JackDugan Posted April 21, 2015 Share Posted April 21, 2015 I bet that not only the average KSP player could use this, but KSP modders could use this as well to create some much better visuals. I just tried out the new config, and it looks awesome! Quote Link to comment Share on other sites More sharing options...
Engineer of Stuff Posted April 21, 2015 Share Posted April 21, 2015 Holy ****! That is awesome!!!!! Quote Link to comment Share on other sites More sharing options...
tygoo7 Posted April 21, 2015 Share Posted April 21, 2015 Amazing work here blackrack! Can't wait to see how this develops! Quote Link to comment Share on other sites More sharing options...
Robotengineer Posted April 21, 2015 Share Posted April 21, 2015 Has anyone seen these lines?I'm on linux mint. Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 21, 2015 Share Posted April 21, 2015 (edited) I keep getting this when I use the Eve haze config:It's fine on the surface though. Edited April 22, 2015 by _Augustus_ Quote Link to comment Share on other sites More sharing options...
KerbonautaBrasileiro Posted April 22, 2015 Share Posted April 22, 2015 (edited) Obrigado por posta isso;)[Mod Edit: Thanks for posting this] Edited April 22, 2015 by Specialist290 Supplying translation for post Quote Link to comment Share on other sites More sharing options...
zilfondel Posted April 22, 2015 Share Posted April 22, 2015 The atmosphere isn't translucent, it's an opaque layer that covers the whole sky,Any plans to get it working as a translucent sky in the future? This sounds like it won't allow us to see the stars at night, along with Distant Object Enhancement showing us other planets and orbital stuff whizzing around Kerbin. Quote Link to comment Share on other sites More sharing options...
zilfondel Posted April 22, 2015 Share Posted April 22, 2015 I actually liked the old config in the first set, and the new config in the second. When I used to live in the mountains, I found that you lose the visual detail when the mountains are far away, they just appear as purple silhouettes.like so: Quote Link to comment Share on other sites More sharing options...
iDInkeD06 Posted April 22, 2015 Share Posted April 22, 2015 I prefer the old one too, but from space, it will maybe better if the kerbin's atmospher seems less thick Whatever, it's a beautiful work you're doing with this mod(Sorry for my english, i'm french ^^ ) Quote Link to comment Share on other sites More sharing options...
dervd123 Posted April 22, 2015 Share Posted April 22, 2015 Jeb and Bill loved scatterer when they were waiting for rescue after crashing the plane Quote Link to comment Share on other sites More sharing options...
Gkirmathal Posted April 22, 2015 Share Posted April 22, 2015 Blackrack, I find that manually incrementally increasing Postprocessing depth, from 150 on the surface to 1500 on LKO, give the best effect. In LKO and keeping the variable at 150, the planet seems enveloped in haze/smog, while that same setting on ground level gives a really good effect.Would it be possible to make it scale dynamically vs altitude and have a min/max variable setting? Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 22, 2015 Author Share Posted April 22, 2015 Has anyone seen these lines?http://i.imgur.com/urqjWVj.pngI'm on linux mint.OpenGL has plenty of artifacts right now.I keep getting this when I use the Eve haze config:http://i.imgur.com/leM6T61.pngIt's fine on the surface though.Not sure what it could be, either you're using opengl or one of the many mods you have installed, plus you seem to be above the altitude where things mess up.Any plans to get it working as a translucent sky in the future? This sounds like it won't allow us to see the stars at night, along with Distant Object Enhancement showing us other planets and orbital stuff whizzing around Kerbin.You can already see the stars at night.Blackrack, I find that manually incrementally increasing Postprocessing depth, from 150 on the surface to 1500 on LKO, give the best effect. In LKO and keeping the variable at 150, the planet seems enveloped in haze/smog, while that same setting on ground level gives a really good effect.Would it be possible to make it scale dynamically vs altitude and have a min/max variable setting?I had the same observation the other day. It would definitely work but I'm still experimenting and looking for a more elegant, all-around solution. I would implement it if Ic an't find anything better. Quote Link to comment Share on other sites More sharing options...
Friedrich Nietzsche Posted April 22, 2015 Share Posted April 22, 2015 Is there a possibility to hide the window permanently? The Scatterer config windows pops up after every scene change ... Quote Link to comment Share on other sites More sharing options...
Gkirmathal Posted April 22, 2015 Share Posted April 22, 2015 (edited) @Blackrack, a few days ago I reported a bug and posted that screenshot showing circles in the ocean render. Well I just did a clean KSP install, in prep for 1.0, tested it with only Scatterer mod installed. The result is the same:It really looks off and gets more obvious the higher the altitude.Could this be driver related? As I'm using an AMD card (HD5770) with catalyst 14.10 (not the newest I know).Edit:Played a bit with the settings, but none mattered, only PPD lessened the effect a little. Might it be something in KSP? Edited April 22, 2015 by Gkirmathal Quote Link to comment Share on other sites More sharing options...
Errol Posted April 22, 2015 Share Posted April 22, 2015 Those look like oil spills...you sure you don't have the BP oil mod installed?j/k Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 22, 2015 Author Share Posted April 22, 2015 (edited) @Blackrack, a few days ago I reported a bug and posted that screenshot showing circles in the ocean render. Well I just did a clean KSP install, in prep for 1.0, tested it with only Scatterer mod installed. The result is the same:http://i.imgur.com/5QR8qEF.pngIt really looks off and gets more obvious the higher the altitude.Could this be driver related? As I'm using an AMD card (HD5770) with catalyst 14.10 (not the newest I know).No idea what this could be. What are your graphical settings in KSP so I can replicate this? What is terrain detail set at?Also, if you have aniso, AA or anything funky forced through the drivers try to disable them. Edited April 22, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 22, 2015 Share Posted April 22, 2015 OpenGL has plenty of artifacts right now.Not sure what it could be, either you're using opengl or one of the many mods you have installed, plus you seem to be above the altitude where things mess up.You can already see the stars at night.I had the same observation the other day. It would definitely work but I'm still experimenting and looking for a more elegant, all-around solution. I would implement it if Ic an't find anything better. I use OpenGL. Quote Link to comment Share on other sites More sharing options...
Gkirmathal Posted April 22, 2015 Share Posted April 22, 2015 No idea what this could be. What are your graphical settings in KSP so I can replicate this? What is terrain detail set at?Also, if you have aniso, AA or downsampling forced through the drivers try to disable them.Already deleted my driver KSP profile, to rule that out.Toggling off post processing, removes the circles btw.Testing with these KSP settings. Think// KSP Game SettingsSETTINGS_FILE_VERSION = 0.18.0TUTORIALS_EDITOR_ENABLE = FalseTUTORIALS_FLIGHT_ENABLE = FalseVAB_USE_CLICK_PLACE = TrueVAB_USE_ANGLE_SNAP = TrueVAB_ANGLE_SNAP_INCLUDE_VERTICAL = FalseVAB_CAMERA_ORBIT_SENS = 0.04VAB_CAMERA_ZOOM_SENS = 0.1FLT_CAMERA_ORBIT_SENS = 0.04FLT_CAMERA_ZOOM_SENS = 0.5FLT_CAMERA_WOBBLE = 0.1FLT_CAMERA_CHASE_SHARPNESS = 1.5FLT_CAMERA_CHASE_USEVELOCITYVECTOR = TrueFLT_VESSEL_LABELS = FalseSPACENAV_CAMERA_SENS_ROT = 30SPACENAV_CAMERA_SENS_LIN = 20SPACENAV_CAMERA_SHARPNESS_LIN = 8SPACENAV_CAMERA_SHARPNESS_ROT = 10SIMULATE_IN_BACKGROUND = TruePHYSICS_FRAME_DT_LIMIT = 0.03MAX_VESSELS_BUDGET = 50CONIC_PATCH_DRAW_MODE = 3CONIC_PATCH_LIMIT = 3SHOW_PWARP_WARNING = FalseEVA_ROTATE_ON_MOVE = TrueUSE_STAGING_CONTROLS_ON_DOCKING = FalseSPACENAV_FLIGHT_SENS_ROT = 5SPACENAV_FLIGHT_SENS_LIN = 1KERBIN_TIME = TrueCALL_HOME = FalseDONT_SEND_IP = FalseSEND_PROGRESS_DATA = FalseCHECK_FOR_UPDATES = TrueVERBOSE_DEBUG_LOG = FalseSHOW_CONSOLE_ON_ERROR = FalseAUTOSAVE_INTERVAL = 300AUTOSAVE_SHORT_INTERVAL = 30SHOW_SPACE_CENTER_CREW = TrueUI_SIZE = 680SHIP_VOLUME = 0.4014799AMBIENCE_VOLUME = 0.5MUSIC_VOLUME = 0.09699214UI_VOLUME = 0.5VOICE_VOLUME = 0.5SOUND_NORMALIZER_ENABLED = TrueSOUND_NORMALIZER_THRESHOLD = 1SOUND_NORMALIZER_RESPONSIVENESS = 16SOUND_NORMALIZER_SKIPSAMPLES = 0SCREEN_RESOLUTION_WIDTH = 1680SCREEN_RESOLUTION_HEIGHT = 1050FULLSCREEN = TrueQUALITY_PRESET = 5ANTI_ALIASING = 2TEXTURE_QUALITY = 0SYNC_VBL = 0LIGHT_QUALITY = 8SHADOWS_QUALITY = 2FRAMERATE_LIMIT = -1FALLBACK_PART_SHADERS = FalsePLANET_FORCE_SHADER_MODEL_2_0 = FalsePLANET_SCATTER = TruePLANET_SCATTER_FACTOR = 0AERO_FX_QUALITY = 2EDGE_HIGHLIGHTING_PPFX = FalseSCREENSHOT_SUPERSIZE = 0INPUT_KEYBOARD_SENSIVITITY = 2dontShowLauncher = TruePITCH_DOWN{ primary = W secondary = None group = 0 switchState = Any}PITCH_UP{ primary = S secondary = None group = 0 switchState = Any}YAW_LEFT{ primary = A secondary = None group = 0 switchState = Any}YAW_RIGHT{ primary = D secondary = None group = 0 switchState = Any}ROLL_LEFT{ primary = Q secondary = None group = 0 switchState = Any}ROLL_RIGHT{ primary = E secondary = None group = 0 switchState = Any}THROTTLE_UP{ primary = LeftShift secondary = None group = 0 switchState = Any}THROTTLE_DOWN{ primary = LeftControl secondary = None group = 0 switchState = Any}SAS_HOLD{ primary = F secondary = None group = 0 switchState = Any}SAS_TOGGLE{ primary = T secondary = None group = 0 switchState = Any}LAUNCH_STAGES{ primary = Space secondary = None group = 0 switchState = Any}CAMERA_MODE{ primary = C secondary = None group = 0 switchState = Any}CAMERA_NEXT{ primary = V secondary = None group = 0 switchState = Any}PAUSE{ primary = Escape secondary = None group = 0 switchState = Any}PRECISION_CTRL{ primary = CapsLock secondary = None group = 0 switchState = Any}ZOOM_IN{ primary = KeypadPlus secondary = None group = 0 switchState = Any}ZOOM_OUT{ primary = KeypadMinus secondary = None group = 0 switchState = Any}SCROLL_VIEW_UP{ primary = PageUp secondary = None group = 0 switchState = Any}SCROLL_VIEW_DOWN{ primary = PageDown secondary = None group = 0 switchState = Any}SCROLL_ICONS_UP{ primary = Home secondary = None group = 0 switchState = Any}SCROLL_ICONS_DOWN{ primary = End secondary = None group = 0 switchState = Any}CAMERA_ORBIT_UP{ primary = UpArrow secondary = None group = 0 switchState = Any}CAMERA_ORBIT_DOWN{ primary = DownArrow secondary = None group = 0 switchState = Any}CAMERA_ORBIT_LEFT{ primary = LeftArrow secondary = None group = 0 switchState = Any}CAMERA_ORBIT_RIGHT{ primary = RightArrow secondary = None group = 0 switchState = Any}CAMERA_RESET{ primary = Backspace secondary = None group = 0 switchState = Any}TIME_WARP_INCREASE{ primary = Period secondary = None group = 0 switchState = Any}TIME_WARP_DECREASE{ primary = Comma secondary = None group = 0 switchState = Any}MAP_VIEW_TOGGLE{ primary = M secondary = None group = 0 switchState = Any}UIMODE_STAGING{ primary = Insert secondary = None group = 0 switchState = Any}UIMODE_DOCKING{ primary = Delete secondary = None group = 0 switchState = Any}TRANSLATE_UP{ primary = K secondary = None group = 0 switchState = Any}TRANSLATE_DOWN{ primary = I secondary = None group = 0 switchState = Any}TRANSLATE_LEFT{ primary = J secondary = None group = 0 switchState = Any}TRANSLATE_RIGHT{ primary = L secondary = None group = 0 switchState = Any}TRANSLATE_FWD{ primary = H secondary = None group = 0 switchState = Any}TRANSLATE_BACK{ primary = N secondary = None group = 0 switchState = Any}RCS_TOGGLE{ primary = R secondary = None group = 0 switchState = Any}FOCUS_NEXT_VESSEL{ primary = RightBracket secondary = None group = 0 switchState = Any}FOCUS_PREV_VESSEL{ primary = LeftBracket secondary = None group = 0 switchState = Any}TOGGLE_UI{ primary = F2 secondary = None group = 0 switchState = Any}TOGGLE_STATUS_SCREEN{ primary = F3 secondary = None group = 0 switchState = Any}TAKE_SCREENSHOT{ primary = F1 secondary = None group = 0 switchState = Any}TOGGLE_LABELS{ primary = F4 secondary = None group = 0 switchState = Any}QUICKSAVE{ primary = F5 secondary = None group = 0 switchState = Any}QUICKLOAD{ primary = F9 secondary = None group = 0 switchState = Any}THROTTLE_CUTOFF{ primary = X secondary = None group = 0 switchState = Any}THROTTLE_FULL{ primary = Z secondary = None group = 0 switchState = Any}LANDING_GEAR{ primary = G secondary = None group = 0 switchState = Any}HEADLIGHT_TOGGLE{ primary = U secondary = None group = 0 switchState = Any}BRAKES{ primary = B secondary = None group = 0 switchState = Any}TOGGLE_SPACENAV_FLIGHT_CONTROL{ primary = ScrollLock secondary = None group = 0 switchState = Any}TOGGLE_SPACENAV_ROLL_LOCK{ primary = None secondary = None group = 0 switchState = Any}EVA_forward{ primary = W secondary = None group = 268435456 switchState = Any}EVA_back{ primary = S secondary = None group = 268435456 switchState = Any}EVA_left{ primary = A secondary = None group = 268435456 switchState = Any}EVA_right{ primary = D secondary = None group = 268435456 switchState = Any}EVA_yaw_left{ primary = Q secondary = None group = 268435456 switchState = Any}EVA_yaw_right{ primary = E secondary = None group = 268435456 switchState = Any}EVA_Pack_forward{ primary = W secondary = None group = 268435456 switchState = Any}EVA_Pack_back{ primary = S secondary = None group = 268435456 switchState = Any}EVA_Pack_left{ primary = A secondary = None group = 268435456 switchState = Any}EVA_Pack_right{ primary = D secondary = None group = 268435456 switchState = Any}EVA_Pack_up{ primary = LeftShift secondary = None group = 268435456 switchState = Any}EVA_Pack_down{ primary = LeftControl secondary = None group = 268435456 switchState = Any}EVA_Jump{ primary = Space secondary = None group = 268435456 switchState = Any}EVA_Run{ primary = LeftShift secondary = None group = 268435456 switchState = Any}EVA_ToggleMovementMode{ primary = LeftAlt secondary = None group = 268435456 switchState = Any}EVA_TogglePack{ primary = R secondary = None group = 268435456 switchState = Any}EVA_Use{ primary = F secondary = None group = 268435456 switchState = Any}EVA_Orient{ primary = Space secondary = None group = 268435456 switchState = Any}EVA_Lights{ primary = L secondary = None group = 268435456 switchState = Any}Docking_pitchUp{ primary = S secondary = None group = 0 switchState = Rotation}Docking_pitchDown{ primary = W secondary = None group = 0 switchState = Rotation}Docking_yawLeft{ primary = A secondary = None group = 0 switchState = Rotation}Docking_yawRight{ primary = D secondary = None group = 0 switchState = Rotation}Docking_rollLeft{ primary = Q secondary = None group = 0 switchState = Any}Docking_rollRight{ primary = E secondary = None group = 0 switchState = Any}Docking_toggleRotLin{ primary = Space secondary = None group = 0 switchState = Any}Docking_staging{ primary = None secondary = None group = 0 switchState = Any}Docking_linFwd{ primary = W secondary = None group = 0 switchState = Translation}Docking_linBack{ primary = S secondary = None group = 0 switchState = Translation}Docking_linLeft{ primary = A secondary = None group = 0 switchState = Translation}Docking_linRight{ primary = D secondary = None group = 0 switchState = Translation}Docking_linUp{ primary = LeftShift secondary = None group = 0 switchState = Any}Docking_linDown{ primary = LeftControl secondary = None group = 0 switchState = Any}Docking_throttleUp{ primary = None secondary = None group = 0 switchState = Any}Docking_throttleDown{ primary = None secondary = None group = 0 switchState = Any}Editor_pitchUp{ primary = S secondary = None group = 0 switchState = Any}Editor_pitchDown{ primary = W secondary = None group = 0 switchState = Any}Editor_yawLeft{ primary = A secondary = None group = 0 switchState = Any}Editor_yawRight{ primary = D secondary = None group = 0 switchState = Any}Editor_rollLeft{ primary = Q secondary = None group = 0 switchState = Any}Editor_rollRight{ primary = E secondary = None group = 0 switchState = Any}Editor_resetRotation{ primary = Space secondary = None group = 0 switchState = Any}Editor_modePlace{ primary = Alpha1 secondary = None group = 0 switchState = Any}Editor_modeOffset{ primary = Alpha2 secondary = None group = 0 switchState = Any}Editor_modeRotate{ primary = Alpha3 secondary = None group = 0 switchState = Any}Editor_modeRoot{ primary = Alpha4 secondary = None group = 0 switchState = Any}Editor_coordSystem{ primary = F secondary = None group = 0 switchState = Any}Editor_toggleSymMethod{ primary = R secondary = None group = 0 switchState = Any}Editor_toggleSymMode{ primary = X secondary = None group = 0 switchState = Any}Editor_toggleAngleSnap{ primary = C secondary = None group = 0 switchState = Any}Editor_fineTweak{ primary = LeftShift secondary = None group = 0 switchState = Any}AXIS_PITCH{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_ROLL{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_YAW{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_THROTTLE{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_THROTTLE_INC{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_CAMERA_HDG{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_CAMERA_PITCH{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_TRANSLATE_X{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_TRANSLATE_Y{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_TRANSLATE_Z{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}WHEEL_STEER_LEFT{ primary = A secondary = None group = 0 switchState = Any}WHEEL_STEER_RIGHT{ primary = D secondary = None group = 0 switchState = Any}WHEEL_THROTTLE_DOWN{ primary = S secondary = None group = 0 switchState = Any}WHEEL_THROTTLE_UP{ primary = W secondary = None group = 0 switchState = Any}AXIS_WHEEL_STEER{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_WHEEL_THROTTLE{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_EVA_translate_x{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_EVA_translate_y{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_EVA_translate_z{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_EVA_pitch{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_EVA_yaw{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_EVA_roll{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_Docking_translate_x{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Translation}axis_Docking_translate_y{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Translation}axis_Docking_translate_z{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Translation}axis_Docking_pitch{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Rotation}axis_Docking_yaw{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Rotation}axis_Docking_roll{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Rotation}axis_Docking_Throttle{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}axis_Docking_Throttle_inc{ name = None id = None inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 switchState = Any}AXIS_MOUSEWHEEL{ name = Mouse ScrollWheel id = Mouse ScrollWheel inv = False sensitivity = 1 deadzone = 0 scale = 1 group = 0 switchState = Any}MODIFIER_KEY{ primary = LeftAlt secondary = RightAlt group = 0 switchState = Any}AbortActionGroup{ primary = Backspace secondary = None group = 0 switchState = Any}CustomActionGroup1{ primary = Alpha1 secondary = None group = 0 switchState = Any}CustomActionGroup2{ primary = Alpha2 secondary = None group = 0 switchState = Any}CustomActionGroup3{ primary = Alpha3 secondary = None group = 0 switchState = Any}CustomActionGroup4{ primary = Alpha4 secondary = None group = 0 switchState = Any}CustomActionGroup5{ primary = Alpha5 secondary = None group = 0 switchState = Any}CustomActionGroup6{ primary = Alpha6 secondary = None group = 0 switchState = Any}CustomActionGroup7{ primary = Alpha7 secondary = None group = 0 switchState = Any}CustomActionGroup8{ primary = Alpha8 secondary = None group = 0 switchState = Any}CustomActionGroup9{ primary = Alpha9 secondary = None group = 0 switchState = Any}CustomActionGroup10{ primary = Alpha0 secondary = None group = 0 switchState = Any}TERRAIN{ preset = High version = 0.90.0 PRESET { name = Low PLANET { name = Kerbin minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = KerbinOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Mun minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Minmus minDistance = 4 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Bop minDistance = 4 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Duna minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Eve minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = EveOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Gilly minDistance = 4 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Ike minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Laythe minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = LaytheOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Moho minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Tylo minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Vall minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Dres minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Pol minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Eeloo minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } } PRESET { name = Default PLANET { name = Kerbin minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = KerbinOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Mun minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Minmus minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Bop minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Duna minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eve minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = EveOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Gilly minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Ike minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Laythe minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = LaytheOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Moho minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Tylo minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Vall minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Dres minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Pol minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eeloo minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } } PRESET { name = High PLANET { name = Kerbin minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = KerbinOcean minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Mun minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Minmus minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Bop minDistance = 8 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Duna minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Eve minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = EveOcean minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Gilly minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Ike minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Laythe minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = LaytheOcean minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Moho minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Tylo minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Vall minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Dres minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Pol minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Eeloo minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } }}Is there anything else I could test? 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blackrack Posted April 22, 2015 Author Share Posted April 22, 2015 It seems I might need help with this one, I've been trying to fix the bug where the sun and the atmosphere effect seem to not to keep up with the camera.The effect is always running one frame behind no matter what, it is especially jarring if you're getting low framerates. I tried to move the drawmesh() call thingy up to the start of the update function, before the shader is updated with the new frame parameters to see if it will start running behind by two frames. I boot up KSP, limit framerate to 5 fps and... it still runs behind by one single frame, so no matter where I put it, it still gets called before it's parameters are updated.I tried making a specific lateUpdate() function that would only have the drawmesh() call in it, I tried using a classic meshrenderer, I tried using drawMeshNow() in a script attached to the camera but nothing helps. If anyone have any ideas I'd really appreciate it.Already deleted my driver KSP profile, to rule that out.Toggling off post processing, removes the circles btw.Testing with these KSP settings. ThinkIs there anything else I could test?You could try just changing the settings at random, or as a last resort installing a different driver, I really have no idea what it could be. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 22, 2015 Share Posted April 22, 2015 It seems I might need help with this one, I've been trying to fix the bug where the sun and the atmosphere effect seem to not to keep up with the camera.The effect is always running one frame behind no matter what, it is especially jarring if you're getting low framerates. I tried to move the drawmesh() call thingy up to the start of the update function, before the shader is updated with the new frame parameters to see if it will start running behind by two frames. I boot up KSP, limit framerate to 5 fps and... it still runs behind by one single frame, so no matter where I put it, it still gets called before it's parameters are updated.I tried making a specific lateUpdate() function that would only have the drawmesh() call in it, I tried using a classic meshrenderer, I tried using drawMeshNow() in a script attached to the camera but nothing helps. If anyone have any ideas I'd really appreciate it.Read up on the different update passes here: http://docs.unity3d.com/Manual/ExecutionOrder.htmlSpecifically OnPreRender and OnRenderImage (this last one is mentioned specifically for post processing but you may also want to look to moving some code to OnPreRender. I haven't looked at your code very closely so I'm not sure if that's necessary or not, but I'm thinking for the post processing effects that Update might be too early and LateUpdate might be too late to process the image so it will end up not showing up until next frame)DEFINITELY avoid FixedUpdate which only runs... 50 updates per second and is used physics and game updates or other non-graphical updates. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 22, 2015 Author Share Posted April 22, 2015 (edited) Read up on the different update passes here: http://docs.unity3d.com/Manual/ExecutionOrder.htmlSpecifically OnPreRender and OnRenderImage (this last one is mentioned specifically for post processing but you may also want to look to moving some code to OnPreRender. I haven't looked at your code very closely so I'm not sure if that's necessary or not, but I'm thinking for the post processing effects that Update might be too early and LateUpdate might be too late to process the image so it will end up not showing up until next frame)DEFINITELY avoid FixedUpdate which only runs... 50 updates per second and is used physics and game updates or other non-graphical updates.I will give it a read, thanks. I have to mention though, the postprocessing runs fine (I did set it up with a camera's script using OnRenderImage since it's the only way it'd work). It's the sky that lags behind, I will try setting up the sky so that it runs this way, but, should the shader parameters be also updated inside OnRenderImage? I'm guessing they should.Edited: Wow, such a simple fix, and it worked so well. You're awesome Starwaster! Edited April 22, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 22, 2015 Share Posted April 22, 2015 I will give it a read, thanks. I have to mention though, the postprocessing runs fine (I did set it up with a camera's script using OnRenderImage since it's the only way it'd work). It's the sky that lags behind, I will try setting up the sky so that it runs this way, but, should the shader parameters be also updated inside OnRenderImage? I'm guessing they should.Edited: Wow, such a simple fix, and it worked so well. You're awesome Starwaster!Glad that worked for you! Did you do the parameters in OnRenderImage too? Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 22, 2015 Author Share Posted April 22, 2015 Glad that worked for you! Did you do the parameters in OnRenderImage too?Yeah I did. Quote Link to comment Share on other sites More sharing options...
Endersmens Posted April 23, 2015 Share Posted April 23, 2015 How do you install this? Sorry for the dumb question.. :/ Quote Link to comment Share on other sites More sharing options...
NoMrBond Posted April 23, 2015 Share Posted April 23, 2015 How do you install this? Sorry for the dumb question.. :/Download the scatterer archive from KerbalStuff, then drop the 'scatterer' directory from the archive into your KSP installs GameData directory Quote Link to comment Share on other sites More sharing options...
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