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G'th

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Everything posted by G'th

  1. The DSKY is available through IVA mods like Mas or RPM. Once upon a time I was supposed to do IVAs for BDB but then I had a sudden case of homelessness and now its been so long I don't even remember how to do them lol. I'd check the threads for those mods and Reviva as well. I'm pretty sure somebody out there has one with all the Apollo props working.
  2. Right I assume it would be this: ScatterColliders { } } } Yeah thats all I can find for that so it doesn't seem that's the issue. However, looking at my log again, I did find I overlooked this section: [WRN 00:29:17.578] Cannot find preset 'High' for pqs 'Mars' [LOG 00:29:17.593] [OD] --> OnDemandStorage.EnableBodyPQS loading Mars [LOG 00:29:17.655] [Kopernicus] LoadRestOfReader reallocating buffer to 179306496 [LOG 00:29:19.246] [OD] ---> Map KSRSS/Textures/KSRSS/8k/PluginData/MarsColor.dds enabling self. Path = KSRSS/Textures/KSRSS/8k/PluginData/MarsColor.dds [LOG 00:29:19.247] [OD] Enabling Body Mars: True [EXC 00:29:20.987] NullReferenceException: Object reference not set to an instance of an object PQ.GetRightmostCornerPQ (PQ nextQuad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.GetRightmostCornerNormal (PQ caller, PQ nextQuad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateEdgeNormals (PQ q) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateEdges () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateQuads () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.DisableSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateVisual () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS+<UpdateSphere>d__148.MoveNext () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 00:29:21.070] NullReferenceException: Object reference not set to an instance of an object PQ.GetRightmostCornerPQ (PQ nextQuad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.GetRightmostCornerNormal (PQ caller, PQ nextQuad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateEdgeNormals (PQ q) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateEdges () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateQuads () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.DisableSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateVisual () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS+<UpdateSphere>d__148.MoveNext () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 00:29:21.072] [TransferSimple]: startdV:399.717590949335 enddV:499.717590949335 initialClosestApproach 4811918.73034576 [LOG 00:29:21.074] [Scatterer][Debug] Ocean effects disabled from reflections Camera Reflection Probes Camera [LOG 00:29:21.077] [OD] --> ScaledSpaceDemand.LoadTextures loading KSRSS/Textures/KSRSS/8k/PluginData/MarsColor.dds and KSRSS/Textures/KSRSS/8k/PluginData/Mars_NRM.dds [LOG 00:29:22.505] setting new dominant body: Mars FlightGlobals.mainBody: Mars [ERR 00:29:22.538] PQS Kerbin: Restarted Seems like may be this is the culprit? I'm going to upload the whole log. https://www.dropbox.com/s/7ollyhif5o8rsls/KSP.log?dl=0
  3. Hmm interesting I'll have to check that. I don't use GPP but KSRSS might enable it somewhere.
  4. Hmm, so what would lead to FPS dropping while in flight on a planet but not on the surface? I can't imagine it being because of the height map being too busy, but thats all I've really tweaked aside from the normal and color maps, which I don't think would affect that much. Not getting any console spam and the log doesn't seem to be revealing any errors at all funnily enough.
  5. Olympus Mons is just, wild. And here's a lander for a sense of scale.
  6. True enough, and apparently the actual lowest points in Marineris is around 7km deep, so its actually not that far off lol.
  7. Amusing as it looks, I don't believe Valles Marineris is quite this extreme of a canyon. For reference the bottom of this thing was about 10km below the top. But, despite the overwhelming extremity of the canyons, thanks to @R-T-Band @OhioBob I was able to resolve the blockyness to my satisfaction (While also managing to retain even more detail), so now its just a matter of tweaking the heights so it uh, isn't quite this bonkers lol.
  8. Much solidarity, very cool I do have a general quesiton though in regards to height maps. From what I've been able to google-fu I've been able to improve the blockyness of the generated terrain pretty substantially, but I'm just wondering if how I'm doing it is the best course to just keep pushing until its satisfactory or if there's a more efficient route that has been found? Basically I've been employing a combination of lowering the height maps resolution and employing various tools to blur the image at the pixel level to eliminate as much as possible (without ruining the larger macro details), and it is working though its getting quite tedious now. Short of going to an even lower resolution or just spending the time on it I'm not sure what else could be done. I have extremely high resolution and high quality maps as my source material so there's plenty of details to work with, its just a matter of getting KSP's terrain generation to cooperate, which as I understand is pretty crappy but its what we got.
  9. yessir. Basically atm I'm wanting to nail down Mars so I can start posting my alt-history w/illustrations and then I'll be swapping between that and this. Surface is damn near perfect though I'm still getting blocky terrain, though considerably less than previous attempts so its definitely progress. Scatters will be touched as well, and then we'll move on to the weather. Really want to figure out how to get a blue sunset. It almost goes there but isn't quite as blue as it should be, but atmosphers still WIP anyway soo
  10. Yep. Got some cool stuff planned for it.
  11. Re-did the whole thing after finding a rather terrible error.
  12. Update on above, I found a pretty critical error in my textures so I'm redoing the whole thing anyway, so hopefully it works out better. Seems like the normal map may have been messing with this too. But the bigger problem is that Olympus shouldn't be a crater lmao
  13. For one, I adore that you're doing this. Much as I like Kerbal Atomics, this is just, yes. Two, is that regenerative model, 2nd from the left, a real concept? if so can I gen a sauce on that one fam?
  14. That certainly improved it; had to find the cache in SigmaDimensions. However its still off:
  15. Thats not going to be enough to work as the way KSRSS is set up it still needs to load all of those textures.
  16. What would cause a planet's colormap to not be at the same altitude with the terrain generated by the heightmap? I'm running into this issue where it'll look great at high orbit but as you get lower you can see a "ghost" of the terrain along the horizon and once you cross into being able to see the terrain it clearly shows that the color map was being projected some distance below the actual terrain. I hazard a guess its because something in the planets config isn't lining up with the height map, but I don't know that for certain, and there's just, a lot of different settings that look like it could affect this in the config, so I'm not really certain what to go for without just going through one by one and guessing, which doesn't seem like an efficient use of time to be frank.
  17. Run that through the Latin setting in Google Translate if you don't know what the title means. SOL will continue development until it is finished finished to my satisfaction. No releases until then. Current works in-progress: -Mars and its Moons. -New Vibrance version for Earth based on real-time imagery from the Himawari-8 satellite -Refinements to Earth's cloud dynamics aimed at improving performance. -ongoing heightmap tweaks and adjustments for Moon and Mars. (earth too probably) -Duna-ified Mars for Vibrance version (Potentially also a secondary option for a Blue Sky Mars, for those who want to play in a universe where the conspiracy theory that NASA was hiding what Mars actually looked like was true) -Global Dust Storm Mars (I want to aim to just have this happen naturally via Dynamics, but it might not work out that way; we shall see) Mars (so far):
  18. Its sort of like that right now. The atmo.cfg I linked above does use new scatterer but that only covers Kerbin not any of the other worlds.
  19. I'd have to look but I believe that was intentional. Scatterer shouldn't be affecting airless bodies and Mun should have some significant dust/glow going on.
  20. Yep. The old one was referencing the old Scatterer method for generating atmospheres so now its switched over.
  21. Hmm, okay try this one: https://www.dropbox.com/s/1bn2lmztkw4mouw/atmo.zip?dl=0 If that one doesn't fix it, then it is probably something with JNSQ itself.
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