oniontrain Posted May 7, 2016 Share Posted May 7, 2016 12 hours ago, RealGecko said: I've installed scatterer and found an interesting issue: Kerbin atmosphere lit by Sun was visible through Mun surface. Did you try rebuilding oceans? That usually fixes things like this for me. As an aside, is there a keyboard shortcut to rebuild oceans instead of having to go through the alt-f10 menu every time? Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 7, 2016 Author Share Posted May 7, 2016 (edited) 1 hour ago, oniontrain said: As an aside, is there a keyboard shortcut to rebuild oceans instead of having to go through the alt-f10 menu every time? I'm fixing the issue right now so you won't have to rebuild the ocean every 5 minutes. Edited: I'm uploading a new version. Directx 11 is fixed, the ocean issues requiring a rebuild are fixed and the lends flare in OpenGL is fixed. @Proot I added a ghost image and doubled the number of ghost instances per image, I've also made the sun flare fade when zooming on the sun and added the "PQS main - extras" shader to the shaders with fixed render tags. Let me know if something doesn't work. Edited May 7, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
RealGecko Posted May 7, 2016 Share Posted May 7, 2016 5 hours ago, blackrack said: Someone else reported this but I couldn't reproduce it, unless you have some errors in the log or you can come up with reliable reproduction steps, I can't do anything at the moment. Crap, I overwrote my quicksave I made before starting this landing. If I encounter the issue once more I'll make a quicksave and post it here Quote Link to comment Share on other sites More sharing options...
XxhafizzaxX Posted May 7, 2016 Share Posted May 7, 2016 5 hours ago, blackrack said: Pics? @blackrack See video below. [noparse] [/noparse] Quote Link to comment Share on other sites More sharing options...
Leandro Basi Posted May 7, 2016 Share Posted May 7, 2016 2 hours ago, blackrack said: I'm fixing the issue right now so you won't have to rebuild the ocean every 5 minutes. Edited: I'm uploading a new version. Directx 11 is fixed, the ocean issues requiring a rebuild are fixed and the lends flare in OpenGL is fixed. @Proot I added a ghost image and doubled the number of ghost instances per image, I've also made the sun flare fade when zooming on the sun and added the "PQS main - extras" shader to the shaders with fixed render tags. Let me know if something doesn't work. Thanks! Dx11 is loading, but i have strange issues with atmosphere and pink squares on Sky. When disable alternative dx11 shaders the game crashs and dont load anymore until remove -force-d3d11. I go make any others tests, if dont solved i post logs and pics. Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 7, 2016 Author Share Posted May 7, 2016 1 hour ago, XxhafizzaxX said: @blackrack See video below. [noparse] [/noparse] I honestly have no idea what this is but it doesn't seem like a big issue. 42 minutes ago, Leandro Basi said: Thanks! Dx11 is loading, but i have strange issues with atmosphere and pink squares on Sky. When disable alternative dx11 shaders the game crashs and dont load anymore until remove -force-d3d11. I go make any others tests, if dont solved i post logs and pics. Yeah, it's more of a work-around really, any shaders I compile with unity 5 for dx11 cause the game to crash, I included the unity 4 dx11 shaders, which seem to work well in my case, but I expect lots of people will have problems, until I find a better way. Quote Link to comment Share on other sites More sharing options...
Proot Posted May 7, 2016 Share Posted May 7, 2016 @blackrack , great update! All seems to works fine for me under Dx9, even the terrain shadows. But something seems wrong with the new 3º ghost: I've created a new texture for it, but it's using the 2º ghost texture always, and does dissapear the first four instances of the 2º ghost texture. Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 7, 2016 Author Share Posted May 7, 2016 7 minutes ago, Proot said: @blackrack , great update! All seems to works fine for me under Dx9, even the terrain shadows. But something seems wrong with the new 3º ghost: I've created a new texture for it, but it's using the 2º ghost texture always, and does dissapear the first four instances of the 2º ghost texture. For the 3rd ghost using the 2nd ghost's image, I just realized I made a typo. I'll fix that right up. what's disappearing though? The first 4 instances of ghost 2? Quote Link to comment Share on other sites More sharing options...
Blacks Posted May 7, 2016 Share Posted May 7, 2016 (edited) Quick Test: D:\Games\KSP112\KSP_x64.exe -force-d3d11 -popupwindow Scatterer-0.0245 Last Eve release stock one no other visual add) that was release 4 day agow Noo crash yet, all look fine, there are minor glich but it work, special when it is tabing between window Watch out GPU memory it will be use ~70/80% > in my case 2G ram = 1.6 G on runway & 1.7-1.8 G on VAB, SPH, but for get a better result it will require to be done more controlled test Edited May 7, 2016 by Blacks Quote Link to comment Share on other sites More sharing options...
kerbalresearch Posted May 7, 2016 Share Posted May 7, 2016 8 hours ago, blackrack said: You mean like this? http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip11-scatterer-atmospheric-scattering-v00244-17042016-11-compatible-faster-loading/&do=findComment&comment=2503840 Awesome, im looking forward to that. Is each sunset and sunrise going to be the same? Or will they be slightly procedural, sometimes more red, sometimes more yellow. I dont know what causes it but in real life you rarely see two identical sunsets/sunrises. Quote Link to comment Share on other sites More sharing options...
Proot Posted May 7, 2016 Share Posted May 7, 2016 37 minutes ago, blackrack said: For the 3rd ghost using the 2nd ghost's image, I just realized I made a typo. I'll fix that right up. what's disappearing though? The first 4 instances of ghost 2? Yup, the 3rd ghost appears with the 2nd ghost texture, and the first 4 instances of 2nd ghost dissapears (despite that the secound 4 instances of 2nd ghost seems to be working fine and with the correct texture). Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 7, 2016 Author Share Posted May 7, 2016 4 minutes ago, Proot said: Yup, the 3rd ghost appears with the 2nd ghost texture, and the first 4 instances of 2nd ghost dissapears (despite that the secound 4 instances of 2nd ghost seems to be working fine and with the correct texture). For the first issue, this should do it: https://mega.nz/#!OYhSyZRR!S5PN_oN1iZ7ea4bcMDrbQfEYABHoqpFTXMqP5J6zoVY For the second issue, can you confirm it also happens in dx11 and OpenGL? 17 minutes ago, kerbalresearch said: Awesome, im looking forward to that. Is each sunset and sunrise going to be the same? Or will they be slightly procedural, sometimes more red, sometimes more yellow. I dont know what causes it but in real life you rarely see two identical sunsets/sunrises. I don't intend to implement anything like this at the moment. Quote Link to comment Share on other sites More sharing options...
kerbalresearch Posted May 7, 2016 Share Posted May 7, 2016 1 minute ago, blackrack said: I don't intend to implement anything like this at the moment. Thats totally fine, ill be happy with it. Will there be any way to customize it? And will it exist on other atmospheric planets? Sorry for all the questions. Quote Link to comment Share on other sites More sharing options...
Thomassino Posted May 7, 2016 Share Posted May 7, 2016 "Doubled number of sun flare ghost instance slots and added a ghost texture slot" I love you @blackrack Quote Link to comment Share on other sites More sharing options...
garwel Posted May 7, 2016 Share Posted May 7, 2016 Anybody has problems with CKAN updating Scatterer? I have this error message, whether I choose scatterer-sunflare or astroniki: Too many mods provide Scatterer-sunflare: Scatterer-sunflare 2:v0.0245 * AstronikiSunflareforScatterer 1.0 Quote Link to comment Share on other sites More sharing options...
Tricky14 Posted May 7, 2016 Share Posted May 7, 2016 (edited) 59 minutes ago, garwel said: Anybody has problems with CKAN updating Scatterer? I have this error message, whether I choose scatterer-sunflare or astroniki: Too many mods provide Scatterer-sunflare: Scatterer-sunflare 2:v0.0245 * AstronikiSunflareforScatterer 1.0 Yeah I'm getting that one too. Wanted to try out Astroniki's because I thought the sunflare was a bit to strong anyway. But now it seems I can't install either. Edited May 7, 2016 by Tricky14 Quote Link to comment Share on other sites More sharing options...
Sheppard Posted May 7, 2016 Share Posted May 7, 2016 1 hour ago, garwel said: Anybody has problems with CKAN updating Scatterer? I have this error message, whether I choose scatterer-sunflare or astroniki: Too many mods provide Scatterer-sunflare: Scatterer-sunflare 2:v0.0245 * AstronikiSunflareforScatterer 1.0 Same problem here. Astroniki Sun flare does not work either. Quote Link to comment Share on other sites More sharing options...
PortableGoogle Posted May 7, 2016 Share Posted May 7, 2016 17 minutes ago, Sheppard said: Same problem here. Astroniki Sun flare does not work either. probably need to bring it up with the ckan people Quote Link to comment Share on other sites More sharing options...
Steveo Posted May 7, 2016 Share Posted May 7, 2016 I had same issue with those mods and a few others today, just remove the mod and then reinstall the new one. Mine worked fine after doing that using CKAN also. Hope this helps Quote Link to comment Share on other sites More sharing options...
Proot Posted May 7, 2016 Share Posted May 7, 2016 4 hours ago, blackrack said: For the first issue, this should do it: https://mega.nz/#!OYhSyZRR!S5PN_oN1iZ7ea4bcMDrbQfEYABHoqpFTXMqP5J6zoVY For the second issue, can you confirm it also happens in dx11 and OpenGL? First issue solved, many thanks!. The second one keeps happening, even under OpenGL and dx11, yes. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted May 8, 2016 Share Posted May 8, 2016 Wow, no words for this. sunrise at ksc very WOW. great job for this mod and all other people making stuff like this work. Cheers. Quote Link to comment Share on other sites More sharing options...
garwel Posted May 8, 2016 Share Posted May 8, 2016 8 hours ago, Steveo said: I had same issue with those mods and a few others today, just remove the mod and then reinstall the new one. Mine worked fine after doing that using CKAN also. Hope this helps Confirmed. Removing and reinstalling Scatterer fixes the issue. Quote Link to comment Share on other sites More sharing options...
Tricky14 Posted May 8, 2016 Share Posted May 8, 2016 Yeah, triple confirming reinstalling Scatterer gets rid of the CKAN issue. Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 8, 2016 Author Share Posted May 8, 2016 @Proot can you pass me the config file that got you the disappearing ghosts? Everything seems fine on my end unless I'm missing something. Quote Link to comment Share on other sites More sharing options...
tomf Posted May 8, 2016 Share Posted May 8, 2016 Does the -forec-d3d11 thing work for other people in 64 bit KSP 1.1.1? I am finding it crashes immediatly if I try it. Quote Link to comment Share on other sites More sharing options...
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