or turn it off completely with _UVNoiseStrength=0 See the sample configs for more examples.
  7. 32bit is entirely different - because you easily run out of RAM with KSP with only 3GB of addressable RAM. For now I'll put this in the "urban legend" basket, but if anyone can find a solid reference demonstrating that parts cause a drop in in-flight framerate on 64bit systems with adequate RAM, even when not used, I'd be glad to look into it.
  8. So? Having things stored in RAM doesn't slow down your computer. I see a lot of nonsensical superstitions about how computers work, and this one seems pretty common. If, as Galileo has tested, there is a performance drop, it means that some kind of ongoing processing of these Parts must be happening - i.e. CPU usage. That shouldn't be necessary, so if we can work out what it is, we or Squad can fix it.
  9. Weird. Has anyone ever worked out why? And is this confirmed, or hearsay? (I'm always on the lookout for optimizations).
  10. I'm pretty rubbish at the art side of things, all I know is the technical details behind them, and then only for clouds and city lights. The new EVE version only requires one change: any config using _MinLight should just not set it (i.e. use the default 0). Volumetric cloud performance has been improved by turning off any volumes further than 10km away from the camera in altitude; so performance will only be better than before. This 10km is tweakable, but usually 10km is best - it ensures clouds almost never "pop" in or out of existence. The reason I asked is that I'd like to assemble a list on the EVE page of other compatible configurations, to try help players find what suits them.
  11. RSSS is updated for 1.2, as are Scatterer and EVE. Has anyone tries this mod with 1.2? It should work, but may require slight tweaks to EVE configs, as I changed the meaning of _MinLight in the 1.2 update. Note that modifying the BoulderCo config is probably not the best way to provide an alternative config for EVE. The BoulderCo configurations are considered a separate download, so it's better for people to just download the EVE plugin and the alternative configs, entirely skipping the BoulderCo files. The licensing of the files allows you to copy the textures etc. if you want to use just those.
  12. The inline version of the SIGINT is "Unresearchable" (no idea why), but the .End one isn't.
  13. A reference image is just an image you look at while developing the actual content. That could well be a SeaQuest screengrab. I don't understand why this image was even posted, it just creates confused hype.
  14. I'm not so sure about that. I'm pretty sure all that does is make the shadows completely transparent. You still pay some performance cost. To remove it entirely, uncheck the shadowMaterial section.
  15. The sigint antennas are currently Direct antennas, not Relays. At least with Outer Planets, these being relays would be extremely useful. They effectively obsolete the DSN level3 though, and must then be no earlier than the RA-100 in the tech tree. Maybe use the new upgrade tech node system to upgrade them to relays later in the tree?
  16. Unfortunately, it's a direct antenna, not a relay. Probably a bug.
  17. Currently it's a bit messy like that, but hopefully now that @Galileo and I are in sync, he can safely just distribute SVE as pure additions rather than a repackaging. Historically, SVE is called that because it was a "Stock" version of the RVE mod (which was a mod providing Real Solar System content for EVE). I prefer to think of SVE as "the proper way to use EVE" :-), but ultimately there are other configs, such as @parameciumkid's one, and of course the BoulderCo ones which are currently maintained with the mod plugin.
  18. Sounds like this: https://www.reddit.com/r/KerbalAcademy/comments/57qff4/is_it_even_possible_to_get_to_space_with_125/
  19. This is a great idea! Visual-but-performant! Is it in CKAN? I'd like to add it to my list of test configs and link it from the EVE firstpost, if you think it's stable enough.
  20. CKAN handles all that for you. For example, they already split out your sunflare. If a user selects scatterer now, they're immediately prompted for which sunflare to install - the default, SVE, or Astroniki's. It would be the same for other configs, and if the user simply picked "Stock Visual Enhancements" (which would basically be a meta-package), they'd automatically get all the plugin mods and all your content mods. Certainly your mod is a bit more complicated than the average, but it's also a great one, so I imagine the NetKAN/CKAN guys will be happy to help ensure it's smooth for users, given they have the packages they need to make that possible. You might even start by posting an issue and get their feedback about what repackaging would be best for end users. To be honest, I'd prefer to remove them from EVE. The implementation is a bit ugly, and there are strange bugs with it (eg. it was crashing if a certain tracking station level model was drawn, so I specifically excluded that model from being blackened). To me, EVE is animated clouds and city lights.
  21. You've probably already done such things, but certainly I found the NetKAN guys helpful and responsive. The EVE config was updated to my one in just a couple of days just by opening an issue on the NetKAN github, and as I understand it, that will continue to work automatically when I post new releases.
  22. Any chance you could split your releases up into configs and not include all the plugin mods? It's horrible to use SVE from CKAN as it requires uninstalling other mods and redownloading them in your packages. This snow tweak for example could be an alternative install option.
×
×
  • Create New...