stuff Posted May 8, 2016 Share Posted May 8, 2016 I have been trying to figure out how to get the clouds changing names in the cloud config file is confusing not sure what to change. any help would really be appreciated Link to comment Share on other sites More sharing options...
Nansuchao Posted May 8, 2016 Share Posted May 8, 2016 1 minute ago, stuff said: I have been trying to figure out how to get the clouds changing names in the cloud config file is confusing not sure what to change. any help would really be appreciated Inside the clouds.cfg you'll see everything for every clouded planets. Except that the texture setting (something like SVE/Textures/kerbinclouds1), replace every Kerbin with Earth. It's easy if you use Notepad to just "Find Next" Kerbin and replace it. Link to comment Share on other sites More sharing options...
stuff Posted May 8, 2016 Share Posted May 8, 2016 Just now, Nansuchao said: Inside the clouds.cfg you'll see everything for every clouded planets. Except that the texture setting (something like SVE/Textures/kerbinclouds1), replace every Kerbin with Earth. It's easy if you use Notepad to just "Find Next" Kerbin and replace it. thanks for the info ill try and figure it out again Link to comment Share on other sites More sharing options...
blackrack Posted May 8, 2016 Share Posted May 8, 2016 5 hours ago, selfish_meme said: Does not happen in stock @blackrack could probably tell you what it is, it might be an OpenGL issue, I am running Linux, see wireframe here Without Can you or anyone else with the issue test if it also happens under dx9 and dx11? Link to comment Share on other sites More sharing options...
selfish_meme Posted May 8, 2016 Share Posted May 8, 2016 (edited) 4 minutes ago, blackrack said: Can you or anyone else with the issue test if it also happens under dx9 and dx11? Well the others on the thread did not have this issue, I think I am the only OpenGL user, and I only have OSX or Linux to test with. But the solution was a couple of posts down 8 minutes ago, Nansuchao said: Inside the clouds.cfg you'll see everything for every clouded planets. Except that the texture setting (something like SVE/Textures/kerbinclouds1), replace every Kerbin with Earth. It's easy if you use Notepad to just "Find Next" Kerbin and replace it. Ah damn, I know what I did wrong, I did a replace all, and I bet I changed the texture name Edited May 8, 2016 by selfish_meme Link to comment Share on other sites More sharing options...
blackrack Posted May 8, 2016 Share Posted May 8, 2016 (edited) 1 hour ago, selfish_meme said: But the solution was a couple of posts down It's not a real solution though, It's basically "pushing" the messed up halo out of the mesh. The halo shouldn't be happening in the first place. Edited May 8, 2016 by blackrack Link to comment Share on other sites More sharing options...
selfish_meme Posted May 8, 2016 Share Posted May 8, 2016 (edited) 5 minutes ago, blackrack said: It's not a real solution though, It's basically "pushing" the messed up halo out of the mesh. The halo shouldn't be happening in the first place. ah, though it only happened in this mod, both old and new dll, it never happened in the version I had before, but I did not have this mod installed before Edited May 8, 2016 by selfish_meme Link to comment Share on other sites More sharing options...
blackrack Posted May 8, 2016 Share Posted May 8, 2016 (edited) 6 minutes ago, selfish_meme said: ah, though it only happened in this mod, both old and new dll, it never happened in the version I had before, but I did not have this mod installed before Well I saw it briefly in yesterday's testing but not sure if it was in OpenGL or dx11. It's basically the same as this: http://i.imgur.com/RLAg0ko.jpg Except now the mesh is a sphere containing the planet instead of a full-screen quad like in older versions, which means the effect gets limited to a certain sphere a bit bigger than the planet. This is also why it "works" when you change the atmosphere scale to "push" the halo out of the mesh. Edited May 8, 2016 by blackrack Link to comment Share on other sites More sharing options...
Example Posted May 8, 2016 Share Posted May 8, 2016 Where do you change the timewarp limits, i only have 100 when im halfway from moon and it takes a while to go just to high space, says something like i cant timewarp faster under 24500000 or something like that. maybe a zero to much or to less Link to comment Share on other sites More sharing options...
Blacks Posted May 8, 2016 Share Posted May 8, 2016 @blackrack @selfish_meme if you speak about this: yes it happen in DX11 but it can be fix tweaking default value with other best what i can doo was this: but i need to tune better for make a better hallow Link to comment Share on other sites More sharing options...
Nansuchao Posted May 8, 2016 Share Posted May 8, 2016 43 minutes ago, Blacks said: @blackrack @selfish_meme if you speak about this: yes it happen in DX11 but it can be fix tweaking default value with other best what i can doo was this: but i need to tune better for make a better hallow Are you using the LaunchSite Swithcer? Link to comment Share on other sites More sharing options...
selfish_meme Posted May 8, 2016 Share Posted May 8, 2016 2 minutes ago, Nansuchao said: Are you using the LaunchSite Swithcer? I am not at least Link to comment Share on other sites More sharing options...
Blacks Posted May 8, 2016 Share Posted May 8, 2016 Just now, Nansuchao said: Are you using the LaunchSite Swithcer? No, what you see there like yellow & red dots are only ground connection set for Remotech, KSC_Switcher done by regex it is not install Link to comment Share on other sites More sharing options...
styckx Posted May 8, 2016 Share Posted May 8, 2016 (edited) Finally tried this... Wonderful work so far!! Thank you! SS = Scatterer removed / Distant Object Enhancement removed and Skybox replacement in place.. Edited May 8, 2016 by styckx Link to comment Share on other sites More sharing options...
Rahn1908 Posted May 8, 2016 Share Posted May 8, 2016 (edited) I ve been ttying to make this work since yesterday to no avail. I m following the given directions, using the lowest textures for RSS-Textures folder. Still after the parts have loaded and before the main menu appears the game hangs with the mini solar system on the bottom right spinning and a message from the module manager about how many patches have been loaded from cache. I ve tried both 64 and 32bit. I waited for it for over 20 mins but it wont load nor crash. Anything I could provide u guys with to help me out? Edited May 8, 2016 by Rahn1908 Link to comment Share on other sites More sharing options...
rad Posted May 8, 2016 Share Posted May 8, 2016 This is what happens when I add the SigmaDev in: http://images.akamai.steamusercontent.com/ugc/275094869256938768/1CECE7F85C5D9EDCEAADD94DCE04D8A79BB90844/ Link to comment Share on other sites More sharing options...
Galileo Posted May 8, 2016 Share Posted May 8, 2016 37 minutes ago, styckx said: Finally tried this... Wonderful work so far!! Thank you! SS = Scatterer removed / Distant Object Enhancement removed and Skybox replacement in place.. that looks great! Link to comment Share on other sites More sharing options...
Onesmallstep Posted May 8, 2016 Share Posted May 8, 2016 13 minutes ago, rad said: This is what happens when I add the SigmaDev in: http://images.akamai.steamusercontent.com/ugc/275094869256938768/1CECE7F85C5D9EDCEAADD94DCE04D8A79BB90844/ You probably have a mod that is not compatible whit sigma dimensions. Link to comment Share on other sites More sharing options...
rad Posted May 8, 2016 Share Posted May 8, 2016 5 minutes ago, Onesmallstep said: You probably have a mod that is not compatible whit sigma dimensions. These are the mods I have Link to comment Share on other sites More sharing options...
Onesmallstep Posted May 8, 2016 Share Posted May 8, 2016 1 minute ago, rad said: These are the mods I have 2 minutes ago, rad said: These are the mods I have Im sorry but i have no clue ): Link to comment Share on other sites More sharing options...
stuff Posted May 8, 2016 Share Posted May 8, 2016 28 minutes ago, Rahn1908 said: I ve been ttying to make this work since yesterday to no avail. I m following the given directions, using the lowest textures for RSS-Textures folder. Still after the parts have loaded and before the main menu appears the game hangs with the mini solar system on the bottom right spinning and a message from the module manager about how many patches have been loaded from cache. I ve tried both 64 and 32bit. I waited for it for over 20 mins but it wont load nor crash. Anything I could provide u guys with to help me out? I had the same thing happen to me there mods missing, the requirements on the first page show all the mods that need to be installed first Link to comment Share on other sites More sharing options...
rad Posted May 8, 2016 Share Posted May 8, 2016 I got it to work! Link to comment Share on other sites More sharing options...
Nansuchao Posted May 8, 2016 Share Posted May 8, 2016 Mars is wonderful from far and from very close too Spoiler Spoiler Btw, I found an issue with Titan probably Scatterer related, while now I have no more the custom flare for no apparent reason. I have to dig this. Spoiler Link to comment Share on other sites More sharing options...
Rahn1908 Posted May 8, 2016 Share Posted May 8, 2016 12 minutes ago, stuff said: I had the same thing happen to me there mods missing, the requirements on the first page show all the mods that need to be installed first. Sadly it seems i do have all the required mods, if whats needed is Sigma, RealSolarSystem and Kopernicus. Thanx for offering advice tho, would aprecciate any other Link to comment Share on other sites More sharing options...
Galileo Posted May 8, 2016 Share Posted May 8, 2016 @Nansuchao you lose your sunflare around Titan? Link to comment Share on other sites More sharing options...
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