OrbitalManeuvers Posted November 30, 2020 Share Posted November 30, 2020 what if I had a friend who didn't even know whether KSP was running in dx or opengl mode, and googled how to find out and came up empty? i can tell you that he's running a GTX980 on windows 10 and that he's clearly a noob. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 30, 2020 Author Share Posted November 30, 2020 28 minutes ago, OrbitalManeuvers said: what if I had a friend who didn't even know whether KSP was running in dx or opengl mode, and googled how to find out and came up empty? i can tell you that he's running a GTX980 on windows 10 and that he's clearly a noob. If you're on windows and you're not going out of your way to do anything, you're on Directx 11, otherwise just check your KSP.log file (which is somewhere in the game's folder) and you'll see a line like this SM: 50 (Direct3D 11.0 [level 11.1]) 20 hours ago, Beetlecat said: A quick / idle thought on dealing with the water motion and vessel recovery--- could the conditions be limited to landed/splashed and only slow/no horizontal speed, so a capsule bobbing up and down would still count as stationary? Not sure if that's a moddable game variable. That's pretty much my current idea and what I'll try to do. 11 hours ago, evileye.x said: Oh my god, this is amazing. @blackrack, you are amazing! Everything I could dream of, including rescale fix! And even wiki! I only hope my GTX1070 will not choke on this. I don't really care if vessel recovery from water will not be able at all - Coast Guard rescue for the win! GTX 1070 should be fine, I'm on a 1080 at 1440p and get between 70-90 fps when not CPU-limited Quote Link to comment Share on other sites More sharing options...
panzer1b Posted December 7, 2020 Share Posted December 7, 2020 (edited) @blackrack, do you have any suggestions for using the generator tool to tweak altitudes? im trying to (besides change atmo coloring slightly), get the atmosphere to be around twice the altitude it in in base scatterer. Ive figured out how to mess with colors to a degree (its not quite what i want end result but ive gotten something close), but what i cannot figure out for the life of me is the altitude tweakeage (if its even possible in scatterer at all). this is my xml output: <?xml version="1.0" encoding="utf-8"?> <config> <string name="Planet">Kerbin</string> <string name="Rg">6000000</string> <string name="Rt">6113206</string> <string name="RL">6115094</string> <vector3 name="BETA_R"> <x>0.002</x> <y>0.02</y> <z>0.045</z> </vector3> <vector3 name="BETA_MSca"> <x>0.004</x> <y>0.004</y> <z>0.004</z> </vector3> <string name="MIE_G">0.8</string> <string name="HR">10</string> <string name="HM">1.4</string> <string name="AVERAGE_GROUND_REFLECTANCE">0.1</string> <string name="atmosphereGlobalScale">1</string> </config> this is my kerbin.cfg: Scatterer_atmosphere { Atmo { name = Kerbin flattenScaledSpaceMesh = 0.600000024 experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 6113206 RL = 6115094 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.4 BETA_MSca = 0.004,0.004,0.004 m_betaR = 0.002,0.02,0.045 m_mieG = 0.8 rimBlend = 20 rimpower = 600 specR = 8 specG = 72 specB = 65 shininess = 25 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } this is what that setting looks like in the config tool: and this is what the thing look like in game (atmosphere is way way way too large now...) Is there any way to expand the size of the atmosphere at all in scatterer, or am i doing it wrong (i just took the default numbers from the generator tool and multiled the end digits by 2 to get twice the dia (in theory). Also, a bit unrelated, but i have 2 more questions since im working with trying to make my own scatterer atmo styles: If it possible to smooth out the abrupt cloud line at all when integrated with EVE? This isnt gamebreaking, but it would be really nice if there was some method to making it less blatantly stand out... Finally, i doubt the answer is yes, but is there any way to make scatterer render a "dark" side layer at all like it could be done with EVE mod? I know its not realistic, but id just absolutely love to make the backside of a planet glow black like in the following screenshot (this was done in the old version of EVE from like 0.24-1.something). Its an effect i would love to implement in my game (and i wouldnt mind using EVE to do it, but when scatterer cloud integration is enabled (something id love to be able to utilize), it doesnt differentiate between cloud and EVE based scattering fx layers (which are just a cloud layer with a blank texture set to be transparent). I dont quite have high hopes of pulling this off (while still being able to utilize scaterer's cloud layer color shifting), but if there is a way to exclude certain layers from rendering with scatterer specifically it could be possible to hack it together somehow (assuming there is no method to make the backside of a planet black in scatter itself). Edited December 7, 2020 by panzer1b Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 7, 2020 Author Share Posted December 7, 2020 (edited) 51 minutes ago, panzer1b said: @blackrack, do you have any suggestions for using the generator tool to tweak altitudes? im trying to (besides change atmo coloring slightly), get the atmosphere to be around twice the altitude it in in base scatterer. Ive figured out how to mess with colors to a degree (its not quite what i want end result but ive gotten something close), but what i cannot figure out for the life of me is the altitude tweakeage (if its even possible in scatterer at all). this is my xml output: <?xml version="1.0" encoding="utf-8"?> <config> <string name="Planet">Kerbin</string> <string name="Rg">6000000</string> <string name="Rt">6113206</string> <string name="RL">6115094</string> <vector3 name="BETA_R"> <x>0.002</x> <y>0.02</y> <z>0.045</z> </vector3> <vector3 name="BETA_MSca"> <x>0.004</x> <y>0.004</y> <z>0.004</z> </vector3> <string name="MIE_G">0.8</string> <string name="HR">10</string> <string name="HM">1.4</string> <string name="AVERAGE_GROUND_REFLECTANCE">0.1</string> <string name="atmosphereGlobalScale">1</string> </config> this is my kerbin.cfg: Scatterer_atmosphere { Atmo { name = Kerbin flattenScaledSpaceMesh = 0.600000024 experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 6113206 RL = 6115094 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.4 BETA_MSca = 0.004,0.004,0.004 m_betaR = 0.002,0.02,0.045 m_mieG = 0.8 rimBlend = 20 rimpower = 600 specR = 8 specG = 72 specB = 65 shininess = 25 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } this is what that setting looks like in the config tool: and this is what the thing look like in game (atmosphere is way way way too large now...) Is there any way to expand the size of the atmosphere at all in scatterer, or am i doing it wrong (i just took the default numbers from the generator tool and multiled the end digits by 2 to get twice the dia (in theory). Also, a bit unrelated, but i have 2 more questions since im working with trying to make my own scatterer atmo styles: If it possible to smooth out the abrupt cloud line at all when integrated with EVE? This isnt gamebreaking, but it would be really nice if there was some method to making it less blatantly stand out... Finally, i doubt the answer is yes, but is there any way to make scatterer render a "dark" side layer at all like it could be done with EVE mod? I know its not realistic, but id just absolutely love to make the backside of a planet glow black like in the following screenshot (this was done in the old version of EVE from like 0.24-1.something). Its an effect i would love to implement in my game (and i wouldnt mind using EVE to do it, but when scatterer cloud integration is enabled (something id love to be able to utilize), it doesnt differentiate between cloud and EVE based scattering fx layers (which are just a cloud layer with a blank texture set to be transparent). I dont quite have high hopes of pulling this off (while still being able to utilize scaterer's cloud layer color shifting), but if there is a way to exclude certain layers from rendering with scatterer specifically it could be possible to hack it together somehow (assuming there is no method to make the backside of a planet black in scatter itself). I've reworked the cloud shading so this wouldn't happen in the next update, although it's appearance will become linked to the altitude of the clouds and the thickness of the atmosphere. For the config tool, I'm writing a wiki guide but I haven't gotten to that section yet. For simply rescaling the config, no need to use the config tool, put the original config back, and increase the setting "experimentalAtmoScale" directly in the game's scatterer config, there is an example here in the wiki https://github.com/LGhassen/Scatterer/wiki/PlanetsConfig that should do what you want better than fiddling with the tool. Rendering a fuzzier darkside by itself is not possible currently. Edited December 7, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 9, 2020 Author Share Posted December 9, 2020 (edited) Added the ability to override the speed at which ship recovery is possible, to make recovery possible when the waves move the craft Notice I have access to the recovery button at 5m/s, vs stock's 0.3 m/s I have also been able to reduce the water's excessive drag, and increase the crash tolerance a bit, making seaplanes workable again, and boating a bit more of a pleasure. Added proper atmosphere density and optical depth handling to godrays, minimizing this issue with massive craft shadows: As well overly black godrays when looking to godrays extending to infinity at sunset: Just a few more minor issues to solve before release Edited December 9, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 9, 2020 Share Posted December 9, 2020 looking amazing Quote Link to comment Share on other sites More sharing options...
mcbmaestro Posted December 10, 2020 Share Posted December 10, 2020 Just keeps looking more and more amazing can't wait to try out the latest version! Have you ever considered air and water particle effects, i.e. dust particles? Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 11, 2020 Author Share Posted December 11, 2020 (edited) 9 hours ago, mcbmaestro said: Just keeps looking more and more amazing can't wait to try out the latest version! Have you ever considered air and water particle effects, i.e. dust particles? Thank you, I'm actually considering marine snow where individual particles can be lit by lights (this is less performance-intensive than it sounds): And an additional, separately configurable fog and dust shader that would be dynamic (ie can change with time, or weather, if I add the weather system for the ocean), kind of like outerra's: The fog and dust would also support volumetric shadows, in the same way that godrays work. I think that dust like this would work better over the surface than particles. These are still ideas at this point though. Edited December 11, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
mcbmaestro Posted December 12, 2020 Share Posted December 12, 2020 Nice! Yeah I was almost gonna say marine snow heheh. And makes sense it's all just ideas right now since you could go so many directions with it. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 15, 2020 Author Share Posted December 15, 2020 Wallpaper material? Quote Link to comment Share on other sites More sharing options...
Arco123 Posted December 16, 2020 Share Posted December 16, 2020 7 hours ago, blackrack said: Wallpaper material? Yes, if I would add to it I would photoshop it and change the waves a bit. Quote Link to comment Share on other sites More sharing options...
ChubbyPanda Posted December 16, 2020 Share Posted December 16, 2020 13 hours ago, blackrack said: Wallpaper material? Looks amazing Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted December 16, 2020 Share Posted December 16, 2020 18 hours ago, blackrack said: Wallpaper material? MURPH! Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 16, 2020 Author Share Posted December 16, 2020 New release is currently uploading, should be up in a few minutes. Enjoy Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 16, 2020 Share Posted December 16, 2020 22 minutes ago, blackrack said: Enjoy Huzzah! +5 Quote Link to comment Share on other sites More sharing options...
EchoLima Posted December 16, 2020 Share Posted December 16, 2020 (edited) Bug report: After updating Scatterer, my log was filled with "[ERR 15:07:10.048] RenderTexture.Create failed: width & height must be larger than 0", while simultaneously the FPS dropped significantly. I got this on the KSC screen and in flight. log file | mod list Notable mods: JNSQ, EVE-Redux, Kopernicus BE KSP Version: 1.10.1 Edited December 16, 2020 by EchoLima added mod list Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 16, 2020 Author Share Posted December 16, 2020 (edited) 17 minutes ago, EchoLima said: Bug report: After updating Scatterer, my log was filled with "[ERR 15:07:10.048] RenderTexture.Create failed: width & height must be larger than 0", while simultaneously the FPS dropped significantly. I got this on the KSC screen and in flight. log file | mod list Notable mods: JNSQ, EVE-Redux, Kopernicus BE KSP Version: 1.10.1 Delete your old scatterer config and use the one included, sounds like you set unifiedCamShadowResolutionOverride to 0 or don't have long-distance shadows on but have godrays on Edited December 16, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
EchoLima Posted December 16, 2020 Share Posted December 16, 2020 24 minutes ago, blackrack said: Delete your old scatterer config and use the one included, sounds like you set unifiedCamShadowResolutionOverride to 0 I reinstalled Scatterer but got the same issue again. unifiedCamShadowResolutionOverride = 8192 Here's the config: Quote Scatterer_config { autosavePlanetSettingsOnSceneChange = False disableAmbientLight = True integrateWithEVEClouds = True overrideNearClipPlane = False nearClipPlane = 0.209999993 useOceanShaders = True shadowsOnOcean = True oceanSkyReflections = True oceanCaustics = True oceanLightRays = True oceanCraftWaveInteractions = True oceanCraftWaveInteractionsOverrideWaterCrashTolerance = True buoyancyCrashToleranceMultOverride = 3.5999999 oceanCraftWaveInteractionsOverrideDrag = True buoyancyWaterDragScalarOverride = 1.5 buoyancyWaterAngularDragScalarOverride = 0.000333300006 oceanCraftWaveInteractionsOverrideRecoveryVelocity = True waterMaxRecoveryVelocity = 5 oceanPixelLights = False fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True showMenuOnStart = True useEclipses = True useRingShadows = True d3d11ShadowFix = True useGodrays = True terrainShadows = True unifiedCamShadowsDistance = 50000 unifiedCamShadowNormalBiasOverride = 0 unifiedCamShadowBiasOverride = 0 unifiedCamShadowResolutionOverride = 8192 unifiedCamShadowCascadeSplitsOverride = 0.00150000001,0.0149999997,0.150000006 dualCamShadowsDistance = 50000 dualCamShadowNormalBiasOverride = 0.720000029 dualCamShadowBiasOverride = 0.5 dualCamShadowResolutionOverride = 0 dualCamShadowCascadeSplitsOverride = 0.00499999989,0.0250000004,0.125 useDithering = True m_fourierGridSize = 256 } Also, the log spam stops when in the SOI of a non-atmospheric body. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 16, 2020 Author Share Posted December 16, 2020 18 minutes ago, EchoLima said: I reinstalled Scatterer but got the same issue again. unifiedCamShadowResolutionOverride = 8192 Here's the config: Also, the log spam stops when in the SOI of a non-atmospheric body. Are your shadows off or something? In any case I don't know, and you have a lot of mods, so test with stock scatterer only first, and if that works normally put back mods till you find a conflict Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 17, 2020 Share Posted December 17, 2020 (edited) You and gameslinx are making this game more amazing than it already is. Can't wait to try your next releases. Edit. Yours is updated! Just noticed that.... trying it now.... Edited December 17, 2020 by Agustin Quote Link to comment Share on other sites More sharing options...
msp307 Posted December 17, 2020 Share Posted December 17, 2020 (edited) Hi After the update I have problems with the graphics. Why is it? Edited December 17, 2020 by msp307 Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 17, 2020 Share Posted December 17, 2020 6 minutes ago, msp307 said: Hi After the update I have problems with the graphics. Why is it? Quote Link to comment Share on other sites More sharing options...
msp307 Posted December 17, 2020 Share Posted December 17, 2020 (edited) 1 hour ago, eberkain said: I have the latest KSP version. Here is the link with the log https://www.transfernow.net/xgetXx122020 Edited December 17, 2020 by msp307 Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 17, 2020 Author Share Posted December 17, 2020 (edited) 5 hours ago, msp307 said: Hi After the update I have problems with the graphics. Why is it? This is an rssve issue and nothing to do with scatterer, check here https://github.com/LGhassen/Scatterer/issues/93#issuecomment-699089997 Edited December 17, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
ChubbyPanda Posted December 17, 2020 Share Posted December 17, 2020 Downloaded last night, JNSQ, kopernicus BE, EVE redux, TUFX. All working great and looks amazing. Quote Link to comment Share on other sites More sharing options...
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