Pxtseryu Posted February 4, 2018 Share Posted February 4, 2018 KSP: 1.3.1.1891 Problem: Water locking/staying in same position and leaving planet. Also whatever is happening below Mods installed: Alternis Kerbol, EVE, Scatterer, and a ton of part mods. Reproduction steps: run game, launch vessel, change FOV and water locks to screen and glitches out Disclaimer: I did NOT use HyperEdit to launch this. However, it could be the problem. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted February 4, 2018 Share Posted February 4, 2018 (edited) Alright, looks like it isn't Hyperedit. Here's a better picture: Edited February 4, 2018 by Pxtseryu Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 7, 2018 Author Share Posted February 7, 2018 On 2/4/2018 at 11:44 AM, Jebs_SY said: Hi all, is there any way to fix / workaround these issues in the RPM camera view? No workaround right now. Possible (development) fixes are: -Disabling effects on RPM camera -Displaying the correct effects on RPM camera (will take longer) You can open an issue here if you want this to be followed up: https://github.com/LGhassen/Scatterer/issues/ On 2/4/2018 at 9:40 PM, theaveragepxtseryu said: KSP: 1.3.1.1891 Problem: Water locking/staying in same position and leaving planet. Also whatever is happening below Mods installed: Alternis Kerbol, EVE, Scatterer, and a ton of part mods. Reproduction steps: run game, launch vessel, change FOV and water locks to screen and glitches out Disclaimer: I did NOT use HyperEdit to launch this. However, it could be the problem. Can you include logs? Also nothing else is involved? Just alternis kerbol+eve+scatterer and launch and mess around with fov? Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted February 9, 2018 Share Posted February 9, 2018 (edited) *Ignore, I found the solution in my old post of this thread* Edited February 9, 2018 by KerikBalm Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted February 9, 2018 Share Posted February 9, 2018 So quick question. Is it possible to make the sunflare show up in a supersampled screenshot? (quote this so I get a notification) Quote Link to comment Share on other sites More sharing options...
tygoo7 Posted February 11, 2018 Share Posted February 11, 2018 KSP: 1.3.1 Scatterer: 0.0325 Problem: Atmospheres show through planet in scaledspace. No idea what is causing it. Mods installed: Kopernicus, my planet pack, and Scatterer Reproduction steps: Just orbit one of the planets, Durgen for example, and wait until the gas giant is hidden behind the moon. This still happens even if I travel to the planet manually instead of using the stock set orbit cheat. Log: https://www.dropbox.com/s/794z9iw2luurof7/output_log.txt?dl=0 Scatterer configs: Saru (Gas Giant): Spoiler Scatterer_atmosphere { Atmo { name = Saru displayInterpolatedVariables = True experimentalAtmoScale = 1 mapExtinctionMultiplier = 1.10000002 mapExtinctionTint = 0.600000024 mapSkyExtinctionRimFade = 2 mapGroundExtinctionFade = 0 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.0399999991 mapSkyRimExposure = 0.0500000007 cloudColorMultiplier = 2 cloudScatteringMultiplier = 0.0500000007 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 mapAlphaGlobal = 1 Rg = 5200000 Rt = 5396226.5 RL = 5943253.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00680000009,0.00850000046,0.0631000027 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = SaruPack/Optional_Scatterer/Planets/Saru/Atmo configPoints { Item { altitude = 1000 skyAlpha = 0.8 skyExposure = 1 skyRimExposure = 0.25 postProcessAlpha = 0.95 postProcessDepth = 0.1 postProcessExposure = 0.2 skyExtinctionMultiplier = 7 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.3 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.8 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.95 postProcessDepth = 0.13 postProcessExposure = 0.23 skyExtinctionMultiplier = 1.1 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.8 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.95 postProcessDepth = 0.2 postProcessExposure = 0.23 skyExtinctionMultiplier = 1.1 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.8 skyExposure = 0 skyRimExposure = 0.13 postProcessAlpha = 0.95 postProcessDepth = 0.5 postProcessExposure = 0.23 skyExtinctionMultiplier = 1.1 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.7 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.8 skyExposure = 0.05 skyRimExposure = 0.03 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.23 skyExtinctionMultiplier = 1 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } } } } Durgen (Moon): Spoiler Scatterer_atmosphere { Atmo { name = Durgen displayInterpolatedVariables = True experimentalAtmoScale = 3.5 mapExtinctionMultiplier = 1 mapExtinctionTint = 0.5 mapSkyExtinctionRimFade = 0 mapGroundExtinctionFade = 0 _mapExtinctionScatterIntensity = 2 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.00999999978 mapSkyRimExposure = 0.0500000007 cloudColorMultiplier = 4 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.119999997 volumetricsColorMultiplier = 1 mapAlphaGlobal = 1 Rg = 450000 Rt = 456367.813 RL = 466474.063 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00899999961,0.0154999997,0.0200999994 m_mieG = 0.800000012 rimBlend = 0 rimpower = 60 specR = 40 specG = 40 specB = 40 shininess = 50 assetPath = SaruPack/Optional_Scatterer/Planets/Durgen/Atmo configPoints { Item { altitude = 200 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 1.54999995 postProcessDepth = 0.860000014 postProcessExposure = 0.219999999 skyExtinctionMultiplier = 0.600000024 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = 0.0240000002 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 1000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 1.04999995 postProcessDepth = 0.379999995 postProcessExposure = 0.219999999 skyExtinctionMultiplier = 0.600000024 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 0.449999988 postProcessDepth = 0.0799999982 postProcessExposure = 0.219999999 skyExtinctionMultiplier = 0.850000024 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 0.449999988 postProcessDepth = 0.100000001 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 0.449999988 postProcessDepth = 0.300000012 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 140000 skyAlpha = 1 skyExposure = 0.00999999978 skyRimExposure = 0.119999997 postProcessAlpha = 0.100000001 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0.300000012 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 0 _extinctionScatterIntensity = 1 } } } } Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 13, 2018 Author Share Posted February 13, 2018 On 2/9/2018 at 10:01 PM, Whovian41110 said: So quick question. Is it possible to make the sunflare show up in a supersampled screenshot? (quote this so I get a notification) Not at the moment but planned. On 2/11/2018 at 9:44 PM, tygoo7 said: KSP: 1.3.1 Scatterer: 0.0325 Problem: Atmospheres show through planet in scaledspace. No idea what is causing it. Mods installed: Kopernicus, my planet pack, and Scatterer Reproduction steps: Just orbit one of the planets, Durgen for example, and wait until the gas giant is hidden behind the moon. This still happens even if I travel to the planet manually instead of using the stock set orbit cheat. Log: https://www.dropbox.com/s/794z9iw2luurof7/output_log.txt?dl=0 Scatterer configs: Saru (Gas Giant): Reveal hidden contents Scatterer_atmosphere { Atmo { name = Saru displayInterpolatedVariables = True experimentalAtmoScale = 1 mapExtinctionMultiplier = 1.10000002 mapExtinctionTint = 0.600000024 mapSkyExtinctionRimFade = 2 mapGroundExtinctionFade = 0 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.0399999991 mapSkyRimExposure = 0.0500000007 cloudColorMultiplier = 2 cloudScatteringMultiplier = 0.0500000007 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 mapAlphaGlobal = 1 Rg = 5200000 Rt = 5396226.5 RL = 5943253.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00680000009,0.00850000046,0.0631000027 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = SaruPack/Optional_Scatterer/Planets/Saru/Atmo configPoints { Item { altitude = 1000 skyAlpha = 0.8 skyExposure = 1 skyRimExposure = 0.25 postProcessAlpha = 0.95 postProcessDepth = 0.1 postProcessExposure = 0.2 skyExtinctionMultiplier = 7 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.3 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.8 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.95 postProcessDepth = 0.13 postProcessExposure = 0.23 skyExtinctionMultiplier = 1.1 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.8 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.95 postProcessDepth = 0.2 postProcessExposure = 0.23 skyExtinctionMultiplier = 1.1 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.8 skyExposure = 0 skyRimExposure = 0.13 postProcessAlpha = 0.95 postProcessDepth = 0.5 postProcessExposure = 0.23 skyExtinctionMultiplier = 1.1 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.7 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.8 skyExposure = 0.05 skyRimExposure = 0.03 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.23 skyExtinctionMultiplier = 1 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } } } } Durgen (Moon): Reveal hidden contents Scatterer_atmosphere { Atmo { name = Durgen displayInterpolatedVariables = True experimentalAtmoScale = 3.5 mapExtinctionMultiplier = 1 mapExtinctionTint = 0.5 mapSkyExtinctionRimFade = 0 mapGroundExtinctionFade = 0 _mapExtinctionScatterIntensity = 2 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.00999999978 mapSkyRimExposure = 0.0500000007 cloudColorMultiplier = 4 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.119999997 volumetricsColorMultiplier = 1 mapAlphaGlobal = 1 Rg = 450000 Rt = 456367.813 RL = 466474.063 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00899999961,0.0154999997,0.0200999994 m_mieG = 0.800000012 rimBlend = 0 rimpower = 60 specR = 40 specG = 40 specB = 40 shininess = 50 assetPath = SaruPack/Optional_Scatterer/Planets/Durgen/Atmo configPoints { Item { altitude = 200 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 1.54999995 postProcessDepth = 0.860000014 postProcessExposure = 0.219999999 skyExtinctionMultiplier = 0.600000024 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = 0.0240000002 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 1000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 1.04999995 postProcessDepth = 0.379999995 postProcessExposure = 0.219999999 skyExtinctionMultiplier = 0.600000024 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 0.449999988 postProcessDepth = 0.0799999982 postProcessExposure = 0.219999999 skyExtinctionMultiplier = 0.850000024 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 0.449999988 postProcessDepth = 0.100000001 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.200000003 postProcessAlpha = 0.449999988 postProcessDepth = 0.300000012 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 140000 skyAlpha = 1 skyExposure = 0.00999999978 skyRimExposure = 0.119999997 postProcessAlpha = 0.100000001 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0.300000012 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 0 _extinctionScatterIntensity = 1 } } } } I just noticed this, it happens with planets that don't have a PQS, i will fix it soon. 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Whovian41110 Posted February 13, 2018 Share Posted February 13, 2018 2 hours ago, blackrack said: Not at the moment but planned. Thanks! Quote Link to comment Share on other sites More sharing options...
LunarGuest Posted February 14, 2018 Share Posted February 14, 2018 So uh, Spacedock has been down for a week, is there any other site I can download this mod from? Quote Link to comment Share on other sites More sharing options...
Facul Posted February 14, 2018 Share Posted February 14, 2018 (edited) Are there any other sources to download this mod from? As i cannot seem to be able to access the spacedock website. Edited February 14, 2018 by Facul Quote Link to comment Share on other sites More sharing options...
Rexutu Posted February 14, 2018 Share Posted February 14, 2018 (edited) Spacedock is down and the Github page doesn't have releases. Can you provide an alternate download link? EDIT: Solved my own problem. See here for an alternate download. Edited February 14, 2018 by Rexutu Quote Link to comment Share on other sites More sharing options...
seyss Posted February 14, 2018 Share Posted February 14, 2018 How do I disable atmosphere shown on the planets? I'm talking about that haze on the planets. Thanks. Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted February 15, 2018 Share Posted February 15, 2018 (edited) could it be possible to make shaders and stuff for the new horizons mod? i use that one and it wont work with kopernicus mods... do the shader and system alteration mods conflict or something? EDIT:okay now not only is my kopernicus sub-mod not working but the scatterer effects stopped working when i updated the scatterer mods and now oceans wont render Edited February 15, 2018 by mindseyemodels Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 15, 2018 Author Share Posted February 15, 2018 On 2/14/2018 at 1:14 AM, LunarGuest said: So uh, Spacedock has been down for a week, is there any other site I can download this mod from? On 2/14/2018 at 2:21 AM, Facul said: Are there any other sources to download this mod from? As i cannot seem to be able to access the spacedock website. Added to the OP. On 2/14/2018 at 12:58 PM, seyss said: How do I disable atmosphere shown on the planets? I'm talking about that haze on the planets. Thanks. Go on the scatterer UI and press "toggle postProcessing", it's not permanent though and will be back to default on scene change. If you want it permanent, at the moment you can go to all the config points and set the postprocessing depth to a really high value. I guess I should add an option for this in the main menu though. 14 hours ago, mindseyemodels said: could it be possible to make shaders and stuff for the new horizons mod? i use that one and it wont work with kopernicus mods... do the shader and system alteration mods conflict or something? EDIT:okay now not only is my kopernicus sub-mod not working but the scatterer effects stopped working when i updated the scatterer mods and now oceans wont render You can make custom scatterer configs for new horizons. Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 15, 2018 Share Posted February 15, 2018 15 hours ago, mindseyemodels said: could it be possible to make shaders and stuff for the new horizons mod? i use that one and it wont work with kopernicus mods... do the shader and system alteration mods conflict or something? EDIT:okay now not only is my kopernicus sub-mod not working but the scatterer effects stopped working when i updated the scatterer mods and now oceans wont render Scatterer will not plug and play with any planet pack.. the cfg have to be set up with those specific bodies. Default scatterer only works with stock. Quote Link to comment Share on other sites More sharing options...
papuchalk Posted February 16, 2018 Share Posted February 16, 2018 (edited) Hi, i have graphical issues when above sea. Look at bottom of heat shield, and also the ropes. They are too shiny white. It is even worse when you turn the camera around. Also the sky is distroted on second screen. Is it problem of Scatterer ? Any way how to remove it? must be something easy. Any help please https://imgur.com/a/OX1nU KSP: 1.3.1.1891 KSP_x64.exe running on Windows 10 Edited February 16, 2018 by papuchalk Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 16, 2018 Author Share Posted February 16, 2018 2 hours ago, papuchalk said: Hi, i have graphical issues when above sea. Look at bottom of heat shield, and also the ropes. They are too shiny white. It is even worse when you turn the camera around. Also the sky is distroted on second screen. Is it problem of Scatterer ? Any way how to remove it? must be something easy. Any help please https://imgur.com/a/OX1nU KSP: 1.3.1.1891 KSP_x64.exe running on Windows 10 First is a known issue, and currently being fixed. Second is what happens when the camera is too close to the water level, it will remain this way for a while. Quote Link to comment Share on other sites More sharing options...
BlackEyedPhantom Posted February 18, 2018 Share Posted February 18, 2018 how can i get better performance with scaterrer Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2018 Share Posted February 18, 2018 (edited) @Jack the Green Ghost Disable ocean shaders and water refraction. If that doesn’t help then you will need to upgrade your hardware Edited February 18, 2018 by Galileo Quote Link to comment Share on other sites More sharing options...
BlackEyedPhantom Posted February 18, 2018 Share Posted February 18, 2018 3 hours ago, Galileo said: @Jack the Green Ghost Disable ocean shaders and water refraction. If that doesn’t help then you will need to upgrade your hardware I want only just the ocean shaders cant i delete atmosphere Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2018 Share Posted February 18, 2018 41 minutes ago, Jack the Green Ghost said: I want only just the ocean shaders cant i delete atmosphere No that is not possible at the moment Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 18, 2018 Author Share Posted February 18, 2018 2 hours ago, Jack the Green Ghost said: I want only just the ocean shaders cant i delete atmosphere You can't, the effects are linked in many ways. And if you could well this wouldn't improve performance. Performance-wise, the ocean shaders dwarf everything else the mod does. Quote Link to comment Share on other sites More sharing options...
seacorb Posted February 19, 2018 Share Posted February 19, 2018 KSP: 1.3.0 Windows 64bit Problem: Missing Ocean on Kerbin and I imagine any planets with water (see below) https://www.dropbox.com/s/uy8pkynq7j7tbhl/screenshot1.png?dl=0 Mods installed: Scatterer EnvironmentalVisualEnhancements SVT [x] Science! Chatterer DistantObject KerbalEngineer Kopernicus MechJeb2 ModularFlightIntegrator PlanetShine-0.2.5.2 SmokeScreen StockVisualEnhancements WarpUnlocker WaypointManager Reproduction steps: Static issue with shader enabled. Turning shader off returns the water, albeit ugly water I remember the shader working back when I used to play 1.1 (whatever version scatterer was then) Log: https://www.dropbox.com/s/k1km4l6dc7n9y98/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
sijb777 Posted February 24, 2018 Share Posted February 24, 2018 (edited) Having this weird problem, took screenshots with quite a few mods installed but just tested and seems to be occurring with only scatterer installed too. Edited February 24, 2018 by sijb777 Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted February 24, 2018 Share Posted February 24, 2018 @sijb777, as of several months ago, Photobucket wants to charge you a bucket of money to host your pics. Trying another service, such as Imgur.com. Quote Link to comment Share on other sites More sharing options...
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