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[WIP][1.9.x-1.12.x] Scatterer-atmospheric scattering (0.0838 - 14/08/2022) Scattering improvements, in-game atmo generation and multi-sun support


blackrack

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1 minute ago, Paul_Sawyer said:

It seems like nobody has mentioned yet, that newest Scatterer somehow causes transonic effects (including heat flames) not to show up on vehicles:
 

Do a quick test for me, if you pan the camera back quite a bit do they get back to showing up?

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1 hour ago, blackrack said:

Do a quick test for me, if you pan the camera back quite a bit do they get back to showing up?

If I remember right, they don't. But I'll test it again right now.
EDIT: No, they definitely  don't.

Edited by Paul_Sawyer
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2 hours ago, blackrack said:

Alright, I'll see what I can do. It might be a while though, my GPU died and I'm right in the middle of oven baking it :(

No problem, it's not game braking, so I can wait. Thank you, blackrack, and good luck on repairing the GPU. And Happy New Year!

Edited by Paul_Sawyer
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9 hours ago, blackrack said:

I get it, but it doesn't seem to me like anyone would notice the difference when it comes to collisions, explosions and different interactions between the joints and the parts. For floating point calculations it shouldn't be a problem as everything is done in a limited-size physics bubble centered around the player ship where floating point issues wouldn't really be a problem. Did the devs actually say they do it like this? Do they expand on how they do physics without PhysX?

Found the old thread about it, lots of good information http://forum.kerbalspaceprogram.com/index.php?/topic/115297-just-why-is-ksp-physics-so-slow-not-a-rant/ hope you get your PC running again!

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Blackrack, with regards to using Multiple Planet packs an issue arises where anyone creating Scatterer configs for Planet Packs has to specify the new bodies in the PlanetsList.cfg. If a user has installed a planet pack that uses a custom PlanetsList.cfg to give these new bodies Scatterer effects and then subsequently installs another planet packs that uses another PlanetsList.cfg to gives the bodies of this 2nd Planet Pack Scatterer effects the initial PlanetsList.cfg is overwritten and therefore the Scatterer effects for the 1st Planet Pack are no longer specified to occur. I hope you follow... 

Therefore, is there not a way that individual "PlanetsList" configs can be written to specify planets outside of the 'Vanilla' PlanetsList.cfg file as to avoid this issue? It would also become a problem when considering CKAN as CKAN does not allow for mods to overwrite other mods files for a multitude of reasons.

The problem arises for the end user when they are installing multiple visual packs for multiple Kopernicus Planet Packs.

TL;DR: It would be nice to be able to initialize non-stock planets outside of the 'vanilla' PlanetsList.cfg to avoid conflicts of interest for the end user when using multiple planet packs.

Edited by Poodmund
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16 minutes ago, Poodmund said:

Blackrack, with regards to using Multiple Planet packs an issue arises where anyone creating Scatterer configs for Planet Packs has to specify the new bodies in the PlanetsList.cfg. If a user has installed a planet pack that uses a custom PlanetsList.cfg to give these new bodies Scatterer effects and then subsequently installs another planet packs that uses another PlanetsList.cfg to gives the bodies of this 2nd Planet Pack Scatterer effects the initial PlanetsList.cfg is overwritten and therefore the Scatterer effects for the 1st Planet Pack are no longer specified to occur. I hope you follow... 

Therefore, is there not a way that individual "PlanetsList" configs can be written to specify planets outside of the 'Vanilla' PlanetsList.cfg file as to avoid this issue? It would also become a problem when considering CKAN as CKAN does not allow for mods to overwrite other mods files for a multitude of reasons.

The problem arises for the end user when they are installing multiple visual packs for multiple Kopernicus Planet Packs.

TL;DR: It would be nice to be able to initialize non-stock planets outside of the 'vanilla' PlanetsList.cfg to avoid conflicts of interest for the end user when using multiple planet packs.

I see, in the future I will make it so it scans the directory for multiple files or create a similar system. It may be a while before I do any work on the mod though. If I don't have this implemented in a month just remind me of it.

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Anyone got a fix for this?

Spoiler

8zR5Cea.png

Spoiler

7bwhXi4.png


Fresh install of Scatterer. Trying a fresh install of Scatterer on a clean KSP right now.

EDIT: Runs fine on my clean install besides the usual ocean stupidity, I'm trying again sans a few mods now.

EDIT 2 : It was PlanetShine. Weird.

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On 31/12/2015 at 6:47 PM, blackrack said:

Alright, I'll see what I can do. It might be a while though, my GPU died and I'm right in the middle of oven baking it :(

I've done a contribution, to thank you for your efforts and to push for the continuity of this awesome project.
Hope more people do the same to help if needed.

Many thanks for your work!

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1 hour ago, Proot said:

I've done a contribution, to thank you for your efforts and to push for the continuity of this awesome project.
Hope more people do the same to help if needed.

Many thanks for your work!

Thank you so much Proot, much appreciated!

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I'm sorry but what exactly does a contribution entail?

 

1 hour ago, Proot said:

I've done a contribution, to thank you for your efforts and to push for the continuity of this awesome project.
Hope more people do the same to help if needed.

Many thanks for your work!

 

5 minutes ago, blackrack said:

Thank you so much Proot, much appreciated!

 

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2 hours ago, Sigma88 said:

@gliese-aerospace

 I would guess they are talking about paypal donations :D

Yup. I'm pretty poor, lol, so I just can donate a bit from time to time. But there is projects here that totally deserve it. So when I can do it, it's not hard to find one to contribute. ;)

 

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Hiya blackrack, I know your not able to do anything with Scatterer right now but I'm having an issue with Scatterer's feature of applying the black skybox until you reach a certain altitude and it fades to the skybox. With the latest development releases of EVE that feature seems to be applied over EVE's stuff because the sky is showing as black on the ground. I don't know if this is something conflicting in Scatterer or EVE so I'm just letting both you and rbray know about this :) Here are the logs of when it happens if you need to look at them (when you can). Thanks blackrack :D

KSP.log

output_log.txt

Edited by Nhawks17
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2 hours ago, Nhawks17 said:

Hiya blackrack, I know your not able to do anything with Scatterer right now but I'm having an issue with Scatterer's feature of applying the black skybox until you reach a certain altitude and it fades to the skybox. With the latest development releases of EVE that feature seems to be applied over EVE's stuff because the sky is showing as black on the ground. I don't know if this is something conflicting in Scatterer or EVE so I'm just letting both you and rbray know about this :) Here are the logs of when it happens if you need to look at them (when you can). Thanks blackrack :D

KSP.log

output_log.txt

In the interim, does the old "scroll" view out to orbit and back fix work?

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10 minutes ago, V8jester said:

In the interim, does the old "scroll" view out to orbit and back fix work?

Tried that, it obviously goes away when you reach that fade out altitude but as soon as you go back into it, it returns.

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8 minutes ago, Nhawks17 said:

Tried that, it obviously goes away when you reach that fade out altitude but as soon as you go back into it, it returns.

That's what I was wondering. Previously you could "fix" it by zooming out then back in but apparently not this time. Yeah Ray Changed a bunch in the Dev version. Not sure I even feel up to helping rework AVP for all that. It's going to really help with features but will require a bunch of changes for everybody using EVE.

Not to badmouth EVE, as I love EVE and Can't play without it or Scatterer.

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17 minutes ago, V8jester said:

That's what I was wondering. Previously you could "fix" it by zooming out then back in but apparently not this time. Yeah Ray Changed a bunch in the Dev version. Not sure I even feel up to helping rework AVP for all that. It's going to really help with features but will require a bunch of changes for everybody using EVE.

Not to badmouth EVE, as I love EVE and Can't play without it or Scatterer.

Yeah it took me about an hour to port SVE over to the new config system... wasn't all that bad just time consuming, now I just need this issue to get fixed :P 

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7 hours ago, Nhawks17 said:

Hiya blackrack, I know your not able to do anything with Scatterer right now but I'm having an issue with Scatterer's feature of applying the black skybox until you reach a certain altitude and it fades to the skybox. With the latest development releases of EVE that feature seems to be applied over EVE's stuff because the sky is showing as black on the ground. I don't know if this is something conflicting in Scatterer or EVE so I'm just letting both you and rbray know about this :) Here are the logs of when it happens if you need to look at them (when you can). Thanks blackrack :D

KSP.log

output_log.txt

Are the sky exposure and rim exposure settings set correctly? Does this only happen with EVE?

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7 hours ago, blackrack said:

Are the sky exposure and rim exposure settings set correctly? Does this only happen with EVE?

I believe they're set to default so, yes? But yeah, it's on my SVE development KSP so it's just EVE and Scatterer... The issue went away once I removed Scatterer and just had EVE but came back as soon as I added it back.

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46 minutes ago, Nhawks17 said:

I believe they're set to default so, yes? But yeah, it's on my SVE development KSP so it's just EVE and Scatterer... The issue went away once I removed Scatterer and just had EVE but came back as soon as I added it back.

No I meant does this stop happening if you remove EVE but keep scatterer?

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