Galileo Posted July 14, 2017 Share Posted July 14, 2017 45 minutes ago, blorgon said: I'm having some trouble with scatterer's sunflare. Looks like the stock sunflare isn't being overwritten...? Output: https://www.dropbox.com/s/xtnucn3ev4dggy6/output_log.txt?dl=0 Here's a screenshot of what it's supposed to look like: And here's one of what it currently looks like (it's loading the sunflare texture, but it's not replacing the stock flare): Gamedata: This is because you have kopernicus installed and KSPRC does not include an mm cfg for kopernicus to remove the stock sunflare. Quote Link to comment Share on other sites More sharing options...
Kerbinchaser Posted July 14, 2017 Share Posted July 14, 2017 does the light in the water get darker the deeper you go? Quote Link to comment Share on other sites More sharing options...
Galileo Posted July 14, 2017 Share Posted July 14, 2017 19 minutes ago, Lo Var Lachland said: does the light in the water get darker the deeper you go? Yep Quote Link to comment Share on other sites More sharing options...
blorgon Posted July 14, 2017 Share Posted July 14, 2017 (edited) On 7/14/2017 at 4:00 PM, Galileo said: This is because you have kopernicus installed and KSPRC does not include an mm cfg for kopernicus to remove the stock sunflare. I don't understand. Why would a scatterer sunflare need Kopernicus to remove the stock sunflare (scatterer has no dependencies, and other scatterer installs remove the stock flare just fine)? Not a single one of my other installs of the game—including installs with KSPRC and Kopernicus—have this issue. I[snip] Edited July 16, 2017 by Vanamonde Quote Link to comment Share on other sites More sharing options...
Kerbinchaser Posted July 14, 2017 Share Posted July 14, 2017 20 minutes ago, Galileo said: Yep Niiiiiiiiiiccccccccceeeeeeeeeeeee......... Quote Link to comment Share on other sites More sharing options...
Galileo Posted July 14, 2017 Share Posted July 14, 2017 (edited) On 7/14/2017 at 4:36 PM, blorgon said: I don't understand. Why would a scatterer sunflare need Kopernicus to remove the stock sunflare (scatterer has no dependencies, and other scatterer installs remove the stock flare just fine)? Not a single one of my other installs of the game—including installs with KSPRC and Kopernicus—have this issue. Scatterer doesn't have dependencies, true, but for it to work with kopernicus, that change has to be made. [snip] Either have that mm patch or have the stock sun flare peeking through. The only other fix is to scale the sunflare to cover up the stock one. Edited July 16, 2017 by Vanamonde Quote Link to comment Share on other sites More sharing options...
blorgon Posted July 15, 2017 Share Posted July 15, 2017 (edited) On 7/14/2017 at 4:55 PM, Galileo said: Quote Scatterer doesn't have dependencies, true, but for it to work with kopernicus, that change has to be made I didn't understand what you had meant by your original reply because I wasn't aware that extra steps need to be taken to make scatterer and Kopernicus play nice, [snip] Edited July 16, 2017 by Vanamonde Quote Link to comment Share on other sites More sharing options...
Kerbinchaser Posted July 15, 2017 Share Posted July 15, 2017 (edited) Is there anyway to JUST get the Scatterer water effects? When I run this mod, it crashes my system, and I also want clouds with EVE. Edited July 15, 2017 by Lo Var Lachland Quote Link to comment Share on other sites More sharing options...
spacecookie Posted July 15, 2017 Share Posted July 15, 2017 Many thanks for this great mod (This is not a nirvana reference) Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 15, 2017 Share Posted July 15, 2017 Since updating to scatterer 0.3.2, I've noticed that my game no longer shows any kind of ocean wave/shader animations. The ocean is actually completely translucent, like a window, and you can see straight to the bottom. I have ocean shaders turned on. I note that if I switch back to scatterer 0.3.0, I don't get this issue. I am running KSP 1.2.2 in Dx11 mode. Can anyone suggest what might be going wrong? Quote Link to comment Share on other sites More sharing options...
Nightwindale Posted July 15, 2017 Share Posted July 15, 2017 (edited) 38 minutes ago, trias702 said: Since updating to scatterer 0.3.2, I've noticed that my game no longer shows any kind of ocean wave/shader animations. The ocean is actually completely translucent, like a window, and you can see straight to the bottom. I have ocean shaders turned on. I note that if I switch back to scatterer 0.3.0, I don't get this issue. I am running KSP 1.2.2 in Dx11 mode. Can anyone suggest what might be going wrong? You are using a version of scatterer made for v1.3 of the game with v1.2.2, no wonder there is an issue. Either uptade the game or stay on scatterer 0.3.0 Edited July 15, 2017 by Nightwindale Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 15, 2017 Share Posted July 15, 2017 (edited) 6 minutes ago, Nightwindale said: You are using a version of scatterer made for v1.3 of the game with v1.2.2, no wonder there is an issue. Either uptade the game or stay on scatterer 0.3.0 According to the documentation in the first post of this forum, scatterer 0.3.2 supports both KSP 1.2.2 and 1.3. Nothing in the documentation states that 0.3.2 is KSP 1.3 only and therefore there will be issues on 1.2.2. EDIT: I have tried going back to Dx 9, but this doesn't solve anything. I notice that scatterer 0.3.0 has the following config setting which was removed in 0.3.2: oceanRenderQueue = 2001 Given I'm having ocean rendering issues, I wonder if perhaps removing this option is causing the issue? Could it be that the ocean surface shaders are too low priority in a queue somewhere to render properly? Edited July 15, 2017 by trias702 Quote Link to comment Share on other sites More sharing options...
Speadge Posted July 15, 2017 Share Posted July 15, 2017 (edited) 4 minutes ago, trias702 said: According to the documentation in the first post of this forum, scatterer 0.3.2 supports both KSP 1.2.2 and 1.3. Nothing in the documentation states that 0.3.2 is KSP 1.3 only and therefore there will be issues on 1.2.2. EDIT: I have tried going back to Dx 9, but this doesn't solve anything. I notice that scatterer 0.3.0 has the following config setting which was removed in 0.3.2: oceanRenderQueue = 2001 Given I'm having ocean rendering issues, I wonder if perhaps removing this option is causing the issue? Could it be that the ocean surface shaders are too low priority in a queue somewhere to render properly? did u download 0.32 or 0.32b? might want to make sure u are using the right download. its not ONE VERSION FOR ALL! the default version on spacedock links to the 1.3.0 compatible one Edited July 15, 2017 by Speadge Quote Link to comment Share on other sites More sharing options...
beta546 Posted July 15, 2017 Share Posted July 15, 2017 (edited) I have also got this issue in KSP 1.3 with the latest scatterer, for 1.3. With shaders off the water is fine (stock water) if I return to the main menu and switch them on without a restart I see the stock water with the new pretty water poking through in places. then after a restart with the shaders on I have invisible water. Edit: Hmm seems to have been a fluke, for me at least. after another restart it is fine, and two more re loads after that is still fine.. So no idea why that happened. Although I seem to get a bit of an FPS drop when looking at the ocean, is there any way for me to reduce the quality at all? Edited July 15, 2017 by beta546 Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 15, 2017 Share Posted July 15, 2017 15 minutes ago, Speadge said: did u download 0.32 or 0.32b? might want to make sure u are using the right download. its not ONE VERSION FOR ALL! the default version on spacedock links to the 1.3.0 compatible one Good shout! So I received 0.32 via a CKAN update. However, I just downloaded 0.32 from the OP, and it works perfectly! Issue gone. Looks like CKAN has (or at least had) a corrupted version of scatterer 0.3.2 for KSP 1.2.2. Let this be a good lesson: any time one has issues with a mod, if it came from CKAN, always helps to re-download from the source. Thanks again for the help! Quote Link to comment Share on other sites More sharing options...
V7 Aerospace Posted July 15, 2017 Share Posted July 15, 2017 2 hours ago, beta546 said: I have also got this issue in KSP 1.3 with the latest scatterer, for 1.3. With shaders off the water is fine (stock water) if I return to the main menu and switch them on without a restart I see the stock water with the new pretty water poking through in places. then after a restart with the shaders on I have invisible water. Edit: Hmm seems to have been a fluke, for me at least. after another restart it is fine, and two more re loads after that is still fine.. So no idea why that happened. Although I seem to get a bit of an FPS drop when looking at the ocean, is there any way for me to reduce the quality at all? On the pop up box that appears on start up, change the setting at the top from 128, to 64. Quote Link to comment Share on other sites More sharing options...
beta546 Posted July 15, 2017 Share Posted July 15, 2017 12 minutes ago, V7 Aerospace said: On the pop up box that appears on start up, change the setting at the top from 128, to 64. Cheers mate. Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted July 16, 2017 Share Posted July 16, 2017 A number of posts have been edited or removed from this thread entirely. Personal attacks and foul language do not benefit anyone. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted July 16, 2017 Share Posted July 16, 2017 (edited) Hey, I was wondering if you could help with a problem I'm having adding scatterer oceans to some of my modded planets So for a new planet I added, when I added the scatterer ocean, it seemed to co-exist with the old flat stock ocean when I had the ocean configured like so: Spoiler Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 16 minDetailDistance = 16 oceanColor = 0.00,0.33,0.44,1 Material { colorFromSpace = 0.10,0.33,0.44,1 color = 0.00,0.33,0.44,0.5 } FallbackMaterial { colorFromSpace = 0.10,0.33,0.44,1 color = 0.00,0.33,0.44,0.5 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 1500000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.05,0.33,0.44,0.5 oceanOpacity = 0.01 spaceSurfaceBlend = 0 enabled = true order = 200 } } Fog { fogColorEnd = 0.45,0.45,0.45,1 fogColorStart = 0.45,0.45,0.45,1 skyColorOpacityBase = 0.5 } } But then when I changed the config to this: Spoiler Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 16 minDetailDistance = 16 } It appeared and functioned just fine with scatterer... so whatever, not a big deal But then I tried to apply a scatterer ocean to a duna-with-oceans mod I've mad, and the results were weird. Viewing from under the water seems fine: But from above the water, the ocean is nearly invisible: And it was just a copy of the kerbin ocean.cfg with the name changed from Kerbin to Duna. Any ideas? *edit* solved it, the duna atmo config had a line about the ocean, and changing a 0 to a 1 fixed it: Edited July 16, 2017 by KerikBalm Quote Link to comment Share on other sites More sharing options...
Epoxid Posted July 16, 2017 Share Posted July 16, 2017 (edited) On 7.7.2017 at 1:16 PM, blackrack said: Flip the alternate sqrt switch in the main menu settings. Thank you very very much for making this fantastic mod! I also used to have this halo bug in 1.2, and turning on this sqrt-fix removed the halo. It was gone and everything worked nicely up to and including the hot-fix for the floating tiles. Today, I downloaded the latest release for 1.3, and whether or not the sqrt-fix is on or off, I always have the halo. Meaning... the fix is no longer working for me with with latest version, but before that, it was fine. I am using OS X and an otherwise clean install of KSP, meaning no other mods. So, I made some tests: 320b (1st download link on SpaceDock): Sqrt-fix not working, always halo 315 preview (2nd download from top on SpaceDock): Halo is always there, fix is not doing anything on or off 275 preview (3rd download from top on SpaceDock): Fix Works: Halo is gone with alternate sqrt "off". This is the latest version where I can remove the halo... Edited July 16, 2017 by Epoxid Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 16, 2017 Share Posted July 16, 2017 4 hours ago, KerikBalm said: it seemed to co-exist with the old flat stock ocean when I had the ocean configured like so In your planet's template file, add this: Template { name = [TEMPLATE NAME] (probably Laythe) -->> removeOcean = true <<-- removePQSMods = [YOUR PQSMODS] } Quote Link to comment Share on other sites More sharing options...
JBore Posted July 16, 2017 Share Posted July 16, 2017 9 hours ago, Epoxid said: Thank you very very much for making this fantastic mod! I also used to have this halo bug in 1.2, and turning on this sqrt-fix removed the halo. It was gone and everything worked nicely up to and including the hot-fix for the floating tiles. Today, I downloaded the latest release for 1.3, and whether or not the sqrt-fix is on or off, I always have the halo. Meaning... the fix is no longer working for me with with latest version, but before that, it was fine. I am using OS X and an otherwise clean install of KSP, meaning no other mods. So, I made some tests: 320b (1st download link on SpaceDock): Sqrt-fix not working, always halo 315 preview (2nd download from top on SpaceDock): Halo is always there, fix is not doing anything on or off 275 preview (3rd download from top on SpaceDock): Fix Works: Halo is gone with alternate sqrt "off". This is the latest version where I can remove the halo... As I think I mentioned earlier - I'm having the same problem; since I switched to 1.3 & ran the updated scatterer with it, I always have the rainbow. I'm trying to figure out how to get a log to help, as soon as I can, I'll post it. Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 17, 2017 Share Posted July 17, 2017 (edited) I have no idea what I did, but I tried re-installing scatterer today, and now I no longer get the halos (on OSX). Maybe due to upgrading SVE to 1.2.5.0 since I last uninstalled scatterer? These are the settings I have which seemed to work for me (and disabling alt sqrt did give me halos again too): Edited July 17, 2017 by Rodger Quote Link to comment Share on other sites More sharing options...
JBore Posted July 17, 2017 Share Posted July 17, 2017 1 hour ago, Rodger said: I have no idea what I did, but I tried re-installing scatterer today, and now I no longer get the halos (on OSX). Maybe due to upgrading SVE to 1.2.5.0 since I last uninstalled scatterer? These are the settings I have which seemed to work for me (and disabling alt sqrt did give me halos again too): Thanks for the update, and the suggestion! Unfortunately, when I followed the same steps, the halo still exists for me - even after toggling the alternate SQRT (I'm also running OS X, on a pretty new Mac, so I don't think it's a. hardware issue). http://imgur.com/a/Nmjn1 Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 17, 2017 Share Posted July 17, 2017 Yeah... Looks like I spoke too soon lol. The halos are better in map view, but in flight they're still there. Quote Link to comment Share on other sites More sharing options...
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