HafCoJoe Posted September 17, 2015 Share Posted September 17, 2015 (edited) That's... a bit more complicated, so I'll probably look into it more in depth later.Hehe get it... Depth... Hehehe...From mucking around with transparency myself I can see how KSP doesn't like it... It would be a nice touch but not important. Edited September 17, 2015 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Probus Posted September 17, 2015 Share Posted September 17, 2015 Blackrack (or anyone who may know), How would I package our Mars scatterer configs for release? Do I have to overwrite files in your scatterer directory or am I missing something?Thanks! Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 18, 2015 Author Share Posted September 18, 2015 Hehe get it... Depth... Hehehe...From mucking around with transparency myself I can see how KSP doesn't like it... It would be a nice touch but not important. Transparency in itself is easy, but for the effect to actually be convincing, the principles of refraction and reflection have to be respected.Blackrack (or anyone who may know), How would I package our Mars scatterer configs for release? Do I have to overwrite files in your scatterer directory or am I missing something?Thanks!Just include a scatterer folder that only has the configs and the .raw files in it (respecting the folder structure), that way if people have scatterer it will override their configs and if they're playing stock nothing will happen. Quote Link to comment Share on other sites More sharing options...
Vandest Posted September 18, 2015 Share Posted September 18, 2015 I love this pic:New shader with EVE clouds:http://i.imgur.com/kSsBm2e.jpgI think there is a little too of red but it's the way! Great job! Quote Link to comment Share on other sites More sharing options...
mythic_fci Posted September 18, 2015 Share Posted September 18, 2015 Great mod! Combined with EVE packs like KSPRC and Better Atmospheres, this makes KSP look less like a basement rocket simulator and more like a triple-A game... One change I might suggest would be to remove the effect from the map/orbit view; it's meant to be a map, and blurring it when you're trying to navigate to a specific point doesn't exactly help. Other than that, this is quite a good mod. Hoping to see newer and better versions soon! Quote Link to comment Share on other sites More sharing options...
Errol Posted September 19, 2015 Share Posted September 19, 2015 You'd need to recompute the precomputed scattering tabels every time which isn't feasible ingame. Barring that, you could modify the postprocessing depth and the exposure settings but I don't think these can accomplish what you're looking for.Could you set up the config tool to accept ranges for the postprocessing and exposure....or is that already possible? Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 19, 2015 Author Share Posted September 19, 2015 Great mod! Combined with EVE packs like KSPRC and Better Atmospheres, this makes KSP look less like a basement rocket simulator and more like a triple-A game... One change I might suggest would be to remove the effect from the map/orbit view; it's meant to be a map, and blurring it when you're trying to navigate to a specific point doesn't exactly help. Other than that, this is quite a good mod. Hoping to see newer and better versions soon!Just set map view exposure to zero.Could you set up the config tool to accept ranges for the postprocessing and exposure....or is that already possible?If you want to modify the postprocessing ingame you can via the UI. If you want to have ranges that are picked from as random it won't accomplish what you want. Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 20, 2015 Author Share Posted September 20, 2015 RSS is looking good Quote Link to comment Share on other sites More sharing options...
parachutingturtle Posted September 20, 2015 Share Posted September 20, 2015 Hi!I'm getting a lot of these:[EXC 21:57:24.536] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.toggleCoronas () scatterer.SkyNode.UpdateNode () scatterer.Manager.Update () scatterer.Core.Update ()Otherwise loving the mod, keep up the good work! Cheers. Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted September 20, 2015 Share Posted September 20, 2015 RSS is looking goodhttp://i.imgur.com/FUVVuLW.jpg Beautiful.... Quote Link to comment Share on other sites More sharing options...
tkw Posted September 20, 2015 Share Posted September 20, 2015 space engine Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 20, 2015 Author Share Posted September 20, 2015 space engineIf only... Quote Link to comment Share on other sites More sharing options...
TheRag Posted September 20, 2015 Share Posted September 20, 2015 Hi blackrack,I am getting Moire Lines, would Scatterer cause this in OpenGL? Also, I am loving the look of RSS scatterer, I hope Pingopete, Rbray, and you can turn RSS into the actual Real Looking Solar System. Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 20, 2015 Author Share Posted September 20, 2015 (edited) Hi blackrack,I am getting Moire Lines, would Scatterer cause this in OpenGL? Also, I am loving the look of RSS scatterer, I hope Pingopete, Rbray, and you can turn RSS into the actual Real Looking Solar System.Although it's fixed for most people, some people still report moire patterns happening in OpenGL. Not sure what causes it for now...Edited: Uploading a new version right now with the new orbit shader and RSS compatibility, have fun. Edited September 20, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
TheRag Posted September 20, 2015 Share Posted September 20, 2015 Awesome, new version with new shaders! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 20, 2015 Share Posted September 20, 2015 Awesome work! Quote Link to comment Share on other sites More sharing options...
Svm420 Posted September 20, 2015 Share Posted September 20, 2015 So does this mean compatiblity with planet resizes besides RSS? Amazing work as usual Quote Link to comment Share on other sites More sharing options...
davidy12 Posted September 20, 2015 Share Posted September 20, 2015 Does it work on Mac? I can't install it. Quote Link to comment Share on other sites More sharing options...
Blacks Posted September 21, 2015 Share Posted September 21, 2015 Although it's fixed for most people, some people still report moire patterns happening in OpenGL. Not sure what causes it for now...Edited: Uploading a new version right now with the new orbit shader and RSS compatibility, have fun.OpenGL yes it working better but for make Scatterer & RSS be good frend code line like thishttps://github.com/LGhassen/Scatterer/blob/master/scatterer/Core.cs#L93https://github.com/LGhassen/Scatterer/blob/master/scatterer/Core.cs#L94need to not exist anymore coz in RSS space univers Kerbin it not exist & any hardcoded reference like that are bad, for that i say you better speak with NathanKell he can guide & explain better, but this is nothing new Eve it have already issue with thing like that still hope to see Rbray fix game scene loading, switching I was test Scatterer in non RSS combination with ~146 mods (acording CKAN) main problem is ram spike what make game hit critical 3.4 limit preaty fast, hope to see this issue gone in 1.1 but i will keep my hype low salute my darksoul mate Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 21, 2015 Share Posted September 21, 2015 OpenGL yes it working better but for make Scatterer & RSS be good frend code line like thishttps://github.com/LGhassen/Scatterer/blob/master/scatterer/Core.cs#L93https://github.com/LGhassen/Scatterer/blob/master/scatterer/Core.cs#L94need to not exist anymore coz in RSS space univers Kerbin it not exist & any hardcoded reference like that are bad, for that i say you better speak with NathanKell he can guide & explain better, but this is nothing new Eve it have already issue with thing like that still hope to see Rbray fix game scene loading, switching I was test Scatterer in non RSS combination with ~146 mods (acording CKAN) main problem is ram spike what make game hit critical 3.4 limit preaty fast, hope to see this issue gone in 1.1 but i will keep my hype low salute my darksoul mateRSS doesn't change the planet names AFAIK, they are hardcoded in the game. Earth is actually called Kerbin in-game, see screenshot here: http://i.imgur.com/lpwdTqQ.jpg Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 21, 2015 Author Share Posted September 21, 2015 OpenGL yes it working better but for make Scatterer & RSS be good frend code line like thishttps://github.com/LGhassen/Scatterer/blob/master/scatterer/Core.cs#L93https://github.com/LGhassen/Scatterer/blob/master/scatterer/Core.cs#L94need to not exist anymore coz in RSS space univers Kerbin it not exist & any hardcoded reference like that are bad, for that i say you better speak with NathanKell he can guide & explain better, but this is nothing new Eve it have already issue with thing like that still hope to see Rbray fix game scene loading, switching I was test Scatterer in non RSS combination with ~146 mods (acording CKAN) main problem is ram spike what make game hit critical 3.4 limit preaty fast, hope to see this issue gone in 1.1 but i will keep my hype low salute my darksoul mateHow many times do I have to say that these just initialize the variables to Kerbin but then they get overwritten by whatever is in the config files. The point being, if the config file is gone the mod reverts everything to default. it's not actually hardcoded.In the case of RSS, these get overwritten toParentPlanetCelestialBodyName = EarthParentPlanetTransformName = KerbinSo Kerbin still exists as the transform name.If you're going to look at the code, make sure to actually look at all of it, understand how it works or refrain from posting. Quote Link to comment Share on other sites More sharing options...
Blacks Posted September 21, 2015 Share Posted September 21, 2015 How many times do I have to say that these just initialize the variables to Kerbin but then they get overwritten by whatever is in the config files. The point being, if the config file is gone the mod reverts everything to default. it's not actually hardcoded.Sorry i gues i mist that part were you was say that my bad, mea culpaabout "If you're going to look at the code, make sure to actually look at all of it, understand how it works or refrain from posting." i never pretend i fully undestend or belive i was ... how it work ... i am, i was that person who was search & dig about a specific issue some thing was good, some was false red flag, but noo problem if posting is a issue np all further test, research it will be stoptake care & keep nice work make eye enjoy what we see Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 21, 2015 Author Share Posted September 21, 2015 Sorry i gues i mist that part were you was say that my bad, mea culpaabout "If you're going to look at the code, make sure to actually look at all of it, understand how it works or refrain from posting." i never pretend i fully undestend or belive i was ... how it work ... i am, i was that person who was search & dig about a specific issue some thing was good, some was false red flag, but noo problem if posting is a issue np all further test, research it will be stoptake care & keep nice work make eye enjoy what we seeSorry I just feel like I'm replying to the same posts everyday, I make sure to answer most questions and i'd really appreciate it if the same questions stopped cropping up so often. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted September 21, 2015 Share Posted September 21, 2015 (edited) I think you should move the known issues/FAQ tab to the top of the page. And maybe add a flashing neon sign that says "READ."Then again maybe not Edited September 21, 2015 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 21, 2015 Share Posted September 21, 2015 Red Iron Crown, that was true in .90 but in 1.0x thanks to some de-hardcoding from Mu RSS now does have correct planet names. Quote Link to comment Share on other sites More sharing options...
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