Jump to content

[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]


Galileo

Recommended Posts

UPDATE

SVT v2.1.4

Change log

  • Update for 1.4.2
  • Fixed KSC color again
  • Fixed stock boulders without colliders showing up in game
  • Better cliff texture for Kerbin
  • Removed miniAVC. Install full AVC to get update notifications.

 

 

Download and install instructions in the OP

Link to comment
Share on other sites

@Galileo

  On 4/6/2018 at 9:01 PM, Galileo said:

There is is an issue with ground scatter and colliders

Expand  

can i ask what kind of ,i dont see any issue

and thanks for these nice mods

 

btw Can i ask u if u now whats happend with this (is it also from u?)and when is there a futureplan?

the side is unreachable

the kopernicus expansion rejiggerd

https://forum.kerbalspaceprogram.com/index.php?/topic/162036-130-122-kopernicus-expansion-rekerjiggered-release-1-13-jun/

THANKS

Link to comment
Share on other sites

  On 4/7/2018 at 12:24 AM, Burning Kan said:

@Galileo

 

can i ask what kind of ,i dont see any issue

and thanks for these nice mods

 

btw Can i ask u if u now whats happend with this (is it also from u?)and when is there a futureplan?

the side is unreachable

the kopernicus expansion rejiggerd

https://forum.kerbalspaceprogram.com/index.php?/topic/162036-130-122-kopernicus-expansion-rekerjiggered-release-1-13-jun/

THANKS

Expand  

The current release of kopernicus spams the debug consume with nullrefs with the colliders enabled. You can see this on the launch pad. The kopernicus dev has already fixed this in the dev version of Kopernicus. Just have to wait for an update. 

Mad for Kopernicus Expansions, the forums somehow deleted the thread but it can be found here: https://github.com/StollD/KopernicusExpansion-Continued/releases

Link to comment
Share on other sites

What u mean?

AFAITest it with 1.4.2 footprints work well,so 1.4.1 is older maybe something important changes

give it a try and tell us @Teilnehmer in this threat:https://forum.kerbalspaceprogram.com/index.php?/topic/119211-wip-kopernicus-expansion-v02-comets-footprints-new-pqsmods-for-kopernicus/&page=10

or mean SVT-that needs kopernicus few posts above

Link to comment
Share on other sites

  On 3/25/2018 at 2:11 AM, quietsamurai98 said:

I'm currently experiencing the bright green KSC dark green grass bug when using SVT, SVE, EVE, and Sigma Dimensions, and it seems like Sigma Dimensions is the one causing the problem. Is there a way to fix this? The only reason I found out about SVT  was through trying to make the terrain look nicer from orbit when using Rescale! 6.4x, which requires SD :(

Screenshot of KSC and GameData

Expand  

Hi there,

I am having the same issue...

unknown.png

Verzeichnis von C:\KSP_1.4.2\GameData

10.04.2018  21:05    <DIR>          .
10.04.2018  21:05    <DIR>          ..
10.04.2018  16:57    <DIR>          CTTP
10.04.2018  20:34    <DIR>          DistantObject
10.04.2018  20:32    <DIR>          EnvironmentalVisualEnhancements
10.04.2018  21:05                 0 gamedata.txt
10.04.2018  17:05    <DIR>          Kopernicus
10.04.2018  20:30        64.352.609 KS.zip
10.04.2018  16:56    <DIR>          ModularFlightIntegrator
10.04.2018  16:56           103.936 ModuleManager.3.0.6.dll
10.04.2018  20:56         3.383.191 ModuleManager.ConfigCache
10.04.2018  20:56           116.009 ModuleManager.ConfigSHA
10.04.2018  20:56             8.882 ModuleManager.Physics
10.04.2018  20:56            28.994 ModuleManager.TechTree
10.04.2018  17:03    <DIR>          OPM
10.04.2018  20:31    <DIR>          PlanetShine
10.04.2018  20:32    <DIR>          PoodsSkyboxes
10.04.2018  20:31    <DIR>          scatterer
10.04.2018  20:56    <DIR>          Sigma
10.04.2018  20:55        11.671.271 Sigma.zip
09.04.2018  21:46    <DIR>          Squad
28.03.2018  21:33    <DIR>          SquadExpansion
10.04.2018  20:33    <DIR>          StockVisualEnhancements
10.04.2018  20:33    <DIR>          SVT

KSP.log https://www.dropbox.com/s/5ub7la28y77yrn1/KSP.log?dl=0

@Galileo is there any fix? Thanks in advance.

Sebastian

Link to comment
Share on other sites

Guess who forgot this mod made terrain scatterers tangible!?!?!?

Guess who tried to taxi a plane 2 KM at x4 timewarp to complete a contract?

 

This guy!!!

 

May Jeb And Bill Forever Rest In Peace. 

LMAO

I love this mod...

Edited by Mark Kerbin
Link to comment
Share on other sites

ab95zdy.png

@Galileo  In what way might i adjust the sheer blackness on the Mun? While it certainly looks great for gameplay purposes it actually makes it rather aggravating to deal with. Particularly when in the area I was in when I took this shot the sun was directly overhead.

Link to comment
Share on other sites

  On 4/15/2018 at 3:41 AM, G'th said:

ab95zdy.png

@Galileo  In what way might i adjust the sheer blackness on the Mun? While it certainly looks great for gameplay purposes it actually makes it rather aggravating to deal with. Particularly when in the area I was in when I took this shot the sun was directly overhead.

Expand  

Planet Shine to the rescue! 

Link to comment
Share on other sites

  • 2 weeks later...

Hey @Galileo , thanks for this mod. Its got quite the view.

I did run into a few issues, 

I was getting 433 of these errors in my log.

  Reveal hidden contents

While working to fix this, I ran across this error.

  Reveal hidden contents

Wondering is the wrong materialType?

  Reveal hidden contents

 

Just a last possible tweak to files, nothing serious

  Reveal hidden contents

 

Edited by Barar
Don't want to muddy waters.
Link to comment
Share on other sites

  On 4/24/2018 at 6:42 AM, Barar said:

Just want to add, I put this into my main game install. It started spamming the null reference error on launchpad/runway. 

So I deleted all the ModuleManager files in the GameDataFolder except the ModuleManager.3.0.6.dll. The null reference errors stopped.

It looks like it is stored in ModuleManager.ConfigCache. Depending on your install, it may or may not work. To be sure you would need to delete this file. I deleted them all for my test.

Expand  

It’s a bug in kopernicus. The dev knows and is working on a fix.

Link to comment
Share on other sites

  On 4/24/2018 at 7:16 AM, Barar said:

Ahh, ok just trying help. Did you find any of the other issue I posted of use?

Expand  

It’s a lot to look over. The fix for you implemented with @SpaceCenter won’t work because there is not a SpaceCenter node in the template, so it doesn’t change anything. 

The landControl cfgs I use are straight from Squad. If they have an extra color parameter, then so do I. 

I chose not to use BumpedDiffuse. All that does is allow the textures to use a normal map. This can slow performance. Diffuse is easier for potatoes :)

It’s odd that your cfg for colliders doesn’t get errors. It accomplishes exactly what my cfgs do,  just in a slightly different way. I also didn’t delete the old colliders parameter from the cfgs, which shouldn’t  hurt anything. I’ll have to try out your cfg for myself. Thanks for the testing and the reports.

Edited by Galileo
Link to comment
Share on other sites

  On 4/24/2018 at 6:42 AM, Barar said:

Just want to add, I put this into my main game install. It started spamming the null reference error on launchpad/runway. 

So I deleted all the ModuleManager files in the GameDataFolder except the ModuleManager.3.0.6.dll. The null reference errors stopped.

It looks like it is stored in ModuleManager.ConfigCache. Depending on your install, it may or may not work. To be sure you would need to delete this file. I deleted them all for my test.

Expand  

Thx, that was exactly the answer i was looking for in the Kopernicus Thread!

Link to comment
Share on other sites

  • 2 weeks later...
  On 4/7/2018 at 1:27 AM, Galileo said:

Mad for Kopernicus Expansions, the forums somehow deleted the thread but it can be found here: https://github.com/StollD/KopernicusExpansion-Continued/releases

Expand  

Hello @Galileo, are there any other Kopernicus expansion features that SVT (or SVE) is taking advantage of? Should I only install EVA Footprints? More? All? Thanks!

Link to comment
Share on other sites

So random bit of wackiness for those of you using SVE and SVT together.

I am currently still playing on KSP 1.3.1 and I noticed that the city lights on Kerbin had disappeared, which is really weird because they had been working fine last night. Now I had just installed KS3P so I yanked that and still no city lights. I reinstalled both SVE and SVT and still no dice.

So I created a new testing install of KSP 1.3.1 and only installed SVE, and hey there are city lights, ok so I installed SVT and boom no city lights.... hrmmm, I removed SVT but left kopernicus and hey the lights are back..... weird....

Now this had me really confused as this had been working fine previously and these are the same .zip files I had originally built out this install with. Thats when I realized that I had also recently stopped using -force-d3d11 as I had removed Textures Unlimited, hmmmmm, so I made a new short cut to launch in dx11 and sure enough there are my city lights again!!! I tried -force-opengl to see if for some reason it was just a dx9 issue and they didn't show up there either.

TL;DR

If you are running SVE and SVT on KSP 1.3.1 it appears that you need to use dx11 in order to have city lights show up....

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...