Bubbadevlin Posted January 8, 2016 Share Posted January 8, 2016 Ok, so scatter was working fine for me until I went to pilot my SSTM (only ~150 parts) and then I got HORRIBLE lag, It is positioned on lathe's North Pole. It was very strange, since I could run everything else just fine that wasn't on lathe. (ok only had one other craft, also on the north pole) I was just wondering what that was about, and is it unique to the north pole, or just all of lathe in general? Or is it just my computer (just got a fairly new one)? Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted January 8, 2016 Share Posted January 8, 2016 (edited) 14 hours ago, blackrack said: Not sure why that happens but sometimes switching ships or reloading a game fixes it. And sometimes it's the EVE ocean shaders interfering with it. I don't use EVE, only Texture Replacer (for skybox), Planet Shine and Distant Object Enhancement, for them purdy game screenshots. Also that loading trick does not work for me... Even if I remove Planet Shine. If I disable the stock ocean (how?), will that literally remove planetary bodies's liquid so that the vessels will not splash into anything anymore and just fall on the bottom of the dry planet, or it's just to avoid graphics resources depletion by only removing the rendering? If I have a Scatterer ocean sloshing above it, I don't really need to load at the stock ocean sphere beneath it. Edited January 8, 2016 by lajoswinkler Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 9, 2016 Share Posted January 9, 2016 On 1/6/2016 at 2:24 PM, Paul_Sawyer said: I've seen this bug, and I confirm, that with new dll it is fixed. BTW, Another minor glitch related to EVE: Scatterer disables city lights at 160 km: Reveal hidden contents Interesting thing about it is that Dynamic Texture Loader solves the problem. Here are two logs of what's going on, in case you have a possibility to look at it:Without DTLAnd with it Adding my point onto this as well.... I've tried using DTL to fix the issue but didn't get those results. Once scaled space is loaded the CityLights from EVE go away with Scatterer installed. I'm telling rbray about it now as it might be either mod causing this. I'm using the most recent dev released of both EVE and DTL. Here are my logs! KSP.log output_log.txt Thanks blackrack Quote Link to comment Share on other sites More sharing options...
wheelyjoe Posted January 10, 2016 Share Posted January 10, 2016 So I'm not sure if this has been covered, I've been looking but with no luck. Basically, when I play this happens http://imgur.com/FusWSoa. It seems to only be when both EVE and Scatterer are installed, and I can't seem to open either mod's GUI, EVE's doesn't seem to do any thing and mod-F10/F11 open the contract configurator and ModuleManager respectively. It also only happens sometimes and to varying degrees, causing the scene to re-render seems to change it. Any help'd be great! Quote Link to comment Share on other sites More sharing options...
gliese-aerospace Posted January 10, 2016 Share Posted January 10, 2016 (edited) Is the extinction shader fixed for OpenGL/Mac yet? Still getting the same edge artifacting issue even after the silent patch... Also I totally understand if this isn't a priority right now because of the fried GPU and other RL responsibilities I'm sure; it would just be nice to have the latest version work flawlessly since it's so close to being perfect Edited January 10, 2016 by gliese-aerospace Quote Link to comment Share on other sites More sharing options...
Paul_Sawyer Posted January 10, 2016 Share Posted January 10, 2016 11 hours ago, Nhawks17 said: Adding my point onto this as well.... I've tried using DTL to fix the issue but didn't get those results. Once scaled space is loaded the CityLights from EVE go away with Scatterer installed. I'm telling rbray about it now as it might be either mod causing this. I'm using the most recent dev released of both EVE and DTL. Here are my logs! KSP.log output_log.txt Thanks blackrack Just tested it a little more, and turns out it indeed doesn't work :(. What fooled me was that when a vehicle is first loaded in the orbit above 160 km the city lights show up OK, but once you make a full circle around Kerbin, they disappear again. Should have tested more before posting... Quote Link to comment Share on other sites More sharing options...
Surefoot Posted January 10, 2016 Share Posted January 10, 2016 (edited) OpenGL here (Linux / 64bit / Nvidia drivers / using EVE) Got some pretty screenshots (i just noticed the flames are all behind the plane, so it happens on OpenGL too) Still i have the post-warp glitches mentioned before (half of Kerbin losing its clouds and oceans) and oceans have that weird texture thing going on: that's from 10m altitude, now higher (1km): Notice the black/white cross hatch pattern. I'm trying to fiddle with the Nvidia driver settings, but without much success at all... I donated some towards Blackrack's new GPU This mod transforms the game so much it cannot be left out. Edited January 10, 2016 by Surefoot Quote Link to comment Share on other sites More sharing options...
pingopete Posted January 10, 2016 Share Posted January 10, 2016 On 13/12/2015 at 5:55 PM, Motokid600 said: Well it's been six months since I've played KSP at all. However I've been following Scatterers development as close as one can. Now that I'm back on the horse I gotta say I wasn't prepared. I knew how gorgeous the game looked from the screen shots. But they just dont do it justice. This is a hell of a thing you have going here Blackrack so I'd just like to say thank you. Thank you for the countless hours you've no doubt poured into this. Just make sure you don't burn yourself out. A lot of modders I see often times burn very bright, but not for long. So make sure you take the time to just play the game. Play the game with your awesome work here and put this forum down for however long you need. Keep the hobby exactly that... A hobby. The moment when what your doing here begins to feel like a job is when the white flag goes up. But again. Absolutely beautiful work. Bravo sir. Cannot wait for the future. Agreed Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 11, 2016 Author Share Posted January 11, 2016 On 1/8/2016 at 3:17 AM, Bubbadevlin said: Ok, so scatter was working fine for me until I went to pilot my SSTM (only ~150 parts) and then I got HORRIBLE lag, It is positioned on lathe's North Pole. It was very strange, since I could run everything else just fine that wasn't on lathe. (ok only had one other craft, also on the north pole) I was just wondering what that was about, and is it unique to the north pole, or just all of lathe in general? Or is it just my computer (just got a fairly new one)? This is due to Jool, gas planets seem to be causing issues with the new version. I haven't had time for th emod recently but I will be back soon to fix this among other things. On 1/8/2016 at 7:23 AM, lajoswinkler said: I don't use EVE, only Texture Replacer (for skybox), Planet Shine and Distant Object Enhancement, for them purdy game screenshots. Also that loading trick does not work for me... Even if I remove Planet Shine. If I disable the stock ocean (how?), will that literally remove planetary bodies's liquid so that the vessels will not splash into anything anymore and just fall on the bottom of the dry planet, or it's just to avoid graphics resources depletion by only removing the rendering? If I have a Scatterer ocean sloshing above it, I don't really need to load at the stock ocean sphere beneath it. I think he means that the stock ocean failed to be disabled, will try to fix it soon. On 1/9/2016 at 10:21 PM, Nhawks17 said: Adding my point onto this as well.... I've tried using DTL to fix the issue but didn't get those results. Once scaled space is loaded the CityLights from EVE go away with Scatterer installed. I'm telling rbray about it now as it might be either mod causing this. I'm using the most recent dev released of both EVE and DTL. Here are my logs! KSP.log output_log.txt Thanks blackrack I haven't had time to check this yet, but I will be back soon to fix this and other issues. On 1/10/2016 at 1:13 AM, wheelyjoe said: So I'm not sure if this has been covered, I've been looking but with no luck. Basically, when I play this happens http://imgur.com/FusWSoa. It seems to only be when both EVE and Scatterer are installed, and I can't seem to open either mod's GUI, EVE's doesn't seem to do any thing and mod-F10/F11 open the contract configurator and ModuleManager respectively. It also only happens sometimes and to varying degrees, causing the scene to re-render seems to change it. Any help'd be great! This is a known issue, for the menu not appearing, if you're on linux you have to use a different button I think, not sure I remember right but it might have been right shift or left shift instead of mod/alt, you could try a quick search in the thread. On 1/10/2016 at 4:06 AM, gliese-aerospace said: Is the extinction shader fixed for OpenGL/Mac yet? Still getting the same edge artifacting issue even after the silent patch... Also I totally understand if this isn't a priority right now because of the fried GPU and other RL responsibilities I'm sure; it would just be nice to have the latest version work flawlessly since it's so close to being perfect I haven't had much free time recently but I will be back soon, hopefully then 1.1 is released also and we have some new toys to play with. On 1/10/2016 at 2:16 PM, Surefoot said: OpenGL here (Linux / 64bit / Nvidia drivers / using EVE) Got some pretty screenshots (i just noticed the flames are all behind the plane, so it happens on OpenGL too) Still i have the post-warp glitches mentioned before (half of Kerbin losing its clouds and oceans) and oceans have that weird texture thing going on: that's from 10m altitude, now higher (1km): Notice the black/white cross hatch pattern. I'm trying to fiddle with the Nvidia driver settings, but without much success at all... I donated some towards Blackrack's new GPU This mod transforms the game so much it cannot be left out. For the ocean it's a known issue, I'm planning to fix it but I have no idea what causes it at the current time. The flames behind the plane I should be able to fix for next version. Thank you so much for the very generous contribution, this pretty much pays for a new GPU. A huge thank you and thanks to everyone who supports the development, I will be back soon to continue working on the mod and I have plenty of ideas in mind, hopefully also 1.1 will be released soon and will offer even more possibilities. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 11, 2016 Share Posted January 11, 2016 Take your time Blackrack! Thank you!! Quote Link to comment Share on other sites More sharing options...
sashan Posted January 11, 2016 Share Posted January 11, 2016 Would it be possible to make search lights light up the ocean surface? I have them on my cruiser, and lit up deck right neck to pitch black water looks weird. Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 11, 2016 Author Share Posted January 11, 2016 25 minutes ago, sashan said: Would it be possible to make search lights light up the ocean surface? I have them on my cruiser, and lit up deck right neck to pitch black water looks weird. Can't think of an easy way to do this so maybe not anytime soon. Quote Link to comment Share on other sites More sharing options...
Noblejms Posted January 13, 2016 Share Posted January 13, 2016 (edited) I am having a problem with this mod (it is nonetheless fantastic though, can't play without it now!). When flying up, I can see horizontal thin black lines at the edge of the horizon. It's like a thin border. Digging through old posts here, people seem to refer to it as the "antialising problem". The thing is that there are too many different feedbacks on this problem. Some say it can't be fixed, some say to enable DirectX 11, some say to use stock anti-aliasing, and some say enable Nvidia anti-aliasing and disable stock anti-aliasing. What is the most updated solution to the think black line caused by anti-aliasing? Thank you guys! Edited January 13, 2016 by Noblejms Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted January 13, 2016 Share Posted January 13, 2016 10 hours ago, Noblejms said: ... I can see horizontal thin black lines at the edge of the horizon. It's like a thin border. .... What is the most updated solution to the think black line caused by anti-aliasing? Thank you guys! If it looks like a steps then it's the same problem and it's not caused by anti aliasing but appears because anti aliasing isn't working on it due to how it's being rendered. The only "cure" I can think of would be to use some form of "super sampling", like nVidia's DSR or the AMD equivalent which I believe is called VSR. The problem there is, at least for me, DSR doesn't seem to work in KSP. I can select the resolution from the options but it doesn't appear to apply itself. I run a number of (older) games at pseudo 4K this way and the results are fantastic. I suspect you could get round this by setting your desktop resolution to 4K but I don't really want to go down that route, same as applying FXAA in the drivers might help which I might try at some point but it will apply itself all over the UI and potentially make things all fuzzy, which I personally don't like....my ageing eye sight doesn't need any help there. Quote Link to comment Share on other sites More sharing options...
sashan Posted January 13, 2016 Share Posted January 13, 2016 (edited) Found one more bug, if you happen to have a part with flag transform underwater then the flag itself is visible through water, i.e. drawn on top of it. At least under dx11. Very nasty looking bug. I guess you're drawing ocean in the same layer as the craft or with same properties? Also, atmosphere effects start 5 pixels above the horizon. Looks really weird. It may just seem to me, or is the scatterer "fog" not drawn over its ocean? You can see all the bugs here, right bottom for flag and left for horizon. Edited January 13, 2016 by sashan Quote Link to comment Share on other sites More sharing options...
V8jester Posted January 13, 2016 Share Posted January 13, 2016 50 minutes ago, sashan said: ....... Nice ship! That looks like one of the new stealthy boats the Navy is working with. Quote Link to comment Share on other sites More sharing options...
sashan Posted January 13, 2016 Share Posted January 13, 2016 4 hours ago, V8jester said: That looks like one of the new stealthy boats the Navy is working with. It is actually a downscaled cross between Arleigh Burke class and North Korean destroyer from Crysis game. I plan to make Zumwalt lookalike next - should take a lot less parts. This one is 190 parts without armaments and small parts, 270 with. Quote Link to comment Share on other sites More sharing options...
V8jester Posted January 13, 2016 Share Posted January 13, 2016 (edited) 41 minutes ago, sashan said: It is actually a downscaled cross between Arleigh Burke class and North Korean destroyer from Crysis game. I plan to make Zumwalt lookalike next - should take a lot less parts. This one is 190 parts without armaments and small parts, 270 with. You might be able to decrease that with procedural parts and P-wings? - Well it looks pretty cool! Sorry for the rabbit trail everybody. Edited January 13, 2016 by V8jester Quote Link to comment Share on other sites More sharing options...
sashan Posted January 13, 2016 Share Posted January 13, 2016 (edited) 26 minutes ago, V8jester said: You might be able to decrease that with procedural parts and P-wings? - Well it looks pretty cool! It's already assembled from Pwings. No other way I could've got that smooth look. I'm making Zumwalt that is 1.5x larger right now. It should have no more parts than that one, not including missiles. One last off-topic reply, I promise. Edited January 13, 2016 by sashan Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted January 14, 2016 Share Posted January 14, 2016 @blackrack I have a question for you, is it possible to change the settings of scatterer using Module Manager? I have a rescale mod and a couple of recolor mods that I would like to make compatible with scatterer, if that's even possible Quote Link to comment Share on other sites More sharing options...
Svm420 Posted January 14, 2016 Share Posted January 14, 2016 5 hours ago, Sigma88 said: @blackrack I have a question for you, is it possible to change the settings of scatterer using Module Manager? I have a rescale mod and a couple of recolor mods that I would like to make compatible with scatterer, if that's even possible Nope not currently. Quote Link to comment Share on other sites More sharing options...
Talavar Posted January 15, 2016 Share Posted January 15, 2016 (edited) @blackrack Not exactly sure why, maybe this has been addressed before, but when I get close to jool, I drop to 1 frame per 4 seconds. Removed scatterer, and no problems. Any solution to this? Edited January 15, 2016 by Talavar Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted January 15, 2016 Share Posted January 15, 2016 8 hours ago, Talavar said: @blackrack Not exactly sure why, maybe this has been addressed before, but when I get close to jool, I drop to 1 frame per 4 seconds. Removed scatterer, and no problems. Any solution to this? It's an issue between Scatterer and any Gas Giant. For now, you can remove the Jool entry for Scatterer and everithing else will work fine. Quote Link to comment Share on other sites More sharing options...
sashan Posted January 16, 2016 Share Posted January 16, 2016 Iv'e just noticed that setting SCREENSHOT_SUPERSIZE = 2 in settings file of the game disables ocean in screenshots. Is it possible to fix? The screenshots look so nice with that setting. Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted January 16, 2016 Share Posted January 16, 2016 (edited) Really love the mod, but I've been using quite an old version of it (pre ocean shaders and multi planet support) because I much prefer the shading it adds to the continents, as you can see in the album (second photo is from the version I use). I've tried tweaking every value I can see and I've also had a small look at making my own atmosphere, but I couldn't seem to be able to make the changes I wanted. Is there a way to get back that old shading? Thanks Edited January 16, 2016 by MrMeeb Quote Link to comment Share on other sites More sharing options...
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