blackrack Posted September 10, 2020 Author Share Posted September 10, 2020 On 9/7/2020 at 9:31 PM, BumbleBeeJBG said: Apologies for the misunderstanding, I have the following visual mods installed, before I meant I don't have PostFX-specific mods installed which could contribute to discoloration after your shaders. I thought these mods were pretty standard for scatterer users (and don't you contribute or currently maintain the EVE mod?) All are latest versions off of freshly copied over from steam KSP install. -Astronomer's Visual Pack -Environmental Visual Enhancements -Planetshine (+default config) -Pood's Calm Nebula Skybox How do I know which config is currently being used? Let me know if this is traveling too far outside the realm of things you want to support. Had not considered some other mod could be overriding your mod's settings. That would be astronomer's, you should be able to find the configs inside somewhere. Alternatively, the scatterer UI will tell you which config file is used for which planet (somewhere in the bottom of the UI there is a field). 11 hours ago, AloE said: I am tinkering with a personal port of a Trappist1e model (to work as a home system with Principia) & perhaps I've not rotated something or I've let something sneak through from the Kerbin template that I should not? Very grateful for suggestions...only seeing this 90 deg rotation of reddish scattering on an @Body[Kerbin] { } planet in the system...the ported scatterer data shows beautifully in this home system with all the other planets based on other templates. Here is the most key image: North Pole view with Sun towards upper left corner additional relevant images in this album: Thank you very much for insights & suggestions! It looks like you have the wrong star configured as the sun for the planet. In your planetList file there should be a field "mainSunCelestialBody", change that to point to the correct star. Quote Link to comment Share on other sites More sharing options...
lemon cup Posted September 11, 2020 Share Posted September 11, 2020 (edited) Hello everyone. I just wanted to piggy-back off what @BumbleBeeJBG has been getting at: I am using a (very awesome) planet pack that roles it’s own Scatterer configs. Just like what has been described above, Kerbin’s atmosphere is saturated blue to the point that from orbit, land-masses are not readily distinguishable with hardly any detail. If I were to dive into the config files, what value or set of values would determine the atmosphere’s apparent “thickness” when viewed from orbit? EDIT: Sorry just noticed @djbcut posting some values on the last page, looks like exactly what I am looking for. I’ll fiddle with those, but if anyone has anything else to add, feel free to chime in. Edited September 11, 2020 by lemon cup Quote Link to comment Share on other sites More sharing options...
BumbleBeeJBG Posted September 12, 2020 Share Posted September 12, 2020 On 9/10/2020 at 4:15 AM, blackrack said: That would be astronomer's, you should be able to find the configs inside somewhere. Alternatively, the scatterer UI will tell you which config file is used for which planet (somewhere in the bottom of the UI there is a field). It says I'm using your config, specifically the Laythe one and it won't let me type text in that box to change which config. Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 12, 2020 Author Share Posted September 12, 2020 17 minutes ago, BumbleBeeJBG said: It says I'm using your config, specifically the Laythe one and it won't let me type text in that box to change which config. If it says Laythe on Kerbin, the config was changed via moduleManager (I have to check why it says Laythe btw). Just check the configs in AVP Quote Link to comment Share on other sites More sharing options...
Poodmund Posted September 12, 2020 Share Posted September 12, 2020 (edited) This was a big issue before Scatterer got good MM support when you refactored the config code. A lot of older visual packs never redid their patching syntax and as a result the above issues occur where the right patches get applied but the configs end up pointing to the wrong bodies when using the in game UI. Basically, AVP should really update its patching methodology. Edited September 12, 2020 by Poodmund Quote Link to comment Share on other sites More sharing options...
MisfitMarius Posted September 19, 2020 Share Posted September 19, 2020 On 5/27/2020 at 7:37 AM, rogerawong said: New guy here. Is this super hard transition between day and night on Kerbin a known issue, or is it something I should write up a bug report for? On 5/27/2020 at 8:57 AM, blackrack said: Looks like SVE config and not stock scatterer so report it there Hi @blackrack I'm having a similar issue, but even when not using a visual pack, just with default Scatterer plus EVE (either yours or @R-T-Bs) plus EVE's BoulderCo configs. Looking East at 5 minutes before sunrise: Looking West at 5 minutes before sunrise: Like @rogerawong said, is this a known issue or is something borked on my install? I have a full bug report ready to be made on GitHub if necessary, I just wanna know if it is necessary before I do it lol. PS. the terminator is messy on JNSQ too, which led me to the troubleshooting I've done thus far. Thanks o7 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2020 Share Posted September 24, 2020 For some weird reason scatterer does not only help against that stock flickering issue but on my potato machine it also provides a higher fps when launching a small sounding rocket compared to the same environment without scatterer. It always helps, but with the small sounding rocket the difference is much more obvious. Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 24, 2020 Author Share Posted September 24, 2020 (edited) On 9/20/2020 at 1:55 AM, MisfitMarius said: Hi @blackrack I'm having a similar issue, but even when not using a visual pack, just with default Scatterer plus EVE (either yours or @R-T-Bs) plus EVE's BoulderCo configs. Looking East at 5 minutes before sunrise: Looking West at 5 minutes before sunrise: Like @rogerawong said, is this a known issue or is something borked on my install? I have a full bug report ready to be made on GitHub if necessary, I just wanna know if it is necessary before I do it lol. PS. the terminator is messy on JNSQ too, which led me to the troubleshooting I've done thus far. Thanks o7 Not sure, maybe the clouds are too high in the atmo or the settings for the scattering/extinction for them need tuning. 1 hour ago, Gordon Dry said: For some weird reason scatterer does not only help against that stock flickering issue but on my potato machine it also provides a higher fps when launching a small sounding rocket compared to the same environment without scatterer. It always helps, but with the small sounding rocket the difference is much more obvious. It's not "some weird reason", I made a fix for it which you can see in the scatterer settings ( I shared it with squad as well but they didn't integrate for some reason). I'm curious about the sounding rocket though, is this with scatterer ocean on or off? Edited September 24, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2020 Share Posted September 24, 2020 1 hour ago, blackrack said: I'm curious about the sounding rocket though, is this with scatterer ocean on or off? This is in the scatterer/config/config.cfg Scatterer_config { autosavePlanetSettingsOnSceneChange = False disableAmbientLight = True integrateWithEVEClouds = False overrideNearClipPlane = False nearClipPlane = 0.209999993 useOceanShaders = False shadowsOnOcean = True oceanSkyReflections = False oceanRefraction = False oceanCaustics = True oceanPixelLights = False fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True showMenuOnStart = True useEclipses = True useRingShadows = True d3d11ShadowFix = True terrainShadows = True unifiedCamShadowsDistance = 5000 unifiedCamShadowNormalBiasOverride = 0 unifiedCamShadowBiasOverride = 0 unifiedCamShadowResolutionOverride = 4096 unifiedCamShadowCascadeSplitsOverride = 0.00150000001,0.0149999997,0.150000006 dualCamShadowsDistance = 5000 dualCamShadowNormalBiasOverride = 0.720000029 dualCamShadowBiasOverride = 0.5 dualCamShadowResolutionOverride = 0 dualCamShadowCascadeSplitsOverride = 0.00499999989,0.0250000004,0.125 useDithering = False m_fourierGridSize = 128 } and it is not overwritten by different settings from any mod. I use BLO, though. Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 24, 2020 Author Share Posted September 24, 2020 4 minutes ago, Gordon Dry said: This is in the scatterer/config/config.cfg Scatterer_config { autosavePlanetSettingsOnSceneChange = False disableAmbientLight = True integrateWithEVEClouds = False overrideNearClipPlane = False nearClipPlane = 0.209999993 useOceanShaders = False shadowsOnOcean = True oceanSkyReflections = False oceanRefraction = False oceanCaustics = True oceanPixelLights = False fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True showMenuOnStart = True useEclipses = True useRingShadows = True d3d11ShadowFix = True terrainShadows = True unifiedCamShadowsDistance = 5000 unifiedCamShadowNormalBiasOverride = 0 unifiedCamShadowBiasOverride = 0 unifiedCamShadowResolutionOverride = 4096 unifiedCamShadowCascadeSplitsOverride = 0.00150000001,0.0149999997,0.150000006 dualCamShadowsDistance = 5000 dualCamShadowNormalBiasOverride = 0.720000029 dualCamShadowBiasOverride = 0.5 dualCamShadowResolutionOverride = 0 dualCamShadowCascadeSplitsOverride = 0.00499999989,0.0250000004,0.125 useDithering = False m_fourierGridSize = 128 } and it is not overwritten by different settings from any mod. I use BLO, though. Huh? You are getting higher fps than stock? I'm going to sticky this because everyone is always complaining about performance. Seriously I have no idea why this would be. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2020 Share Posted September 24, 2020 3 minutes ago, blackrack said: You are getting higher fps than stock? ONLY during the launch of a small sounding rocket compared to without scatterer. Quote Link to comment Share on other sites More sharing options...
MisfitMarius Posted September 25, 2020 Share Posted September 25, 2020 9 hours ago, blackrack said: Not sure, maybe the clouds are too high in the atmo or the settings for the scattering/extinction for them need tuning tbh I think it's an edge case anyway. I've been playing KSP for a while now, on and off, and I've always used Scatterer+EVE+a visual pack, and have never seen this issue before. What's different in this playthrough is that I've started using Early Bird, which timewarps to 5 minutes before dawn when using the warp to next morning button. The issue only presents itself not far either side of dawn and dusk, and anyone not using Early Bird, and timewarping to the default next morning, would probably never notice it. Like I said, I've never noticed it before. For what it's worth, the configs used in JNSQ give a tidier result, but the ugly colours remain, so I would guess that it's a limitation of the game, maybe? Either way, in practical terms it's probably an edge case, outside of which Scatterer is great. Thanks for your awesome work o7 Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 25, 2020 Author Share Posted September 25, 2020 Going to post this here because it gets reports often: With RSS+RSSVE the following issue appears: RSSVE has a patch which is supposed to improve the clip planes for RSS. Except it hasn't been updated for unified camera (KSP 1.9+ or so can't remember), therefore it results in this issue. As I said before it is not a scatterer issue. How to fix it: Go to \GameData\RSSVE\Configs\Misc_Configs\RSSVE_RSS_Config.cfg Either delete everything or change the contents to: @REALSOLARSYSTEM:FOR[RSSVE]:NEEDS[RealSolarSystem] { %cam00FarClip = 1875000.0 } Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 27, 2020 Share Posted September 27, 2020 (edited) As I'm trying to pinpoint this issuehttps://forum.kerbalspaceprogram.com/index.php?/topic/197120-halo-like-visual-issue-ksp-1101/ I stumbled upon this in the log - after scene change to the launch pad: Uploading Crash Report NullReferenceException at (wrapper managed-to-native) UnityEngine.Behaviour.set_enabled(UnityEngine.Behaviour,bool) at scatterer.ReflectionProbeFixer.OnDestroy () [0x00000] in <76bcca7179de4bd6a0f42f98887694f5>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Is this "normal" under those circumstances? Edited September 27, 2020 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
TheDicko Posted October 3, 2020 Share Posted October 3, 2020 Hey, awesome mod. Im using it with EVE AND SVE. However i have an issue. Before i installed scatterer, i was running EVE and SVE, but i disabled jool's graphics as i prefer the stock look. But now when i installed scatterer, it puts a wierd grey tint on to jool. Is there a way i can prevent scatterer from changing the way jool looks ? Quote Link to comment Share on other sites More sharing options...
TheDicko Posted October 3, 2020 Share Posted October 3, 2020 For jool why is the cfg defaulting to this path "StockVisualEnhancements/SVE_Scatterer/Planets/Urlum/atmo" ???? It wont let me change it either. Quote Link to comment Share on other sites More sharing options...
OverGast Posted October 7, 2020 Share Posted October 7, 2020 Hi! I was struggling for a while, but I`m not sure how to use this mod. I mean, I see the picture of how people has their UI, where they can edit all the atmosphere variables but for me it only appears a small UI regarding the oceans and such, that`s all, so i cant really change anything of the atmospheres. Is there anything im missing? Quote Link to comment Share on other sites More sharing options...
Kerbalwings Posted October 7, 2020 Share Posted October 7, 2020 How do I get ocean Foam? Quote Link to comment Share on other sites More sharing options...
Entropian Posted October 7, 2020 Share Posted October 7, 2020 4 hours ago, Kerbalwings said: How do I get ocean Foam? It's turned on by default. Quote Link to comment Share on other sites More sharing options...
Infinity and Beyond Posted October 9, 2020 Share Posted October 9, 2020 (edited) <snip> Great mod!!! Edited October 9, 2020 by Geonovast Remove large quote Quote Link to comment Share on other sites More sharing options...
Entropian Posted October 9, 2020 Share Posted October 9, 2020 Also, please don't quote the whole OP. Quote Link to comment Share on other sites More sharing options...
Infinity and Beyond Posted October 9, 2020 Share Posted October 9, 2020 Just now, Entropian said: Also, please don't quote the whole OP. Thank you, but I figured it out. Quote Link to comment Share on other sites More sharing options...
Kerbalwings Posted October 13, 2020 Share Posted October 13, 2020 On 10/7/2020 at 6:25 PM, Entropian said: It's turned on by default. No I meant whitecaps they don't appear. Quote Link to comment Share on other sites More sharing options...
Entropian Posted October 13, 2020 Share Posted October 13, 2020 (edited) Edited October 13, 2020 by Entropian Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 14, 2020 Share Posted October 14, 2020 (edited) On 10/12/2020 at 8:03 PM, Kerbalwings said: No I meant whitecaps they don't appear. Alt+F11 brings up the settings. Switch over to ocean settings and use more wind or wave magnitude (be sure to click the rebuild ocean button). Whitecaps don't show up on relatively calm seas that are depicted by default Edited October 14, 2020 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
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