Loki92150 Posted November 16, 2020 Share Posted November 16, 2020 19 hours ago, Mad17 said: Hi, wanted to ask here before submitting a request. I'm getting white atmospheres with scatter any idea on a fix? Hello, I’m having the same issue on 1.10.1, Kerbin’s atmosphere is kinda white/grey, foggy, the planet doesn’t look blue anymore but greyish/foggy from space, any idea how to tweak the settings to prevent that? I’m also using EVE. Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 21, 2020 Share Posted November 21, 2020 I have what looks like a bad near clip plane or something weird going on. Is this normal scatterer behavior? https://gfycat.com/unselfishidealisticlamprey Spoiler Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.1.4.0 000_AT_Utils v1.9.6.0 001_AnisotropicPartResizer v1.4.1.0 002_MultiAnimators v1.2.1.0 0_00_AT_Utils_UI v1.0.0.0 CC.UI v1.0.0.0 ConfigurableContainers v2.6.1.0 SubmodelResizer v1.0.0.0 ClickThroughBlocker v0.1.10.14 / v1.0.0.0 aaa_Toolbar v1.8.0.5 ToolbarControl v0.1.9.4 / v1.0.0.0 ControlSurfaceToggle v1.3.2.3 / v1.0.0.0 0Harmony v1.2.0.1 AirlockPlus v0.0.11.0 CLSInterfaces v1.2.0.0 AnimatedAttachment v2.1.3.0 / v0.4.0.0 AnimatedDecouplers v1.4.2.19194 KSP_Log v0.1.0.6 / v1.0.0.0 AutoQuickSaveSystem v0.1.0.0 / v1.0.0.0 B9PartSwitch v2.17.0.0 / vv2.17.0 B9_Aerospace_WingStuff v0.93.0.0 / v0.93 BAM v1.3.3.3 / v1.1.0.0 BetterBurnTime v1.0.0.0 SigmaTweakMaxResource v1.0.0.0 BonVoyage v1.2.0.0 Chatterer v0.9.99.2788 CommNetConstellation v1.5.0.0 / v1.5.5 CCK v5.1.0.0 / v5.1.0.0 for KSP v1 KXAPI v1.0.0.0 CraftManager v1.0.7240.23210 KatLib v1.0.7240.21438 CrewLight v1.20.0.0 CrewRandR v1.1.10.4 / v1.0.0.0 SimpleBoiloff v0.2.1.0 CustomBarnKit v1.1.21.0 CustomPreLaunchChecks v1.0.0.0 / v1.8.1.0 DeployableEngines v2.2.0.0 DiRT v1.8.0.0 DistantObject v2.0.1.1 DMagic v1.4.3.0 / vv1.4.3.0 DockingCamera v1.3.7.8 / v1.0.0.0 DockRotate v1.10.1.52 DynamicBatteryStorage v1.0.0.0 FlightTracker v1.0.0.0 EarnYourStripes v1.0.0.0 EasyVesselSwitch v2.1.7366.39779 / v2.1 for KSP v1.* KSPDev_Utils.2.0 v2.0.7231.38433 / v2.0 for KSP v1.8+ EditorExtensionsRedux v3.4.1.1 Atmosphere v1.11.1.1 CelestialShadows v1.11.1.1 CityLights v1.11.1.1 EVEManager v1.11.1.1 PartFX v1.11.1.1 PQSManager v1.11.1.1 ShaderLoader v1.11.1.1 Terrain v1.11.1.1 TextureConfig v1.11.1.1 Utils v1.11.1.1 _BuildManager v1.11.1.1 FerramAerospaceResearch.Base v0.16.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 FerramAerospaceResearch v0.16.0.0 ferramGraph v1.3.0.0 Scale_Redist v1.0.0.0 FlagRotate v1.1.8.0 / v1.0.0.0 FlexoTubes v1.0.7.0 / v7.0 FP_DockingSndFX v2.1.12.27690 FShangarExtender v3.6.0.0 / v3.5.0.0 Kopernicus.Parser v1.0.0.0 Kopernicus v1.0.0.0 MyRocksAreBiggerThanYours v1.0.0.0 SigmaHeatShifter v1.0.0.0 SigmaTweakChutes v1.0.0.0 GC.UI v1.0.0.0 GroundConstruction v2.6.4.1 Hangar v3.6.2.0 HideEmptyTechTreeNodes v1.0.0.0 HotSpot v0.8.0.0 / v0.8.0 MyRocksAreBiggerThanYours v1.0.0.0 Kronometer v1.0.0.0 SigmaTweakChutes v1.0.0.0 Sigma88LoadingScreens v0.4.0.0KAS-API-v2 v2.0.7239.35367 / vKAS API v2KAS v1.7.7516.37663 / v1.7 for KSP v1 KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1 MiniAVC-V2 v2.0.0.0 KerbalChangelog v1.3.0.0 KerbalConstructionTime v1.4.8.0 0Harmony v1.2.0.1 KerbalismBootstrap v3.11.7536.20007 / v3.11 KerbalismKompanionKalkulator v1.0.0.0 KerbalJointReinforcementNext v4.1.15.0 KerbalKonstructs v2.0.0.0 / v1.8.1.15 DeployableAeroSurfaces v1.0.0.0 KerbetrotterTools v1.2.11.0KIS v1.26.7504.42051 / v1.25 for KSP v1 KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1 MiniAVC-V2 v2.0.0.0 Kopernicus.Parser v1.0.0.0 ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0 kOS v1.2.1.0 kOS.Safe v1.2.1.0 KRASH v0.5.33.2 / v1.0.0.0 KronalUtils v0.1.1.0 / v1.0.0.0 KatLib v1.0.7240.21438 MagiCore v1.3.2.3 / v1.0.0.0 / v1.3.1.0 MandatoryRCS v1.6.0.0 BetterManeuvering v1.0.5.0 / v5.0 BetterManeuvering.Unity v1.0.5.0 MechJeb2 v2.5.1.0 / v / v2.11.0.0 MemorialWall v0.0.0.0 NavUtilLib v0.7.2.0 NavUtilRPM v0.7.2.0 NearFutureElectrical v1.0.0.0 NearFutureExploration v0.4.0.0 NFPropUtils v1.0.0.0 NearFuturePropulsion v0.9.0.0 NearFutureSolar v0.4.0.0 FinalFrontier v1.0.0.0 Orion v1.0.0.0 ParkingBrake v0.3.0.0 PlanetarySurfaceStructures v1.6.12.0 PlanetShine v0.2.6.1 RCSBuildAid v0.10.0.0 Restock v0.1.0.0 SCANsat v1.20.4.0 / vv20.4 SCANmechjeb v1.20.4.0 / vv20.4 SCANsat.Unity v1.20.4.0 scatterer v0.632.0.0 SensiblePumps v1.3.0.0 SmartParts v1.9.16.0 SmokeScreen v2.8.14.0 ButtonManager v0.0.1.0 / v1.0.0.0 KSP_ColorPicker v0.1.0.3 / v1.0.0.0 KSP_PartHighlighter v0.1.0.7 / v1.0.0.0 SpaceTuxUtility v0.0.1.0 / v1.0.0.0 VesselModuleSave v0.0.1.0 / v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 HabUtils v1.0.0.0 BetterTracking v1.0.6.0 / v6.0 BetterTracking.Unity v1.0.6.0 TrajectoriesBootstrap v1.0.0.0 KerbalAlarmClock v3.13.0.0 TransferWindowPlanner v1.7.2.0 UniversalStorage2 v1.8.0.0 / vv1.8.0.0 UniversalStorage2.Unity v1.8.0.0 WaypointManager v2.8.2.6 / v2.8.1 KerbalActuators v1.0.0.0 ZeroMiniAVC v1.1.0.1 Folders and files in GameData: 000_AT_Utils 000_ClickThroughBlocker 000_Toolbar 001_ToolbarControl AECS_Motion_Suppressor AirlockPlus AnimatedAttachment AnimatedDecouplers AutoQuickSaveSystem B9PartSwitch B9_Aerospace_ProceduralWings BAM BetterBurnTime BetterSRBs BonVoyage Chatterer CommNetAntennasExtension CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTechTree CraftManager CrewLight CrewRandR CryoEngines CryoEnginesNFAero CryoTanks CustomBarnKit CustomPreLaunchChecks DecayingRTGs DeployableEngines DiRT DistantObject DMagicOrbitalScience DockingCamKURS DockRotate DynamicBatteryStorage EarnYourStripes EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements FerramAerospaceResearch FlagRotate FlexoDocking FlightTracker FP_DPSoundFX FShangarExtender GEP GEP_JNSQ GroundConstruction Hangar HeatControl HideEmptyTechTreeNodes HotSpot JNSQ JX2AntennaKAS KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalChangeLog KerbalConstructionTime KerbalInventorySystemNoFun Kerbalism KerbalismConfig KerbalismKompanionKalkulator KerbalJointReinforcement KerbalKonstructs KerbalReusabilityExpansion KerbetrotterLtd KermangeddonIndustriesKIS Kopernicus kOS KRASH KronalVesselViewer KSCExtended KXAPI MagiCore MandatoryRCS ManeuverNodeEvolved MarkIVSystem MechJeb2 MemorialWall Mk2Expansion Mk3Expansion ModularFlightIntegrator ModularLaunchPads NavUtilities continued NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid Orion OSSNTR ParkingBrake PlanetaryBaseInc PlanetShine PoodsSkyboxes RationalResources RCSBuildAid RealPlume RealPlume-Stock RemoteTechRedev ReStock ReStockPlus SCANsat scatterer SciencePancake SensiblePumpsCont SmartParts SmokeScreen SpaceTuxLibrary Stock folder: Squad Stock folder: SquadExpansion StationPartsExpansionRedux TrackingStationEvolved Trajectories TriggerTech TundraSpaceCenter UniversalStorage2 UnKerballedStart UtilityWeight WaypointManager WildBlueIndustries ZeroMiniAVC Custom_FARAeroData.cfg FinalFrontier.dat ModuleManager.4.1.4.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree toolbar-settings.dat Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 21, 2020 Author Share Posted November 21, 2020 On 11/16/2020 at 4:33 PM, Loki92150 said: Hello, I’m having the same issue on 1.10.1, Kerbin’s atmosphere is kinda white/grey, foggy, the planet doesn’t look blue anymore but greyish/foggy from space, any idea how to tweak the settings to prevent that? I’m also using EVE. Same answer as above: 15 hours ago, eberkain said: I have what looks like a bad near clip plane or something weird going on. Is this normal scatterer behavior? https://gfycat.com/unselfishidealisticlamprey Reveal hidden contents Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.1.4.0 000_AT_Utils v1.9.6.0 001_AnisotropicPartResizer v1.4.1.0 002_MultiAnimators v1.2.1.0 0_00_AT_Utils_UI v1.0.0.0 CC.UI v1.0.0.0 ConfigurableContainers v2.6.1.0 SubmodelResizer v1.0.0.0 ClickThroughBlocker v0.1.10.14 / v1.0.0.0 aaa_Toolbar v1.8.0.5 ToolbarControl v0.1.9.4 / v1.0.0.0 ControlSurfaceToggle v1.3.2.3 / v1.0.0.0 0Harmony v1.2.0.1 AirlockPlus v0.0.11.0 CLSInterfaces v1.2.0.0 AnimatedAttachment v2.1.3.0 / v0.4.0.0 AnimatedDecouplers v1.4.2.19194 KSP_Log v0.1.0.6 / v1.0.0.0 AutoQuickSaveSystem v0.1.0.0 / v1.0.0.0 B9PartSwitch v2.17.0.0 / vv2.17.0 B9_Aerospace_WingStuff v0.93.0.0 / v0.93 BAM v1.3.3.3 / v1.1.0.0 BetterBurnTime v1.0.0.0 SigmaTweakMaxResource v1.0.0.0 BonVoyage v1.2.0.0 Chatterer v0.9.99.2788 CommNetConstellation v1.5.0.0 / v1.5.5 CCK v5.1.0.0 / v5.1.0.0 for KSP v1 KXAPI v1.0.0.0 CraftManager v1.0.7240.23210 KatLib v1.0.7240.21438 CrewLight v1.20.0.0 CrewRandR v1.1.10.4 / v1.0.0.0 SimpleBoiloff v0.2.1.0 CustomBarnKit v1.1.21.0 CustomPreLaunchChecks v1.0.0.0 / v1.8.1.0 DeployableEngines v2.2.0.0 DiRT v1.8.0.0 DistantObject v2.0.1.1 DMagic v1.4.3.0 / vv1.4.3.0 DockingCamera v1.3.7.8 / v1.0.0.0 DockRotate v1.10.1.52 DynamicBatteryStorage v1.0.0.0 FlightTracker v1.0.0.0 EarnYourStripes v1.0.0.0 EasyVesselSwitch v2.1.7366.39779 / v2.1 for KSP v1.* KSPDev_Utils.2.0 v2.0.7231.38433 / v2.0 for KSP v1.8+ EditorExtensionsRedux v3.4.1.1 Atmosphere v1.11.1.1 CelestialShadows v1.11.1.1 CityLights v1.11.1.1 EVEManager v1.11.1.1 PartFX v1.11.1.1 PQSManager v1.11.1.1 ShaderLoader v1.11.1.1 Terrain v1.11.1.1 TextureConfig v1.11.1.1 Utils v1.11.1.1 _BuildManager v1.11.1.1 FerramAerospaceResearch.Base v0.16.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 FerramAerospaceResearch v0.16.0.0 ferramGraph v1.3.0.0 Scale_Redist v1.0.0.0 FlagRotate v1.1.8.0 / v1.0.0.0 FlexoTubes v1.0.7.0 / v7.0 FP_DockingSndFX v2.1.12.27690 FShangarExtender v3.6.0.0 / v3.5.0.0 Kopernicus.Parser v1.0.0.0 Kopernicus v1.0.0.0 MyRocksAreBiggerThanYours v1.0.0.0 SigmaHeatShifter v1.0.0.0 SigmaTweakChutes v1.0.0.0 GC.UI v1.0.0.0 GroundConstruction v2.6.4.1 Hangar v3.6.2.0 HideEmptyTechTreeNodes v1.0.0.0 HotSpot v0.8.0.0 / v0.8.0 MyRocksAreBiggerThanYours v1.0.0.0 Kronometer v1.0.0.0 SigmaTweakChutes v1.0.0.0 Sigma88LoadingScreens v0.4.0.0KAS-API-v2 v2.0.7239.35367 / vKAS API v2KAS v1.7.7516.37663 / v1.7 for KSP v1 KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1 MiniAVC-V2 v2.0.0.0 KerbalChangelog v1.3.0.0 KerbalConstructionTime v1.4.8.0 0Harmony v1.2.0.1 KerbalismBootstrap v3.11.7536.20007 / v3.11 KerbalismKompanionKalkulator v1.0.0.0 KerbalJointReinforcementNext v4.1.15.0 KerbalKonstructs v2.0.0.0 / v1.8.1.15 DeployableAeroSurfaces v1.0.0.0 KerbetrotterTools v1.2.11.0KIS v1.26.7504.42051 / v1.25 for KSP v1 KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1 MiniAVC-V2 v2.0.0.0 Kopernicus.Parser v1.0.0.0 ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0 kOS v1.2.1.0 kOS.Safe v1.2.1.0 KRASH v0.5.33.2 / v1.0.0.0 KronalUtils v0.1.1.0 / v1.0.0.0 KatLib v1.0.7240.21438 MagiCore v1.3.2.3 / v1.0.0.0 / v1.3.1.0 MandatoryRCS v1.6.0.0 BetterManeuvering v1.0.5.0 / v5.0 BetterManeuvering.Unity v1.0.5.0 MechJeb2 v2.5.1.0 / v / v2.11.0.0 MemorialWall v0.0.0.0 NavUtilLib v0.7.2.0 NavUtilRPM v0.7.2.0 NearFutureElectrical v1.0.0.0 NearFutureExploration v0.4.0.0 NFPropUtils v1.0.0.0 NearFuturePropulsion v0.9.0.0 NearFutureSolar v0.4.0.0 FinalFrontier v1.0.0.0 Orion v1.0.0.0 ParkingBrake v0.3.0.0 PlanetarySurfaceStructures v1.6.12.0 PlanetShine v0.2.6.1 RCSBuildAid v0.10.0.0 Restock v0.1.0.0 SCANsat v1.20.4.0 / vv20.4 SCANmechjeb v1.20.4.0 / vv20.4 SCANsat.Unity v1.20.4.0 scatterer v0.632.0.0 SensiblePumps v1.3.0.0 SmartParts v1.9.16.0 SmokeScreen v2.8.14.0 ButtonManager v0.0.1.0 / v1.0.0.0 KSP_ColorPicker v0.1.0.3 / v1.0.0.0 KSP_PartHighlighter v0.1.0.7 / v1.0.0.0 SpaceTuxUtility v0.0.1.0 / v1.0.0.0 VesselModuleSave v0.0.1.0 / v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 HabUtils v1.0.0.0 BetterTracking v1.0.6.0 / v6.0 BetterTracking.Unity v1.0.6.0 TrajectoriesBootstrap v1.0.0.0 KerbalAlarmClock v3.13.0.0 TransferWindowPlanner v1.7.2.0 UniversalStorage2 v1.8.0.0 / vv1.8.0.0 UniversalStorage2.Unity v1.8.0.0 WaypointManager v2.8.2.6 / v2.8.1 KerbalActuators v1.0.0.0 ZeroMiniAVC v1.1.0.1 Folders and files in GameData: 000_AT_Utils 000_ClickThroughBlocker 000_Toolbar 001_ToolbarControl AECS_Motion_Suppressor AirlockPlus AnimatedAttachment AnimatedDecouplers AutoQuickSaveSystem B9PartSwitch B9_Aerospace_ProceduralWings BAM BetterBurnTime BetterSRBs BonVoyage Chatterer CommNetAntennasExtension CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTechTree CraftManager CrewLight CrewRandR CryoEngines CryoEnginesNFAero CryoTanks CustomBarnKit CustomPreLaunchChecks DecayingRTGs DeployableEngines DiRT DistantObject DMagicOrbitalScience DockingCamKURS DockRotate DynamicBatteryStorage EarnYourStripes EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements FerramAerospaceResearch FlagRotate FlexoDocking FlightTracker FP_DPSoundFX FShangarExtender GEP GEP_JNSQ GroundConstruction Hangar HeatControl HideEmptyTechTreeNodes HotSpot JNSQ JX2AntennaKAS KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalChangeLog KerbalConstructionTime KerbalInventorySystemNoFun Kerbalism KerbalismConfig KerbalismKompanionKalkulator KerbalJointReinforcement KerbalKonstructs KerbalReusabilityExpansion KerbetrotterLtd KermangeddonIndustriesKIS Kopernicus kOS KRASH KronalVesselViewer KSCExtended KXAPI MagiCore MandatoryRCS ManeuverNodeEvolved MarkIVSystem MechJeb2 MemorialWall Mk2Expansion Mk3Expansion ModularFlightIntegrator ModularLaunchPads NavUtilities continued NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid Orion OSSNTR ParkingBrake PlanetaryBaseInc PlanetShine PoodsSkyboxes RationalResources RCSBuildAid RealPlume RealPlume-Stock RemoteTechRedev ReStock ReStockPlus SCANsat scatterer SciencePancake SensiblePumpsCont SmartParts SmokeScreen SpaceTuxLibrary Stock folder: Squad Stock folder: SquadExpansion StationPartsExpansionRedux TrackingStationEvolved Trajectories TriggerTech TundraSpaceCenter UniversalStorage2 UnKerballedStart UtilityWeight WaypointManager WildBlueIndustries ZeroMiniAVC Custom_FARAeroData.cfg FinalFrontier.dat ModuleManager.4.1.4.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree toolbar-settings.dat Definitely not normal. Post your ksp.log file Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 22, 2020 Share Posted November 22, 2020 17 hours ago, blackrack said: Definitely not normal. Post your ksp.log file So I had this issue for several days and it was really annoying me before I took the time to make the gif and post. But now I can't reproduce it. The only mod I removed that I remember was the new revamped Docking Cam mod, it does do some gfx stuff with camera effects and whatnot, so maybe they have some weird interaction or conflict. I have not done an isolated test yet to confirm it is a problem. Quote Link to comment Share on other sites More sharing options...
Haze_Aerospaze Posted November 22, 2020 Share Posted November 22, 2020 On 11/16/2020 at 4:33 PM, Loki92150 said: Hello, I’m having the same issue on 1.10.1, Kerbin’s atmosphere is kinda white/grey, foggy, the planet doesn’t look blue anymore but greyish/foggy from space, any idea how to tweak the settings to prevent that? I’m also using EVE. Also experiencing this on KSP 1.10.1 . Thick milky white fog over Kerbin. Both in menu and in-game. Relatively fresh install, so not many additional mods besides EVE, planetshine, distantobject and some gameplay mods. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 22, 2020 Author Share Posted November 22, 2020 1 hour ago, Haze_Aerospaze said: Also experiencing this on KSP 1.10.1 . Thick milky white fog over Kerbin. Both in menu and in-game. Relatively fresh install, so not many additional mods besides EVE, planetshine, distantobject and some gameplay mods. Please follow the instructions in the OP under "How to report Issues" Quote Link to comment Share on other sites More sharing options...
Haze_Aerospaze Posted November 24, 2020 Share Posted November 24, 2020 On 11/22/2020 at 6:34 PM, blackrack said: Please follow the instructions in the OP under "How to report Issues" My apologies, bad form on my part. Maybe I'm just misremembering how this should look, but the atmo and sky look a bit off (see screenshot). Almost as if they're applied multiple times. I haven't played KSP in a while though so maybe this is just how it should be? In that case I'd prefer my Kerbin a bit more geen, suggestion for settings to alter? Screenshot Spoiler KSP: 1.10.1.2939 - Windows 64bit Problem: Kerbin Atmoshpere looks too thick/milky/foggy. Both in menu screen and in-game. Mods installed: ModuleManager v4.1.4.0 Sigma88LoadingScreens v0.5.0.0 SigmaReplacementsSkyBox v1.0.0.0 Chatterer v0.9.99.2788 DistantObject v2.0.1.1 Atmosphere v1.10.1.2 CelestialShadows v0.0.0.0 CityLights v1.10.1.2 EVEManager v1.10.1.2 PartFX v1.10.1.2 PQSManager v1.10.1.2 ShaderLoader v1.10.1.2 Terrain v1.10.1.2 TextureConfig v1.10.1.2 Utils v1.10.1.2 _BuildManager v1.10.1.2 IndicatorLights v1.0.0.0 KerbalEngineer v1.1.7.2 KerbalEngineer.Unity v1.0.0.0 Kopernicus.Parser v1.0.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 Kopernicus v1.0.0.0 XInputDotNetPure v1.0.0.0 MechJeb2 v2.5.1.0 / v / v2.11.0.0 MiniAVC v1.2.0.6 PQSModExpansion v1.0.0.0 Parallax v1.0.0.0 ParallaxInstallationChecker v1.0.0.0 PlanetShine v0.2.6.1 ProceduralFairings v1.8.1.0 / v1.8.3.0 RemoteTech v1.9.0.0 / v1.9.8 scatterer v0.632.0.0 SmokeScreen v2.8.14.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 TextureReplacer v4.2.1.21267 Reproduction steps: 1. Clean KSP install 2. Install Astronomer Visual Pack through CKAN including scatterer and all other dependencies. Log: https://www.dropbox.com/s/d1hoj9jed1id5gk/Player.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Arco123 Posted November 24, 2020 Share Posted November 24, 2020 @Haze_Aerospaze This is because of the AVP configs for scatterer. AVP has it's own configs and this is not a issue. (How to delete: AVP/Scatterer/Planets/Kerbin/ > Atmo.cfg < Delete this.) Quote Link to comment Share on other sites More sharing options...
Haze_Aerospaze Posted November 24, 2020 Share Posted November 24, 2020 @Arco123 Thanks for your help. Indeed Scatterer and AVP both have atmo configs (which differ slightly on a few parameters). Not sure how KSP handles such doubles, but it seems the AVP config has a line at the top that checks if an atmo is loaded already (?) !Atmo:HAS[#name[Kerbin]]{} (Also AVP's config doesn't properly close all its curly brackets, but thats something for another thread I suppose). Anyway deleting either the AVP or Scatterer atmo.cfg does not make much visual difference for me, but deleting both does. I guess this also removes any atmospheric effects on the rendered lights, but I much prefer this aesthetic. I might try to approach this by tweaking the settings in the atmo config. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 24, 2020 Author Share Posted November 24, 2020 4 hours ago, Arco123 said: @Haze_Aerospaze This is because of the AVP configs for scatterer. AVP has it's own configs and this is not a issue. (How to delete: AVP/Scatterer/Planets/Kerbin/ > Atmo.cfg < Delete this.) 5 hours ago, Haze_Aerospaze said: My apologies, bad form on my part. Maybe I'm just misremembering how this should look, but the atmo and sky look a bit off (see screenshot). Almost as if they're applied multiple times. I haven't played KSP in a while though so maybe this is just how it should be? In that case I'd prefer my Kerbin a bit more geen, suggestion for settings to alter? Screenshot Reveal hidden contents KSP: 1.10.1.2939 - Windows 64bit Problem: Kerbin Atmoshpere looks too thick/milky/foggy. Both in menu screen and in-game. Mods installed: ModuleManager v4.1.4.0 Sigma88LoadingScreens v0.5.0.0 SigmaReplacementsSkyBox v1.0.0.0 Chatterer v0.9.99.2788 DistantObject v2.0.1.1 Atmosphere v1.10.1.2 CelestialShadows v0.0.0.0 CityLights v1.10.1.2 EVEManager v1.10.1.2 PartFX v1.10.1.2 PQSManager v1.10.1.2 ShaderLoader v1.10.1.2 Terrain v1.10.1.2 TextureConfig v1.10.1.2 Utils v1.10.1.2 _BuildManager v1.10.1.2 IndicatorLights v1.0.0.0 KerbalEngineer v1.1.7.2 KerbalEngineer.Unity v1.0.0.0 Kopernicus.Parser v1.0.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 Kopernicus v1.0.0.0 XInputDotNetPure v1.0.0.0 MechJeb2 v2.5.1.0 / v / v2.11.0.0 MiniAVC v1.2.0.6 PQSModExpansion v1.0.0.0 Parallax v1.0.0.0 ParallaxInstallationChecker v1.0.0.0 PlanetShine v0.2.6.1 ProceduralFairings v1.8.1.0 / v1.8.3.0 RemoteTech v1.9.0.0 / v1.9.8 scatterer v0.632.0.0 SmokeScreen v2.8.14.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 TextureReplacer v4.2.1.21267 Reproduction steps: 1. Clean KSP install 2. Install Astronomer Visual Pack through CKAN including scatterer and all other dependencies. Log: https://www.dropbox.com/s/d1hoj9jed1id5gk/Player.log?dl=0 Yep, that's just how your config looks Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted November 25, 2020 Share Posted November 25, 2020 I did a search and only found a single reference to comets in this thread, so figured it might be with reporting: Spoiler KSP: 1.10.1 Windows 64bit Problem: Comet tails rendered weirdly over sun flares Mods installed: Scatterer v0.632.0.0 Module manager Breaking Ground & Making History Reproduction steps: With default scatterer settings: timewarp until you see a comet on far side of Kerbol from Kerbin. Load a craft to runway and check to see if visible from flight scene. With Scatterer Stock: Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 25, 2020 Author Share Posted November 25, 2020 4 hours ago, cyberKerb said: I did a search and only found a single reference to comets in this thread, so figured it might be with reporting: Hide contents KSP: 1.10.1 Windows 64bit Problem: Comet tails rendered weirdly over sun flares Mods installed: Scatterer v0.632.0.0 Module manager Breaking Ground & Making History Reproduction steps: With default scatterer settings: timewarp until you see a comet on far side of Kerbol from Kerbin. Load a craft to runway and check to see if visible from flight scene. With Scatterer Stock Hmm, due to changes in the next version this should be fixed "accidentally", I should still check how it looks. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted November 25, 2020 Share Posted November 25, 2020 1 hour ago, blackrack said: Hmm, due to changes in the next version this should be fixed "accidentally", I should still check how it looks. Problems don't usually like to group together, but for debugging, it's nice when they do. Also glad it was a bug and not a 'me' error. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 29, 2020 Author Share Posted November 29, 2020 (edited) This will be a long post so grab some snacks I have been working on implementing a new godray technique: Some of you might remember I used to have godrays in scatterer a while back, well that implementation was flawed and had many issues, here is a direct comparison between the old and new technique. The old technique was only getting the "outer surface", and couldn't handle overlapping rays and get the real depth, it also often had gaps. The new technique creates a light volume and handles overlapping rays and complex shapes, it uses shadow information so is directly tied to shadowmap resolution, shadow distance etc (now you understand why I was insisting on "fixing" shadows in the last update). To put this new technique to the test, I built this huge monolith. I call this: "The Temple of Godrays" I boosted scattering exposure a bit here, you can see light columns formed by the holes in the ceiling As you can see, it's a true volumetric effect and not screen-space With this new technique I'm also able to inject any information I want to create godrays, I'm currently adapting it to have EVE clouds cast godrays, although it still needs a lot of work: Laythe's surface looking magical: webm: https://gfycat.com/poshuniformerne I have to say though this looked simple to me going in, it's probably been one of the most complex features for me to implement and pretty much took everything I learned in the last few years about graphics programming and the unity engine to get it working. These godrays will only work on Directx11 (they require the unified camera setup). Moving on, a few versions back I added underwater caustics. The next logical step was to create underwater light rays: Short video: https://gfycat.com/sillypeskybaldeagle These use a completely different technique from the godray technique used for terrain and clouds, more adapted for short distances and semi-transparencies. Here the lightrays are derived directly from the caustics textures and config, you can follow any light ray to the matching caustic. Here are some beauty shots, as you can probably see, this is inspired by subnautica. We can also do the same “temple test” as we did for godrays but underwater Moving on, since the ocean shader was added, it has always looked nice, but any ships on the water surface were always static and not interacting with the waves, as if they were anchored in place. Some will remember that I showed a prototype in 2016 were a ship was interacting with waves. Since the ocean was created and animated on the GPU, in the 2016 implementation I re-did all the ocean calculations on the CPU, so that the height info would be available on the CPU for physics, so it was slow (as it's a computationally heavy task that benefits from parallelization but that's the GPU's job) and had a very hefty CPU impact, moreover my knowledge was limited at the time, and the implementation was unstable and caused ships to disintegrate, often within seconds. Well, here's the new version: Webm: https://gfycat.com/splendidcelebrateddodobird It appears stable even with multiple ships Watch in HD: https://gfycat.com/evilexcellentbobwhite Although it can of course destroy your ships if the waves are big. Here is a boat caught in a massive storm (ridiculous buoyancy on the boat here): Webm: https://gfycat.com/imaginaryjadedafricanaugurbuzzard What's impressive, this runs with nearly no performance impact. How can it run so well when the old version destroyed performance? There is a big trick here, can you tell what is going on? Wave interactions will only work on Directx11, if you haven't guessed, the magic feature that makes this work is async GPU readback which is sadly not implemented by unity for OpenGL. With this, there are other limitations like jittering and cutting that become apparent in the ocean shader when the waves are bigger (there was never a reason before to have big waves when vessels stayed "anchored"), as well as how static the ocean config is, in a future update I will work on making the ocean dynamic, I will start with a simple weather system so the waves can change dynamically, we'll see where this goes. Gameplay-wise, it makes moving against the waves difficult, the water seems to slow down ships a lot on every impact, however reasonable/small waves are a pleasure to navigate. I'm also looking forward to see the first guy to stabilize a boat by moving fuel in between tanks with a kOS script. Vessel recovery can be an issue too, although I have workarounds to test. Moving on, RSS/Rescale users will be happy to know that I’ve fixed this issue where scattering is cut off in the distance (without changing the clip planes) You might still be able to spot a discrepancy where local terrain and scaled terrain meet, but it's a small one. Using the same technique I’ve also fixed this issue where mountains might look overbright white when ascending to orbit And for OpenGL users who must be feeling left out by now due to no godrays and wave interactions on Opengl, at least I have something for you. Since unity added compute shader support outside Directx11: Config tool builds for Linux and Mac: https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/ConfigToolLinux.zip https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/MacConfTool.app.zip Also, actual documentation for scatterer is here on the wiki, although still a work in progress https://github.com/LGhassen/Scatterer/wiki With that said, I really love modding and exploring what can be done, I feel like I'm close to "finishing" Scatterer, but the topics involved are increasingly complex and time-consuming to work on. As I want to continue modding, I decided to set up a Patreon, hoping to make modding more sustainable for me. This doesn't mean my mods will become paid, they will be available for everyone of course, however patrons will get early access to in-dev features and previews, and I get to spend more time doing what I love and adding new features everyone can enjoy, and finally finding the time to work on some things that I never could, and fixing the layer of jankiness around my old code (nevermind that scatterer was my first real programming project). I will be uploading a first build shortly, so stay tuned: Please consider supporting me there if you appreciate my work, and if you can't, that's alright too, releases will always be public. Edited November 29, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
Altaille Posted November 29, 2020 Share Posted November 29, 2020 I am not the most talkative person on the forum, but I had to write something there. Scatterer is one of those mods that looks almost as "standard" as stock now (in a good way ), and it does a lot to make the game beautiful. What you have done there is outstanding ! I always liked the godrays (the old ones), so I really like seeing them improved. The waves ... I did not know about your prototype, I did not even thought it could be possible. Very curious to see how seaplanes will handle it Every one of these features taken alone is a big achievement, so the whole thing ... Impressive work ! My current save is lagging behind the last graphical updates (both stock and mods), and you are giving me one more reason to hurry up to do what I want (landing at least once everywhere) before moving on to a more difficult modded setup Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 29, 2020 Share Posted November 29, 2020 Holy moly, Blackrack. That's some serious improvement on the diffusal of the godray implementation. They maybe look a little strong (like, maybe too contrasted) above ground, in my eye, but underwater they look spot on. Its also great to see the improvements made to the horizon issues upon ascent, that's a real game changer. With this statement, "I feel like I'm close to "finishing" Scatterer," I would say that as soon as the issue of the post processing of the horizon rendering in front of/not being occluded by terrain in front gets resolved, you're pretty much there! Amazing stuff! Consider myself a patron. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted November 29, 2020 Share Posted November 29, 2020 I'm lost for words, mate. Looks incredible - Amazing work! Quote Link to comment Share on other sites More sharing options...
Delay Posted November 29, 2020 Share Posted November 29, 2020 The godrays are particularly impressive. Smooth, (at least by your selection) bug-free and freely adaptable to whatever is wanted. However, as gorgeous as the effect looks, keep in mind that crepuscular rays are very rare in real life. Not every cloud - by far not every cloud - casts one of these. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 29, 2020 Author Share Posted November 29, 2020 (edited) I didn't expect to have patrons already. I have uploaded a first preview build on Patreon, and after a short while it will become public for everyone. https://www.patreon.com/posts/0-0700-early-44444791 Thank you guys 4 hours ago, Altaille said: I am not the most talkative person on the forum, but I had to write something there. Scatterer is one of those mods that looks almost as "standard" as stock now (in a good way ), and it does a lot to make the game beautiful. What you have done there is outstanding ! I always liked the godrays (the old ones), so I really like seeing them improved. The waves ... I did not know about your prototype, I did not even thought it could be possible. Very curious to see how seaplanes will handle it Every one of these features taken alone is a big achievement, so the whole thing ... Impressive work ! My current save is lagging behind the last graphical updates (both stock and mods), and you are giving me one more reason to hurry up to do what I want (landing at least once everywhere) before moving on to a more difficult modded setup Thank you. And about seaplanes, I will just say that the stock gull is completely helpless 4 hours ago, Poodmund said: Holy moly, Blackrack. That's some serious improvement on the diffusal of the godray implementation. They maybe look a little strong (like, maybe too contrasted) above ground, in my eye, but underwater they look spot on. Its also great to see the improvements made to the horizon issues upon ascent, that's a real game changer. With this statement, "I feel like I'm close to "finishing" Scatterer," I would say that as soon as the issue of the post processing of the horizon rendering in front of/not being occluded by terrain in front gets resolved, you're pretty much there! Amazing stuff! Consider myself a patron. Thank you, the strength is adjustable: but I wanted to show them off of course 4 hours ago, Gameslinx said: I'm lost for words, mate. Looks incredible - Amazing work! Thanks man! 3 hours ago, Delay said: The godrays are particularly impressive. Smooth, (at least by your selection) bug-free and freely adaptable to whatever is wanted. However, as gorgeous as the effect looks, keep in mind that crepuscular rays are very rare in real life. Not every cloud - by far not every cloud - casts one of these. There is some jittering sometimes, so there is still some work to do. I'm well aware they are rare in real life, it's more complicated. The clouds godrays are still in an early state though. Edited November 29, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
Maple Kerman Posted November 29, 2020 Share Posted November 29, 2020 This looks seriously cool. I can't wait to try this out eventually. Quote Link to comment Share on other sites More sharing options...
Arco123 Posted November 29, 2020 Share Posted November 29, 2020 @blackrack DUDE, why is 2020 so good for graphics mods!? Boats in cinematics will NEVER be the same. Also godrays are great. I was sad when they go removed. Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 30, 2020 Share Posted November 30, 2020 10 hours ago, blackrack said: These godrays will only work on Directx11 (they require the unified camera setup). Sadness Still, awesome work, looks very nice. Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted November 30, 2020 Share Posted November 30, 2020 11 hours ago, blackrack said: This will be a long post so grab some snacks I have been working on implementing a new godray technique: Some of you might remember I used to have godrays in scatterer a while back, well that implementation was flawed and had many issues, here is a direct comparison between the old and new technique. The old technique was only getting the "outer surface", and couldn't handle overlapping rays and get the real depth, it also often had gaps. The new technique creates a light volume and handles overlapping rays and complex shapes, it uses shadow information so is directly tied to shadowmap resolution, shadow distance etc (now you understand why I was insisting on "fixing" shadows in the last update). To put this new technique to the test, I built this huge monolith. I call this: "The Temple of Godrays" I boosted scattering exposure a bit here, you can see light columns formed by the holes in the ceiling As you can see, it's a true volumetric effect and not screen-space With this new technique I'm also able to inject any information I want to create godrays, I'm currently adapting it to have EVE clouds cast godrays, although it still needs a lot of work: Laythe's surface looking magical: webm: https://gfycat.com/poshuniformerne I have to say though this looked simple to me going in, it's probably been one of the most complex features for me to implement and pretty much took everything I learned in the last few years about graphics programming and the unity engine to get it working. These godrays will only work on Directx11 (they require the unified camera setup). Moving on, a few versions back I added underwater caustics. The next logical step was to create underwater light rays: Short video: https://gfycat.com/sillypeskybaldeagle These use a completely different technique from the godray technique used for terrain and clouds, more adapted for short distances and semi-transparencies. Here the lightrays are derived directly from the caustics textures and config, you can follow any light ray to the matching caustic. Here are some beauty shots, as you can probably see, this is inspired by subnautica. We can also do the same “temple test” as we did for godrays but underwater Moving on, since the ocean shader was added, it has always looked nice, but any ships on the water surface were always static and not interacting with the waves, as if they were anchored in place. Some will remember that I showed a prototype in 2016 were a ship was interacting with waves. Since the ocean was created and animated on the GPU, in the 2016 implementation I re-did all the ocean calculations on the CPU, so that the height info would be available on the CPU for physics, so it was slow (as it's a computationally heavy task that benefits from parallelization but that's the GPU's job) and had a very hefty CPU impact, moreover my knowledge was limited at the time, and the implementation was unstable and caused ships to disintegrate, often within seconds. Well, here's the new version: Webm: https://gfycat.com/splendidcelebrateddodobird It appears stable even with multiple ships Watch in HD: https://gfycat.com/evilexcellentbobwhite Although it can of course destroy your ships if the waves are big. Here is a boat caught in a massive storm (ridiculous buoyancy on the boat here): Webm: https://gfycat.com/imaginaryjadedafricanaugurbuzzard What's impressive, this runs with nearly no performance impact. How can it run so well when the old version destroyed performance? There is a big trick here, can you tell what is going on? Wave interactions will only work on Directx11, if you haven't guessed, the magic feature that makes this work is async GPU readback which is sadly not implemented by unity for OpenGL. With this, there are other limitations like jittering and cutting that become apparent in the ocean shader when the waves are bigger (there was never a reason before to have big waves when vessels stayed "anchored"), as well as how static the ocean config is, in a future update I will work on making the ocean dynamic, I will start with a simple weather system so the waves can change dynamically, we'll see where this goes. Gameplay-wise, it makes moving against the waves difficult, the water seems to slow down ships a lot on every impact, however reasonable/small waves are a pleasure to navigate. I'm also looking forward to see the first guy to stabilize a boat by moving fuel in between tanks with a kOS script. Vessel recovery can be an issue too, although I have workarounds to test. Moving on, RSS/Rescale users will be happy to know that I’ve fixed this issue where scattering is cut off in the distance (without changing the clip planes) You might still be able to spot a discrepancy where local terrain and scaled terrain meet, but it's a small one. Using the same technique I’ve also fixed this issue where mountains might look overbright white when ascending to orbit And for OpenGL users who must be feeling left out by now due to no godrays and wave interactions on Opengl, at least I have something for you. Since unity added compute shader support outside Directx11: Config tool builds for Linux and Mac: https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/ConfigToolLinux.zip https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/MacConfTool.app.zip Also, actual documentation for scatterer is here on the wiki, although still a work in progress https://github.com/LGhassen/Scatterer/wiki With that said, I really love modding and exploring what can be done, I feel like I'm close to "finishing" Scatterer, but the topics involved are increasingly complex and time-consuming to work on. As I want to continue modding, I decided to set up a Patreon, hoping to make modding more sustainable for me. This doesn't mean my mods will become paid, they will be available for everyone of course, however patrons will get early access to in-dev features and previews, and I get to spend more time doing what I love and adding new features everyone can enjoy, and finally finding the time to work on some things that I never could, and fixing the layer of jankiness around my old code (nevermind that scatterer was my first real programming project). I will be uploading a first build shortly, so stay tuned: Please consider supporting me there if you appreciate my work, and if you can't, that's alright too, releases will always be public. pog Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 30, 2020 Share Posted November 30, 2020 (edited) 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. Edited November 30, 2020 by Beetlecat Quote Link to comment Share on other sites More sharing options...
evileye.x Posted November 30, 2020 Share Posted November 30, 2020 20 hours ago, blackrack said: This will be a long post so grab some snacks 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! 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.