blackrack Posted May 3, 2022 Author Share Posted May 3, 2022 2 hours ago, Rodger said: I'm getting a weird issue in 2.5x GPP (and TUFX), wondering if it's a scatterer thing, or a config issue due to rescaling. images in spoiler: Hide contents 1: in orbit, sun is about to rise: 2: as soon as the sun clears the main body of the planet, but not past the atmosphere, everything goes black, including glowing parts: 3: past the atmosphere, it's back to normal with an orange sunrise: Looks like the atmosphere is too thick and broken. Does this happen without rescale? I doubt GPP atmosphere configs have been updated. Quote Link to comment Share on other sites More sharing options...
Rodger Posted May 3, 2022 Share Posted May 3, 2022 Nope, removing the rescale patch did stop it. Do you know what might need to be updated to fix it on my end? Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 3, 2022 Author Share Posted May 3, 2022 29 minutes ago, Rodger said: Nope, removing the rescale patch did stop it. Do you know what might need to be updated to fix it on my end? No idea, if this is with the latest scatterer version post your logs, scatterer configs and the rescale patch and I'll check it, probably a shader issue. Quote Link to comment Share on other sites More sharing options...
G'th Posted May 3, 2022 Share Posted May 3, 2022 Blackrack - Am I correct in interpreting that with the latest Scatterer that the half files aren't necessary anymore? Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 3, 2022 Author Share Posted May 3, 2022 25 minutes ago, G'th said: Blackrack - Am I correct in interpreting that with the latest Scatterer that the half files aren't necessary anymore? Yea, they are generated on the end user's machine and don't need to be distributed. Quote Link to comment Share on other sites More sharing options...
G'th Posted May 3, 2022 Share Posted May 3, 2022 4 minutes ago, blackrack said: Yea, they are generated on the end user's machine and don't need to be distributed. Neat! Quote Link to comment Share on other sites More sharing options...
jebycheek Posted May 13, 2022 Share Posted May 13, 2022 (edited) Does anyone have this problem:Specific stock waterfall (and restock ) engine plume Glitching with black shadow,only switching back to earlier scatterer version can solve this problem, really need some help here Edited May 13, 2022 by jebycheek Quote Link to comment Share on other sites More sharing options...
OldMold Posted May 14, 2022 Share Posted May 14, 2022 16 hours ago, jebycheek said: Does anyone have this problem:Specific stock waterfall (and restock ) engine plume Glitching with black shadow,only switching back to earlier scatterer version can solve this problem, really need some help here Try disabling TAA Quote Link to comment Share on other sites More sharing options...
jebycheek Posted May 14, 2022 Share Posted May 14, 2022 (edited) @OldMod Oh! thanks!But the problem still remains.disable TAA can't fix the engine plume shadow. Edited May 14, 2022 by jebycheek Quote Link to comment Share on other sites More sharing options...
OldMold Posted May 15, 2022 Share Posted May 15, 2022 Not sure what you mean then - can you show screenshots and logs? Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 24, 2022 Share Posted May 24, 2022 I'm having a frustrating issue with Sunflares in Scatterer; the ghost images seem to work fine but the actual sunflare itself is always invisible/superseded by the Sun itself. Tried amending the syntaxversion to 1 and 2 but to no avail. Tested it on a clean install and it doesn't work. What gives? Here's a screenshot:https://ibb.co/GscNkh8 Quote Link to comment Share on other sites More sharing options...
Benzo Kerman Posted May 24, 2022 Share Posted May 24, 2022 46 minutes ago, Diddly Feelerino said: Tested it on a clean install and it doesn't work. What gives? There is nothing wrong with it, per say, this is just the way it is implimented. I agree with you on the fact that it doesn't look the best, but you can change in. I found the best way is to just mess around with the Scatterer sunflare settings, like I see you have open. The simplest way to go about this is just to over saturate the flare. Simply multiply the color setting evenly across RGB to your liking. You can mess around with some of the other settings too, but just remember you have to write the settings in the sun.cfg inside Scatterer, it won't save automatically. Hope this helps! Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 24, 2022 Author Share Posted May 24, 2022 (edited) 6 hours ago, Diddly Feelerino said: I'm having a frustrating issue with Sunflares in Scatterer; the ghost images seem to work fine but the actual sunflare itself is always invisible/superseded by the Sun itself. Tried amending the syntaxversion to 1 and 2 but to no avail. Tested it on a clean install and it doesn't work. What gives? Here's a screenshot:https://ibb.co/GscNkh8 You have to make it brighter if you want it to be brighter than the sun, refer to this page for settings https://github.com/LGhassen/Scatterer/wiki/SunflaresConfig#syntax-version-2 Edited May 24, 2022 by blackrack Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 24, 2022 Share Posted May 24, 2022 Thanks for the replies lads; got it working now! Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 25, 2022 Share Posted May 25, 2022 Hello, Moreover about sun flares, I've made a rework of scale curve to better match with distance. The one of scatterer config isn't so bad but there some little inconsistencies with some distances. Here it is: scaleCurve { key = 1 6 0 -0.2 key = 52 1 0 -0.01 key = 76 0.8 0 -0.005 key = 262 0.3 0 0 key = 434 0.1 0 0 } You can apply it on your sunFlare and sunSpikes configs. Quote Link to comment Share on other sites More sharing options...
jebycheek Posted May 27, 2022 Share Posted May 27, 2022 (edited) So if i want to make kerbin texture always at right condition , I have to change both the land and ocean texture(Brightness/contrast /Saturation )all to 1.0 every time the game restart,exhausting right ? then i found the little save button, i was just about to sing the holy song , then i see there is a red line of words says: "you want save it? no bi*ch,giving up your awesome mods first. " Yup, another day, another sad man. PS:if there is any another way I can make this right, please do tell me, and i'll be really grateful and buy you a drink! Edited May 27, 2022 by jebycheek Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 27, 2022 Author Share Posted May 27, 2022 3 hours ago, jebycheek said: So if i want to make kerbin texture always at right condition , I have to change both the land and ocean texture(Brightness/contrast /Saturation )all to 1.0 every time the game restart,exhausting right ? then i found the little save button, i was just about to sing the holy song , then i see there is a red line of words says: "you want save it? no bi*ch,giving up your awesome mods first. " Yup, another day, another sad man. PS:if there is any another way I can make this right, please do tell me, and i'll be really grateful and buy you a drink! Find the .cfg overriding the scatterer config and make your changes there Quote Link to comment Share on other sites More sharing options...
jebycheek Posted May 27, 2022 Share Posted May 27, 2022 9 hours ago, blackrack said: Find the .cfg overriding the scatterer config and make your changes there Thanks,I managed to find the .cfg in Scatterer/config/Planets/kerbin/atmo.cfg and I have changed the texture parameters to 1.0 ,but still,It only works without modulemanager patch , now I'm very curious about how does it remains the same wrong factors even the source has been changed. Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 27, 2022 Author Share Posted May 27, 2022 4 minutes ago, jebycheek said: Thanks,I managed to find the .cfg in Scatterer/config/Planets/kerbin/atmo.cfg and I have changed the texture parameters to 1.0 ,but still,It only works without modulemanager patch , now I'm very curious about how does it remains the same wrong factors even the source has been changed. Because that's not the one overriding it, look in a different folder, if you have a visual pack installed look there Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 27, 2022 Share Posted May 27, 2022 Hello @jebycheek, you can take look to my config. May be it will help you to understand how to apply change over a visual pack. Or if you don’t want to bother with this, you can simply download and use it. My config is based on Astronomer's Visual Pack, see how my Kerbin looks : Spoiler You can see my config here: https://github.com/Vandest1/Optimal_Visual_Aspect Quote Link to comment Share on other sites More sharing options...
jebycheek Posted May 28, 2022 Share Posted May 28, 2022 8 hours ago, blackrack said: Because that's not the one overriding it, look in a different folder, if you have a visual pack installed look there Problem solved, i'm such a rookie,thanks man. Quote Link to comment Share on other sites More sharing options...
Rakete Posted May 29, 2022 Share Posted May 29, 2022 (edited) I guess, i found an incompability between Scatterer and Waterfall. Sorry in advance. See in the picture below. As soon, as Scatterer is installed (tested with Spectra and also with Astronomer's Pack - both the same) the plumes of waterfallized engines tend to show less beautiful flickering shadows around the end of the engine bells. It gets visible as you reach the upper atmosphere and beyond. Here you see the waterfallized Wolfhound engine from stock KSP. @Knight of St John @blackrack Removing Scatterer restores the flickering-shadow-free engine plumes by Knight of St. John using Waterfall. Edited May 29, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 30, 2022 Share Posted May 30, 2022 Hello @Rakete, this is a know issue. A workaround is to disable TAA (Tamporal AntiAliasing). You can use SMAA (Subpixel Morphological AntiAliasing) instead. Quote Link to comment Share on other sites More sharing options...
Anroalh Posted May 30, 2022 Share Posted May 30, 2022 I'm getting a weird bright atmosphere with Scatterer in Kerbin (just using Eve Redux with BoulderCo configs and Scatterer last version). Just with everything maxed in graphical settings and Very High preset with Scatterer. First time getting these. Deleting scatterer folder along with cache and reinstalling again fixes it. Maybe it's a feature I didn´t know about or just a strange thing. Quote Link to comment Share on other sites More sharing options...
Guest Posted May 30, 2022 Share Posted May 30, 2022 14 minutes ago, Anroalh said: I'm getting a weird bright atmosphere with Scatterer in Kerbin (just using Eve Redux with BoulderCo configs and Scatterer last version). Just with everything maxed in graphical settings and Very High preset with Scatterer. First time getting these. Deleting scatterer folder along with cache and reinstalling again fixes it. Maybe it's a feature I didn´t know about or just a strange thing. In my case setting the "tonemapper" option to 0 would make the atmosphere and clouds look extremely bright. Setting it to 1 or 2 fixes the problem. However in sure there are better options in scatterer in game configuration (Alt+F10) but I dont have a lot of experience with it Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.