Benji13 Posted December 15, 2016 Share Posted December 15, 2016 1 hour ago, Avera9eJoe said: elch... how would I uh... change that... I would start by looking in the scattered configs and see if there's a hexadecimal colour setting in there (you know, the good old 236,72,81 sir of thing). If there is a setting for that (and changing it works) I would then go into an image editor, pick a good colour and change it to that. I don't really know though, I'm just guessing here. Maybe @Galileo could help you? Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 15, 2016 Share Posted December 15, 2016 6 minutes ago, Benji13 said: I would start by looking in the scattered configs and see if there's a hexadecimal colour setting in there (you know, the good old 236,72,81 sir of thing). If there is a setting for that (and changing it works) I would then go into an image editor, pick a good colour and change it to that. I don't really know though, I'm just guessing here. Maybe @Galileo could help you? If anything I'd copy the ocean straight from Kerbin Link to comment Share on other sites More sharing options...
Benji13 Posted December 15, 2016 Share Posted December 15, 2016 39 minutes ago, Avera9eJoe said: If anything I'd copy the ocean straight from Kerbin Fair enough. Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 15, 2016 Share Posted December 15, 2016 7 hours ago, Benji13 said: Fair enough. Sad to say but creating your own scatterer configs isn't as simple as just changing Alpha transparency and RGB color values though... I haven't done any experimenting with oceans, but I know that with atmospheric scattering you can't simply change the RGB values in each planet config - you have to re-create the effect in the scattering tool and export it's settings into the game. Just changing the RGB values will turn your planet into a psychedelic dream if you don't change things correctly. Link to comment Share on other sites More sharing options...
Akinatronic Posted December 15, 2016 Share Posted December 15, 2016 Hi Galileo, found two strange bugs on Eve : Spoiler When I pass 130 kms, the main clouds are gone... Spoiler The second one is stranger than the first one. A cloud image stay on planet and don't move when I warp. My installation is totally correct, Kerbin, Duna and Jool don't seem weird like Eve. Link to comment Share on other sites More sharing options...
Galileo Posted December 15, 2016 Author Share Posted December 15, 2016 (edited) Just now, Akinatronic said: Hi Galileo, found two strange bugs on Eve : Reveal hidden contents When I pass 130 kms, the main clouds are gone... Reveal hidden contents The second one is stranger than the first one. A cloud image stay on planet and don't move when I warp. My installation is totally correct, Kerbin, Duna and Jool don't seem weird like Eve. the first issue is caused by a bad transition from high to low eve orbit in scatterer. The second issue, is just one of those things that happens when time warping. the clouds cant keep up with the speed of the time warp. not a bug, just a limitation between EVE and KSP. its less noticable on Duna and Kerbin because there isnt nearly as much cloud cover. With that said, there is nothing i can to at the moment. Edited December 15, 2016 by Galileo Link to comment Share on other sites More sharing options...
Akinatronic Posted December 15, 2016 Share Posted December 15, 2016 The second issue doesn't appear each time so it's not really important. But for the first can I modify the configs to have a better transition without cloud disappearing ? Link to comment Share on other sites More sharing options...
Galileo Posted December 15, 2016 Author Share Posted December 15, 2016 3 minutes ago, Akinatronic said: The second issue doesn't appear each time so it's not really important. But for the first can I modify the configs to have a better transition without cloud disappearing ? I never saw clouds disappear once. But feel free to mess with the cfgs. Link to comment Share on other sites More sharing options...
Akinatronic Posted December 15, 2016 Share Posted December 15, 2016 The install of SVE is very fresh but I have many mods. Can you test by yourself with hyperedit to see if that happen in your game ? If it doesn't happen I will search what is the mod who is causing the issue with SVE. That's really important because I'm going to stream next week on KSP ^^ And I'm certainly not enough talented to play with the cfgs lol Link to comment Share on other sites More sharing options...
Galileo Posted December 15, 2016 Author Share Posted December 15, 2016 11 minutes ago, Akinatronic said: The install of SVE is very fresh but I have many mods. Can you test by yourself with hyperedit to see if that happen in your game ? If it doesn't happen I will search what is the mod who is causing the issue with SVE. That's really important because I'm going to stream next week on KSP ^^ And I'm certainly not enough talented to play with the cfgs lol I will look into it when I have time tomorrow. Until then post you mod list Link to comment Share on other sites More sharing options...
Akinatronic Posted December 15, 2016 Share Posted December 15, 2016 Here we go Spoiler { "name": "ModuleManager" }, { "name": "ModularFlightIntegrator" }, { "name": "GimbalTrim" }, { "name": "Konstruction" }, { "name": "CryoTanks" }, { "name": "MarkIVSpaceplaneSystem" }, { "name": "DockingcameraKURSstyle" }, { "name": "B9PartSwitch" }, { "name": "KIS" }, { "name": "ColorCodedCans" }, { "name": "ColorfulFuelLines" }, { "name": "WaterSounds" }, { "name": "CryoEngines" }, { "name": "B9-PWings-Fork" }, { "name": "DestructionEffects" }, { "name": "NearFutureSolar-Core" }, { "name": "JanitorsCloset" }, { "name": "Mk3Expansion" }, { "name": "InterstellarFuelSwitch" }, { "name": "USITools" }, { "name": "FlexibleDocking" }, { "name": "KWRocketryRedux-InstantPwr" }, { "name": "NearFutureSolar" }, { "name": "TransferWindowPlanner" }, { "name": "NearFutureProps" }, { "name": "JettisonFuel" }, { "name": "FirespitterResourcesConfig" }, { "name": "KSP-AVC" }, { "name": "TweakScale" }, { "name": "NearFutureConstruction" }, { "name": "DockingPortSoundFX" }, { "name": "FuelTanksPlus" }, { "name": "NavballUpDefault" }, { "name": "NearFutureElectrical" }, { "name": "surfacelights" }, { "name": "KRASH" }, { "name": "CommunityTechTree" }, { "name": "MechJeb2" }, { "name": "RealPlume-StockConfigs" }, { "name": "NearFutureSpacecraft" }, { "name": "HeatControl" }, { "name": "PlanetShine" }, { "name": "PlanetShine-Config-Default" }, { "name": "Toolbar" }, { "name": "KSTS" }, { "name": "RCSSounds" }, { "name": "RealPlume" }, { "name": "KWRocketryRedux" }, { "name": "CorrectCoL" }, { "name": "Mk2Expansion" }, { "name": "FirespitterCore" }, { "name": "CommunityCategoryKit" }, { "name": "EasyBoard" }, { "name": "SXT" }, { "name": "RealChute" }, { "name": "B9AnimationModules" }, { "name": "SafeChute" }, { "name": "DockingPortAlignmentIndicator" }, { "name": "ReentryParticleEffect" }, { "name": "BetterCrewAssignment" }, { "name": "QuickMute" }, { "name": "KAS" }, { "name": "NearFuturePropulsion" }, { "name": "TextureReplacer" }, { "name": "DistantObject" }, { "name": "UniversalStorage" }, { "name": "AudioMufflerRedux" }, { "name": "HangarGrid" }, { "name": "SmokeScreen" }, { "name": "KerbodynePlus" }, { "name": "SpaceY-Expanded" }, { "name": "NearFutureElectrical-Core" }, { "name": "AlternateResourcePanel" }, { "name": "DistantObject-default" }, { "name": "Chatterer" }, { "name": "USI-Core" }, { "name": "RCSBuildAid" }, { "name": "NavHud" }, { "name": "BonVoyage" }, { "name": "MinAmbience" }, { "name": "CommunityResourcePack" }, { "name": "PreciseNode" }, { "name": "InfernalRobotics" }, { "name": "InfernalRobotics-LegacyParts" }, { "name": "BetterBurnTime" }, { "name": "InterstellarFuelSwitch-Core" }, { "name": "SnapDock" }, { "name": "LithobrakeExplorationTechnologies" }, { "name": "HyperEdit" }, { "name": "AllYAll" }, { "name": "StockalikeMiningExtension" }, { "name": "ShowFPS" }, { "name": "LCFP" }, { "name": "AnimatedDecouplers-x86" }, { "name": "ProceduralFairings" }, { "name": "SpaceY-Lifters" }, { "name": "RoverWheelSounds" }, { "name": "NavBallsToYou" }, { "name": "LandingHeight" }, { "name": "PlaneMode" }, { "name": "TWR1" }, { "name": "LCDLaunchCountDown" }, { "name": "SmartStage" }, { "name": "DeployableEngines" }, { "name": "HangarExtender" }, { "name": "WarpEverywhere" }, { "name": "ShuttleLiftingBodyCormorantAeronology" }, { "name": "KerbalAlarmClock" }, { "name": "IndicatorLights" }, { "name": "PoodsDeepStarMap" }, { "name": "AsphaltTiles" }, { "name": "ModularRocketSystem" }, { "name": "ShipEffects" }, { "name": "ExtendedInfoSciExp" }, { "name": "EngineLighting" }, { "name": "EasyVesselSwitch" }, { "name": "KerbalEngineerRedux" Link to comment Share on other sites More sharing options...
Akinatronic Posted December 16, 2016 Share Posted December 16, 2016 (edited) It happen on a nearly stock game without my enormous modlist and only all SVE folders (Kopernicus included). Without Kopernicus it continue to happen. Without scatterer too. It's definitely a SVE bug. EDIT : after reinstalling SVE and EVE without scatterer it doesn't happen but happen with a clear scatterer installed. So you was right that's caused by scatterer. Edited December 16, 2016 by Akinatronic Link to comment Share on other sites More sharing options...
CranialRectosis Posted December 18, 2016 Share Posted December 18, 2016 I just got around to installing this today. I've had no luck installing this through CKAN on Linux over the past week. CKAN just hangs on the install and requires XKILL to kill it and a manual deletion of the lock file. It's all probably due to some security setting on this PC. So I went looking for instructions. Low and behold I found the readme files and this whole thing installed manually just fine and in a minute I was ready to test. Thanks for making it simple and for including instructions, simple as they are. While in CKAN, I can see that roverdude published USI updates! It seems a bunch of my favorite modders did! We got 10" of snow yesterday which I managed to keep shoveled. That means I get the whole day off to play today and WOW does KSP look GOOD with this mod installed. Let's see if I can build a space station that drags the framerate down to 5 on this new 1070 GPU and 6 core i7 today! Thanks Galileo. This is the kick @$$ mod I have been looking for! Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 18, 2016 Share Posted December 18, 2016 (edited) @Galileo Hi sir, I wonder What did I do wrong, I read that you said clouds in loading menu won't show when we have kopernicus, well, I had kopernicus because I wanted to use SVT but in 1.2.2 I don't see any clouds in KSC nor when i flight a rocket, what did I do wrong? in ALT + 0 I see this http://prntscr.com/dl2990 but take a look http://prntscr.com/dl29r4 as you can see inside EVE>Atmosphere I have a clouds.cfg with EVE_CLOUDS node !!!! Edited December 18, 2016 by Jiraiyah Link to comment Share on other sites More sharing options...
sDaZe Posted December 20, 2016 Share Posted December 20, 2016 Hey guys! A little update on Galileo.. Hes dealing with some person stuff right now and will be away for awhile. Dont worry hes coming back! He personally told me to tell you guys because he felt you should know! Link to comment Share on other sites More sharing options...
mystik Posted December 20, 2016 Share Posted December 20, 2016 Hi, when you come back, could you please provide a few comparrison screenshots between low med and high settings for this mod? I see there are 3 versions and I'm using the medium. But there is no indicator of what's different or on how much ram is required for each version. Link to comment Share on other sites More sharing options...
Benji13 Posted December 20, 2016 Share Posted December 20, 2016 6 hours ago, mystik said: Hi, when you come back, could you please provide a few comparrison screenshots between low med and high settings for this mod? I see there are 3 versions and I'm using the medium. But there is no indicator of what's different or on how much ram is required for each version. The ram usage is about the same as how big the SVE folder is when you put it in your gamedata. Also, the photos that I took a couple posts (maybe pages now?) up is high res SVE and low res SVT. Link to comment Share on other sites More sharing options...
Agustin Posted December 22, 2016 Share Posted December 22, 2016 Is EVE requiered to run this mod? Or I just have to install this from stock 1.2.2 and everything shuold be okay? Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 22, 2016 Share Posted December 22, 2016 26 minutes ago, Agustin said: Is EVE requiered to run this mod? Or I just have to install this from stock 1.2.2 and everything shuold be okay? There are installation instructions in the download - you need to install EVE as well Link to comment Share on other sites More sharing options...
Jacke Posted December 22, 2016 Share Posted December 22, 2016 2 hours ago, Avera9eJoe said: There are installation instructions in the download - you need to install EVE as well @Avera9eJoe is right, SVE uses EVE's plugins and shaders to produce its effects. However, the SVE zip includes EVE. Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 22, 2016 Share Posted December 22, 2016 5 minutes ago, Jacke said: @Avera9eJoe is right, SVE uses EVE's plugins and shaders to produce its effects. However, the SVE zip includes EVE. Does it? Huh, the readme in the dl tells you to download it before installing. Link to comment Share on other sites More sharing options...
Jacke Posted December 23, 2016 Share Posted December 23, 2016 (edited) 1 hour ago, Avera9eJoe said: Does it? Huh, the readme in the dl tells you to download it before installing. I use the SVE All-in-one zip for version 1.1.4. Looked at every readme and none of them say that. For a long time (a year?) SVE has included the version of EVE (the plugins and shaders) it was designed to run on. You can separately update EVE but with care in case it has a incompatible change. Edited December 23, 2016 by Jacke Link to comment Share on other sites More sharing options...
Agustin Posted December 23, 2016 Share Posted December 23, 2016 (edited) What things can I change about the volumetric clouds in order to make them less dense and get more performance? I already lowered the distance but it isn't enough I just want it to be less dense and letting not so little distance because that makes them dissapear abruptly. I am using the Low Resolution pack. Edited December 23, 2016 by Agustin Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 23, 2016 Share Posted December 23, 2016 On ۱۳۹۵/۹/۲۹ ه.ش. at 1:20 AM, Jiraiyah said: @Galileo Hi sir, I wonder What did I do wrong, I read that you said clouds in loading menu won't show when we have kopernicus, well, I had kopernicus because I wanted to use SVT but in 1.2.2 I don't see any clouds in KSC nor when i flight a rocket, what did I do wrong? in ALT + 0 I see this http://prntscr.com/dl2990 but take a look http://prntscr.com/dl29r4 as you can see inside EVE>Atmosphere I have a clouds.cfg with EVE_CLOUDS node !!!! ok, knowing that Galileo is not around for some time, can anyone help me with this? I had done everything exactly like the guide in the read me, I even tried the all in one file but still no clouds, and the thing I show in picture in the alt+0 is still there ! Link to comment Share on other sites More sharing options...
horace Posted December 25, 2016 Share Posted December 25, 2016 what hr means high resolution? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now