blackrack Posted June 11, 2016 Author Share Posted June 11, 2016 8 minutes ago, Silent1_87 said: Holy Cow this Look amazing nice work. my only Concern is Performance hit.is This going to melt my graphic card ? Don't notice a hit with my laptop with 1 planetshine source, I would assume with 2 or 3 it should also be the same. 52 minutes ago, Berlin said: This is really really great. I am super excited. Am I going to have to re-do my current scatterer configs or will I just have to adjust the planetshine values? Just planetshine values. 1 hour ago, Poodmund said: Could albedo intensity possibly be controlled by a slider or an input value 0-1 etc. for the planet shine feature? I appreciate that is probably would be this bright and intense in the KSP system as the bodies are so close to each other but it comes off a little strong. If we could adjust it on the fly by a scalar the end user could decide on the effect's intensity. It's already tweakable by a float value , though only through thr config file, maybr I'll add a ui thing later. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 11, 2016 Share Posted June 11, 2016 (edited) Most excellent! I'm really dying to get a properly-bright Mun back into the game since the dearth of.... uhm, crap I used all 3 of the old pre-v1 texture packs and forget which one added the excellent Mun shine to have it look like this from Kerbin: As opposed to how it looks now with no faux-shine: Keep up the good work! Edited June 11, 2016 by Gaiiden Quote Link to comment Share on other sites More sharing options...
MaximilianPs Posted June 12, 2016 Share Posted June 12, 2016 Is this 'cause of Scatterer ? this bug drives me crazy and I really wish to fix it. Quote Link to comment Share on other sites More sharing options...
Theysen Posted June 12, 2016 Share Posted June 12, 2016 1 hour ago, MaximilianPs said: Is this 'cause of Scatterer ? this bug drives me crazy and I really wish to fix it. Hit alt+F11 -> ocean settings -> rebuild ocean -> enjoy Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 12, 2016 Author Share Posted June 12, 2016 (edited) 2 hours ago, MaximilianPs said: Is this 'cause of Scatterer ? this bug drives me crazy and I really wish to fix it. 1 hour ago, Theysen said: Hit alt+F11 -> ocean settings -> rebuild ocean -> enjoy Or you can try this .dll which should have fixed ithttps://raw.githubusercontent.com/LGhassen/Scatterer/cf6c44a5ad3cf7a7f7c30a2437aa0e7c10f8e4bd/scatterer/bin/Release/scatterer.dll Edited June 12, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
MaximilianPs Posted June 12, 2016 Share Posted June 12, 2016 Thank you guys Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 12, 2016 Author Share Posted June 12, 2016 (edited) 14 hours ago, Gaiiden said: Most excellent! I'm really dying to get a properly-bright Mun back into the game since the dearth of.... uhm, crap I used all 3 of the old pre-v1 texture packs and forget which one added the excellent Mun shine to have it look like this from Kerbin: As opposed to how it looks now with no faux-shine: Keep up the good work! Although this will make the Mun appear a little brighter as there will be a small "aura" surrounding it from scattered light, I expect it will not look anywhere near that, I will do some tests later. Edited June 12, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Speadge Posted June 12, 2016 Share Posted June 12, 2016 5 hours ago, blackrack said: Or you can try this .dll which should have fixed ithttps://raw.githubusercontent.com/LGhassen/Scatterer/cf6c44a5ad3cf7a7f7c30a2437aa0e7c10f8e4bd/scatterer/bin/Release/scatterer.dll using this since posted. It seems to fix it. I see it sometimes in screen switching, but it disappears after less than a second Quote Link to comment Share on other sites More sharing options...
theonegalen Posted June 12, 2016 Share Posted June 12, 2016 On 6/3/2016 at 6:40 PM, cbplayer2012 said: 18 hours ago, Gaiiden said: Most excellent! I'm really dying to get a properly-bright Mun back into the game since the dearth of.... uhm, crap I used all 3 of the old pre-v1 texture packs and forget which one added the excellent Mun shine to have it look like this from Kerbin: As opposed to how it looks now with no faux-shine: Keep up the good work! I feel that has more to do with the albedo of the surface than anything else. The Moon's albedo appears to be much higher than the Mun's. Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 12, 2016 Author Share Posted June 12, 2016 54 minutes ago, theonegalen said: I feel that has more to do with the albedo of the surface than anything else. The Moon's albedo appears to be much higher than the Mun's. It's also how our eyes adjust to dim lighting and make the moon appear brighter, there is no such thing in KSP. Quote Link to comment Share on other sites More sharing options...
LaytheDragon Posted June 12, 2016 Share Posted June 12, 2016 Just now, blackrack said: It's also how our eyes adjust to dim lighting and make the moon appear brighter, there is no such thing in KSP. Not unless you add it... Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 12, 2016 Author Share Posted June 12, 2016 1 minute ago, LaytheDragon said: Not unless you add it... I actually tried it when 1.1 first released and didn't get good results, will try again sometime. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 12, 2016 Share Posted June 12, 2016 (edited) 1 hour ago, theonegalen said: I feel that has more to do with the albedo of the surface than anything else. The Moon's albedo appears to be much higher than the Mun's. 11 minutes ago, blackrack said: It's also how our eyes adjust to dim lighting and make the moon appear brighter, there is no such thing in KSP. True to all that, buuuut you said there'd be a float value adjust right? I knew it prob wouldn't look that bright so that's what I was banking on using. Anyways, look forward to seeing how it looks - will def be better regardless Edited June 12, 2016 by Gaiiden Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 12, 2016 Author Share Posted June 12, 2016 16 minutes ago, Gaiiden said: True to all that, buuuut you said there'd be a float value adjust right? I knew it prob wouldn't look that bright so that's what I was banking on using. Anyways, look forward to seeing how it looks - will def be better regardless Well I did some quick testing, just to get an idea, with different munshine intensity values at 0.01 intensity 0.1 intensity: 1 intensity (as bright as the sun) Bonus album: Munshine at 0.1 intensity Quote Link to comment Share on other sites More sharing options...
LaytheDragon Posted June 12, 2016 Share Posted June 12, 2016 (edited) 10 minutes ago, blackrack said: Well I did some quick testing, just to get an idea, with different munshine intensity - snip -, - cut -, - chop - Bonus album: Munshine at 0.1 intensity The Mun at night looks much better than before at 0.1 intensity, though it does appear to add a slightly annoying quantity of light pollution (maybe (Edit, fixed values) 0.09, 0.075, or 0.05 intensity would be a better compromise?). Edited June 12, 2016 by LaytheDragon Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 12, 2016 Author Share Posted June 12, 2016 1 minute ago, LaytheDragon said: The Mun at night looks much better than before at 0.1 intensity, though it does appear to add a slightly annoying quantity of light pollution (maybe 0.9, 0.75, or 0.5 intensity would be a better compromise?). Tested with 0.5 it was too bright and looked like daylight. Quote Link to comment Share on other sites More sharing options...
LaytheDragon Posted June 12, 2016 Share Posted June 12, 2016 1 minute ago, blackrack said: Tested with 0.5 it was too bright and looked like daylight. Oops, I meant 0.05, 0.075, and 0.09 as the suggested values. Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 12, 2016 Author Share Posted June 12, 2016 3 minutes ago, LaytheDragon said: Oops, I meant 0.05, 0.075, and 0.09 as the suggested values. I'll leave you to find whatever value you think is perfect once this is released. Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted June 12, 2016 Share Posted June 12, 2016 Those pictures with 0.1 munshine intensity looked stunning. Once I've seen it it feels just obvious Quote Link to comment Share on other sites More sharing options...
Colonel Cbplayer Posted June 12, 2016 Share Posted June 12, 2016 (edited) 3 hours ago, theonegalen said: I feel that has more to do with the albedo of the surface than anything else. The Moon's albedo appears to be much higher than the Mun's. Nah look at the trailers The mun is too dark Edited June 12, 2016 by cbplayer2012 Quote Link to comment Share on other sites More sharing options...
theonegalen Posted June 12, 2016 Share Posted June 12, 2016 Just now, cbplayer2012 said: Nah loo at the trailers The mun is too dark That's what I mean. It's too dark because the albedo is too low. Quote Link to comment Share on other sites More sharing options...
Colonel Cbplayer Posted June 12, 2016 Share Posted June 12, 2016 (edited) 6 minutes ago, theonegalen said: That's what I mean. It's too dark because the albedo is too low. ooh.. Now I look like an idiot. Edited June 12, 2016 by cbplayer2012 Quote Link to comment Share on other sites More sharing options...
Proot Posted June 13, 2016 Share Posted June 13, 2016 4 hours ago, blackrack said: Well I did some quick testing, just to get an idea, with different munshine intensity values at 0.01 intensity 0.1 intensity: 1 intensity (as bright as the sun) Bonus album: Munshine at 0.1 intensity The most beautiful screenshots I've seen until now in KSP. By far. That level of light would be perfect in a full moon night. Just... as a dream of future: I was wondering... could be possible to add a color/linear dodge effect (like in PhotoShop) to the skybox if you are under an atmosphere? Then you could get the starry night of Van Gogh in KSP. Quote Link to comment Share on other sites More sharing options...
daniel l. Posted June 13, 2016 Share Posted June 13, 2016 Like i've said @blackrack You have cracked the secret to multiple light sources and custom flares, Now can you release those two as a seperate mod for us kopernicus users? Sorry if im bugging you but you literally have the key to a feature we've been drooling over for years. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted June 13, 2016 Share Posted June 13, 2016 (edited) Lost in the sands of time? ...and the posts that follow it. Though I would love to know what produced @Gaiiden's result in the first shot. Edit: http://imgur.com/a/Iur0T Edited June 13, 2016 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
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