Drew Kerman Posted May 10, 2017 Share Posted May 10, 2017 has anyone ever opened up the config for Kerbin's atmo and found every other planet atmo cfg in there too?? It's happened to me just a few times randomly and I'm not sure why. I'm also not sure if it's causing any problems but I don't think I've noticed any, I just happen to see it whenever I look at the config for some reason to check/change things Quote Link to comment Share on other sites More sharing options...
Poodmund Posted May 10, 2017 Share Posted May 10, 2017 At the moment Scatterer auto saves the configs when you open the GUI and make changes... due to the way some of the MM implementation was done it meant that when using some visual packs, the configs would be constantly overwritten with tons of entries for bodys over and over again if you kept opening the Scatterer GUI. I think Blackrack may be planning to turn this behavior off when I last spoke to him about this issue. Also configs can be written with better MM practice to avoid this in most cases. Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 11, 2017 Share Posted May 11, 2017 Is this mod dead ? It seems there are no devs since a yeah and a half... Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 11, 2017 Share Posted May 11, 2017 (edited) 9 minutes ago, msnbcorp said: Is this mod dead ? It seems there are no devs since a yeah and a half... What? @blackrack is around and this mod is very alive. So, what do you mean? Did you read back at least a page or two in this thread? Edited May 11, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 11, 2017 Share Posted May 11, 2017 Oups sorry, i mismanaged my firefox, i was writing on the planetshine topic, not on the scatterer one, error sorry. Of course scatterer is alive XD Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 11, 2017 Share Posted May 11, 2017 5 minutes ago, msnbcorp said: Oups sorry, i mismanaged my firefox, i was writing on the planetshine topic, not on the scatterer one, error sorry. Of course scatterer is alive XD Well, planetshine still works in 1.2.2 so it hasn't needed an update. I wouldn't call it dead, but maybe weathering the test of time. I'm sure if it ever breaks due to an update, it will be fixed Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 11, 2017 Share Posted May 11, 2017 Hum yes, but for planetshine my question was just that the planetshine maker had build a veryuy interessteing early wip version in 2015-2016 and just let it in "alpha" without working on it. (and last modification on the guthub was one yeah ago too) . So i imagine that the devellopemnt is stopped. So sad. I keep hoping for the old KSP team to rebuild a new team or for an other team to walk on their step ... still hoping that we don't have to wait 10 years for this Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted May 12, 2017 Share Posted May 12, 2017 (edited) @blackrack just thought you should know in the testing version, fairings don't get the same underwater effects as the other parts, probably just a layer issue. You can see an interstage fairing just under the chutes in this image. Let me know if you need to know what other mods I have installed Edited May 12, 2017 by selfish_meme Quote Link to comment Share on other sites More sharing options...
F1RacerDan Posted May 12, 2017 Share Posted May 12, 2017 Hi all, Ive painstakingly installed RO/RSS with EVE/SCATTERER/RSSVE however im getting possibly the ugliest sun and no sunglare? any suggestions Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 12, 2017 Share Posted May 12, 2017 4 minutes ago, F1RacerDan said: Hi all, Ive painstakingly installed RO/RSS with EVE/SCATTERER/RSSVE however im getting possibly the ugliest sun and no sunglare? any suggestions Perhaps post your logs and a screenshot of your gamedata. Looks like you installed SVE at one point. That sun flare is not from RSSVE Quote Link to comment Share on other sites More sharing options...
F1RacerDan Posted May 12, 2017 Share Posted May 12, 2017 5 minutes ago, Galileo said: Perhaps post your logs and a screenshot of your gamedata. Looks like you installed SVE at one point. That sun flare is not from RSSVE https://gyazo.com/73eb91506e4a25517a9e975313bb1cf9 https://gyazo.com/d3e46e40bb7e72c0ffdda418446d1f9a] here is my GameData. Im not sure what you mean by logs? and its a fresh install so havent purposely added SVE Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 12, 2017 Share Posted May 12, 2017 (edited) 15 minutes ago, F1RacerDan said: here is my GameData. Im not sure what you mean by logs? and its a fresh install so havent purposely added SVE You cannot use RSSVE and SSRSS at the same time.. SSRSS has its own visual cfgs bundled into the mod in the clouds(optional). Just install that folder, EVE, and Scatterer and you will have clouds and atmospheres. In the SSRSS OP, it says that SSRSS has support for EVE and Scatterer and I provide links. Edited May 12, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
F1RacerDan Posted May 12, 2017 Share Posted May 12, 2017 (edited) 3 minutes ago, Galileo said: You cannot use RSSVE and SSRSS at the same time.. SSRSS has its own visual cfgs bundled into the mod in the clouds(optional). Just install that folder, EVE, and Scatterer and you will have clouds and atmospheres. In the SSRSS OP, it says that SSRSS has support for EVE and Scatterer and I provide links. you sir are an absolute star! im not sure how i installed SSRSS but i just took the folder out and everything is now working fine Edited May 12, 2017 by F1RacerDan Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 12, 2017 Share Posted May 12, 2017 Hi everyone, i have made a fresh install of some mods and ... i keep havng some errors. For scatterer i keen having this one : Quote [Scatterer] Mapping EVE volumetrics for planet: Kerbin (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Scatterer] Volumetric clouds error on planet: KerbinSystem.NullReferenceException: Object reference not set to an instance of an object at scatterer.SkyNode.mapEVEvolumetrics () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Scatterer] Detected 2 EVE volumetric layers for planet: Kerbin (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Does someone have any idea of the way to correct this ? I take any suggestions Quote Link to comment Share on other sites More sharing options...
N3N Posted May 12, 2017 Share Posted May 12, 2017 (edited) Hey, could this be an error with scatterer? [EXC 22:21:16.027] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.UpdateStuff () scatterer.updateAtCameraRythm.OnPreCull () [LOG 22:21:16.049] [PlanetariumCamera]: Focus: Kerbin [ERR 22:21:16.080] Exception handling event onPlanetariumTargetChange in class KnowledgeBase:System.NullReferenceException: Object reference not set to an instance of an object at ResourceMap.GetResourceItemList (HarvestTypes harvest, .CelestialBody body) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.CreateResourceList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.ActivateApp (.MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.ActivateApps (KbTargetType targetType, .MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.OnMapFocusChange (.MapObject target) [0x00000] in <filename unknown>:0 at EventData`1[MapObject].Fire (.MapObject data) [0x00000] in <filename unknown>:0 [EXC 22:21:16.083] NullReferenceException: Object reference not set to an instance of an object ResourceMap.GetResourceItemList (HarvestTypes harvest, .CelestialBody body) KSP.UI.Screens.KbApp_PlanetResources.CreateResourceList () KSP.UI.Screens.KbApp_PlanetResources.ActivateApp (.MapObject target) KSP.UI.Screens.KnowledgeBase.ActivateApps (KbTargetType targetType, .MapObject target) KSP.UI.Screens.KnowledgeBase.OnMapFocusChange (.MapObject target) EventData`1[MapObject].Fire (.MapObject data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(MapObject) PlanetariumCamera:SetTarget(MapObject) PlanetariumCamera:SetTarget(Int32) PlanetariumCamera:SetTarget(String) <Start>c__Iterator95:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) They came since I installed Scatterer, EVE, SVE, SVT, Kopernicus. So first I thought it might be an error related to Kopernicus: Here are all the Logs and other Information they asked for: KSP-Errors_12-05-2017.zip If you need more Information, just ask for it. --- Sorry for my english, it's only my third language. Edited May 12, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
tallon43 Posted May 14, 2017 Share Posted May 14, 2017 How do you make the clouds look like those from the official screenshots? Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 15, 2017 Share Posted May 15, 2017 (edited) Hi, i have a question for Blackrack. I have trying to debug a problem in texturing currently. And it appear that with scatterer and the normal/shadow bias it is OK. BUT, it is mainly OK with the ground rendering (near plane). I have tried to understand the alt point rendering of your mods and very little is say about ground. So after bit of investigating i came directly to ask my question : Why the near plane rendering of shadow (etc) in your mod is so different between near plane and other plane ? It is strange that this "cut" is so sharp. between the two rendering mode. If i want exactly the near plane rendering of shadow in the second plane. How can i do ? If you have an idea ^^ edit : viewing some old post of you on this : And other information. It appear that it could be possible to adjust the PQS size of near plane. Some of guys says that it could be done in the main menu of your mod. But i don't really find it, old feature i imagine ? edit : find that you activate it in your last experimental version. It could be a workaround for my bug but my questions remains on the difference of processing between terrain shadow in near plane and other plane ... i prefer having the exact same render rather than messing with plane. Edited May 15, 2017 by msnbcorp Quote Link to comment Share on other sites More sharing options...
Xiyn Posted May 15, 2017 Share Posted May 15, 2017 Hello. So i've got this problem. First I thought it was SVE related, but the fellas over at the SVE thread pointed me here, so i'll just copy my post from there to here. I've encountered this glitch when using the orbital map. Happens when i'm piloting a craft and the engines are active. This only happens AFTER i fire the engines and throttle up. I can sit on the launchpad/runway/orbit and it's fine. If i go back to the tracking station then back to the craft, the glitch is gone. It's only after throttling it up that it breaks like that. Sometimes it even goes away after landing and throttling down, without a scene change. Output Log https://www.dropbox.com/s/8ze8gaf0io22f0l/output_log.txt?dl=0 Modlist as follows. Spoiler KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.4.2 Toolbar - 1.7.13USI Tools - 0.8.18 AllYAllContinued - 0.10.2 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 Bon Voyage - 0.12 CactEye Telescopes - 1.2.2.11 Chatterer - 0.9.92.1622 CIT_Util - 1.3 BAM - 1.2 CollisionFX - 4.0 Community Category Kit - 1.2.2 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 Connected Living Space - 1.2.4.2 Contract Configurator - 1.22.2 Contract Pack: Clever Sats - 1.4 Contract Pack: Exploration Plus - 1.0.1 Contract Pack: Field Research - 1.2 Contract Pack: Kerbal Academy - 1.1.7 Contract Pack: Bases and Stations - 3.6.1 Rover Missions - 0.1.7 Contract Pack: Unmanned Contracts - 0.3.27 Contract Pack: Tourism Plus - 1.5.2 Contract Reward Modifier - 1.0.2.4 CorrectCOL - 1.5.1 Crowd Sourced Science - 4.0.1 Custom Asteroids - 1.4.1 CustomBarnKit - 1.1.12 DestructionEffects - 1.4 DistantObjectEnhancement - 1.8.1 DMagic Orbital Science - 1.3.0.8 CapCom Mission Control On The Go - 1.0.2.5 Contract Parser - 1.0.5 Contracts Window Plus - 1.0.7.3 Progress Parser - 1.0.6 Dynamic Deflection - 1.2.2.2 Easy Vessel Switch - 1.2 EditorExtensionsRedux - 3.3.12 EVA Struts - 1.0.3 EVA Transfer - 1.0.6 Extraplanetary Launchpads - 5.7.2 Firespitter - 7.5.1 Flexible Docking - 1.0.4 FMRS (Flight Manager For Reusable Stages) - 1.2.4 GroundConstruction - 1.1.2.1 Impact - 1.5.1 JanitorsCloset - 0.2.19 JSIAdvTransparentPods - 0.1.13 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Engineer Redux - 1.1.2.8 Kerbal Joint Reinforcement - 3.3.1 KerbalLaunchFailure - 0.4.3 Kerbal Inventory System - 1.4.4 KSP-AVC Plugin - 1.1.6.2 KWRocketryRedux - 3.1.2 Infernal Robots - 2.0.10 ModularFlightIntegrator - 1.2.4 NavBallDockingAlignmentIndicatorCE - 1.0.1.1 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Final Frontier - 1.2.7.3080 Outer Planets Mod - 2.0 PlanetShine - 0.2.5.2 PoodsOPMVO - 0.3.4 QuickBrake - 1.3.2 QuickHide - 3.2.2 Radio Free Kerbin - 1.2RCS Build Aid - 0.9.1 RealChute - 1.4.3 RealPlume - Stock - 0.11.4 Recovery Controller - 0.0.1 ReentryParticleEffect - 1.2.0.1 DeepFreeze Continued... - 0.23.4 RetractableLiftingSurface - 0.1.3 SafeChute - 2.1.6 SCANsat - 1.1.6.11 Science Relay - 1.0.3.1 SETI-ProbeParts - 1.2.2.1 Sigma Binary - 1.6.2 SmartActuation - 1.0.1.1 SmartParts - 1.9.5.1 StageRecovery - 1.7.1 StationPartsExpansion - 0.4.3 StationScienceContinued - 2.2.1 Stock Visual Enhancements - 1.2.2 Strategia - 1.5 Stock Visual Terrain - 2.0.4 TAC Fuel Balancer - 2.12 TarsierSpaceTechnology - 6.6.1 TimeControl - 2.5 ToadicusToolsContinued - 0.22 TooManyOrbits - 1.1 Trajectories - 1.6.6 Kerbal Alarm Clock - 3.8.4 Alternate Resource Panel - 2.9.1 Transfer Window Planner - 1.6.1 TweakableEverything - 0.1.19.2 TweakScale - 2.3.4USI Core - 0.3.10 Asteroid Recycling Tech - 0.9.9USI Exploration Pack - 0.7.4 Freight Transport Tech - 0.6.8 Karbonite - 0.8.8 Konstruction - 0.1.12USI-LS - 0.5.24 Malemute Rover - 0.2.8 MKS - 0.50.18 Universal Storage - 1.2.2 Unmanned before Manned - 1.2.2.1 Unmanned before Manned - Challenge - 1.2.2.2 VenStockRevamp - 1.9.5 Waypoint Manager - 2.6.2 WildBlueTools - 1.19 Kerbal Actuators - 1.0.3 Buffalo - 2.0.8 Pathfinder - 1.8.8 [x] Science! - 5.6 Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 15, 2017 Share Posted May 15, 2017 (edited) 43 minutes ago, Xiyn said: Hello. So i've got this problem. First I thought it was SVE related, but the fellas over at the SVE thread pointed me here, so i'll just copy my post from there to here. I've encountered this glitch when using the orbital map. Happens when i'm piloting a craft and the engines are active. This only happens AFTER i fire the engines and throttle up. I can sit on the launchpad/runway/orbit and it's fine. If i go back to the tracking station then back to the craft, the glitch is gone. It's only after throttling it up that it breaks like that. Sometimes it even goes away after landing and throttling down, without a scene change. Have you tried removing all mods except SVE and its dependencies? if the issue goes away you will know it's not Scatterer causing the issue. Then you can add your mods back bit by bit until the issues happens again, then you can narrow down to the culprit. Had I seen this question in the SVE thread, that would have been the recommendation I would have given you. Try that and see what happens. Edited May 15, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Xiyn Posted May 15, 2017 Share Posted May 15, 2017 1 minute ago, Galileo said: Have you tried removing all mods except SVE and its dependencies? if the issue goes away you will know it's not Scatterer causing the issue. Then you can add your mods back bit by bit until the issues happens again, then you can narrow down the culprit. Had I seen this question in the SVE thread, that would have been the recommendation I would have given you. Try that and see what happens. Thanks. I'll see what I can do on that. With over 160 installed mods, it will be quite a daunting job. I'm not even sure where to start. Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 15, 2017 Share Posted May 15, 2017 7 minutes ago, Xiyn said: Thanks. I'll see what I can do on that. With over 160 installed mods, it will be quite a daunting job. I'm not even sure where to start. Just remove them all and add them back 10 by 10 or 20 by 20. That way when the error happens again, you only have to sift through 10 or 20 mods Quote Link to comment Share on other sites More sharing options...
Xiyn Posted May 15, 2017 Share Posted May 15, 2017 2 minutes ago, Galileo said: Just remove them all and add them back 10 by 10 or 20 by 20. That way when the error happens again, you only have to sift through 10 or 20 mods I'll get started on that. I believe this will require copying my install directory. With everything installed via CKAN, I'll need to backup what I have installed so I dont forget what's what. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted May 16, 2017 Share Posted May 16, 2017 So a small note on "fault finding". The quickest way to determine conflicts with mods is to first make sure you have a definite method of reproducing the problem. Then, remove 50% of your mods and test. If the problem still exists, remove 50% of what remains and test. If the problem goes away, remove the mods not causing any issue and put back the ones you initially removed Test again. Repeat. If you ever get to the point where the 50% you have removed stops the problem and the 50% you put back doesn't make the problem manifest itself, you need to start dividing your two halves up (50% of each) and merging them. I hope that makes sense. Now, that said, it's clear this issue involves scatterer as the flicker is the water shader and atmosphere it creates, or at least that's what it looks like to me, so don't ever remove scatterer in this instance. Also, it was mentioned this occurs when firing engines which makes me wonder, is the Engine Lighting mod involved? Quote Link to comment Share on other sites More sharing options...
Xiyn Posted May 16, 2017 Share Posted May 16, 2017 3 minutes ago, Manwith Noname said: So a small note on "fault finding". The quickest way to determine conflicts with mods is to first make sure you have a definite method of reproducing the problem. Then, remove 50% of your mods and test. If the problem still exists, remove 50% of what remains and test. If the problem goes away, remove the mods not causing any issue and put back the ones you initially removed Test again. Repeat. If you ever get to the point where the 50% you have removed stops the problem and the 50% you put back doesn't make the problem manifest itself, you need to start dividing your two halves up (50% of each) and merging them. I hope that makes sense. Now, that said, it's clear this issue involves scatterer as the flicker is the water shader and atmosphere it creates, or at least that's what it looks like to me, so don't ever remove scatterer in this instance. Also, it was mentioned this occurs when firing engines which makes me wonder, is the Engine Lighting mod involved? Yes, I do have engine lighting installed, but it was one of the first mods I removed when I started trying to solve this and unfortunately, it was not the culprit. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted May 16, 2017 Share Posted May 16, 2017 Other than that, real plume? The half splitting technique is very useful either way. Quote Link to comment Share on other sites More sharing options...
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