Lan_Morehell Posted November 26, 2017 Share Posted November 26, 2017 1 hour ago, Waz said: Not without also affecting it in other views. The same could be said about looking at Earth from space, and NASA cannot tweak any Earth.cfg file. The in-game solution would be to use Scansat or the commnet scanner thing. Earth.cfg would be really comfortable solution for many problems Got it, thank you! Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted December 4, 2017 Share Posted December 4, 2017 Pitch Black Eclipses With an EVE_SHADOWS configuration defined, airless worlds end up pitch black when eclipsed by another body. Local ship lights don't appear to illuminate the ground, and vacuum ambient light settings (stock or PlanetShine) have no effect. The configuration is the one included with Stock Visual Enhancements. I turn off eclipses in Scatterer and this still happens. I remove the EVE_SHADOWS configurations and this stops happening, though the 'light side' of an airless moon is still fully illuminated while eclipsed. Solar panels stop working as they should, however. Is there a way to have eclipses behave more like the dark sides of airless worlds? To reproduce: Load a Stock Visual Enhancements configuration with EVE and Scatterer added, and observe any airless moon eclipsed by their parent body. Good examples are the Mun, Ike, Vall and Tylo. Quote Link to comment Share on other sites More sharing options...
jesterlol Posted December 5, 2017 Share Posted December 5, 2017 (edited) I am getting some spam in my console . (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at CityLights.LocalCityComponent.OnPreCull () [0x00000] in <filename unknown>:0 Edited December 5, 2017 by jesterlol Quote Link to comment Share on other sites More sharing options...
Waz Posted December 5, 2017 Author Share Posted December 5, 2017 15 hours ago, jesterlol said: I am getting some spam in my console . (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at CityLights.LocalCityComponent.OnPreCull () [0x00000] in <filename unknown>:0 KSP version? Quote Link to comment Share on other sites More sharing options...
jesterlol Posted December 5, 2017 Share Posted December 5, 2017 1.3.1 Quote Link to comment Share on other sites More sharing options...
jesterlol Posted December 5, 2017 Share Posted December 5, 2017 1 minute ago, Waz said: KSP version? 1.3.1 Quote Link to comment Share on other sites More sharing options...
Agog Posted December 9, 2017 Share Posted December 9, 2017 (edited) Hello @Waz, & @panzer1b, Enjoying these mods. Thanks for the work you are doing. They are really making this game much more visually appealing. The Clouds EVE adds are IMO great looking, really don't know how they could even appear better. And I personally like the more SciFi look of the planets with SciFiVE over the more realistic mods. @Waz , I am not 100% sure. But I think the issue I am having is coming from EVE? I downloaded a clean install to run my tests to rule out anything else. And to help you rule out anything else if you care to help my issue. @panzer1b, I am not 100% sure that it is EVE doing this, so that is why I tagged you here. I have not jumped into all this knowledge (all my motivation is wrapped around learning kOS at the moment) on how to understand the logs. I have ran SciFiVE with out EVE and it works beautifully, albiet no clouds... I have ran just EVE with out SciFive and again works like the stock game... When I run the both together, I get serious glitching/freezing when at the space center or on the launchpad and launch a rocket, I usually run at around 100-120 FPS then I get a glitch/freeze and in bumps me down to around 8 - 15 FPS, It will do this a few times and then the game will crash. Here is the log from the KSP.log https://www.dropbox.com/s/3y49ikjvjaiohj7/KSP.log?dl=0 Here is the log from output_log https://www.dropbox.com/s/y4k25d7fbk7t1bz/output_log.txt?dl=0 I am not able to record what I did to create this, But how I did it was like this. 1. downloaded a clean install of KSP 1.3.1 2. downloaded and installed SciFiVE & EVE and put them into the GameData Folder. 3. took the Science Jr. on a flight. BTW thanks for you time, if you provide it. I am always pressed for time in my life also, so I do appreciate it. Also I read the "How to get help post a couple times now" So I think/hope I am not being derelict on my part here. EDIT: I also downloaded 1.3.0 and I just replicated the freezing/glitching in that release also. I cant't get a game crash, but I can get freezing for 30 ~ 40 seconds. Edited December 9, 2017 by Agog More information to help the modder(s). Quote Link to comment Share on other sites More sharing options...
Agog Posted December 10, 2017 Share Posted December 10, 2017 Hello @Waz, & @panzer1b, I am 100% sure that this issue was my fault. Apologies if any of you tried to replicate it. I sat up until late last night trying all kinds of things. Some you you scratch your head at I am sure. I gave up, and went to bed. Pondered the issue for a while, woke up and ran Prime95 to stress test my PC to rule out any more possibilities. Yup... it was my PC not being stable. SMH!!!! I immediately thought I have to delete my KSP Forum account and pretend I am someone else. Then I had a cup of coffee and thought I need to own up to this mistake so you don't possibly waste any of your time trying to replicate this! Quote Link to comment Share on other sites More sharing options...
Dunrana Posted December 12, 2017 Share Posted December 12, 2017 okay, this is probably a known issue, but I'm running a partial copy of new horisons, a planet of my own making, and OPM. from orbit, all the non-stock rocky planets are covered with swirling lines, and the gas giands are just solid swirling lines. i copied the cloud texture for kerbin onto the aired words. I'm assuming this is some sort of Noob mistake. i' never installed EVE before my modpack OPM Kopernicus Larth (my planet) New Horisons StockVisualEnhancements PlanetShine DistantObject CustomAsteroids Quote Link to comment Share on other sites More sharing options...
RW-1 Posted December 13, 2017 Share Posted December 13, 2017 (edited) I'm stupid as well, until I get the hang of this. EVE and SVE installed, my city lights seem layered, and I have a screenshot attached. Double city lights png I know it must be a duplicate of configs somewhere, and I have tried removing various files/folders to obtain better results, all have failed me. Any assistance would be welcome, I'm on 1.3.1 and can supply more info if requested. Edited December 13, 2017 by RW-1 Quote Link to comment Share on other sites More sharing options...
SoggyPickle Posted December 24, 2017 Share Posted December 24, 2017 Little bug I found. When viewing bodies that are being eclipsed through planetary rings, like Hale through Sarnus' rings in OPM, the black layer causing the eclipse is invisible and the planet shows up normally. It isn't a big issue, but it doesn't seem like it would be too hard to fix. Thanks. Quote Link to comment Share on other sites More sharing options...
Rex2.0 Posted December 30, 2017 Share Posted December 30, 2017 Hey hey! Is there any way that I could remove the volumetric clouds but remain with the clouds above orbit? Performance. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 30, 2017 Share Posted December 30, 2017 36 minutes ago, Rex2.0 said: Hey hey! Is there any way that I could remove the volumetric clouds but remain with the clouds above orbit? Performance. This cfg will do the trick. Just drop the cfg anywhere inside your gamedata folder. https://www.dropbox.com/s/hilss93rvcjakib/EVE_2D.cfg?dl=0 Quote Link to comment Share on other sites More sharing options...
Rex2.0 Posted January 1, 2018 Share Posted January 1, 2018 On 29/12/2017 at 11:23 PM, Galileo said: This cfg will do the trick. Just drop the cfg anywhere inside your gamedata folder. https://www.dropbox.com/s/hilss93rvcjakib/EVE_2D.cfg?dl=0 Thx man (or woman I don't know).... You help too much bro! Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 2, 2018 Share Posted January 2, 2018 9 hours ago, Rex2.0 said: Thx man (or woman I don't know).... You help too much bro! An enigma, a deity... the hero we need but don't deserve. Quote Link to comment Share on other sites More sharing options...
Rex2.0 Posted January 2, 2018 Share Posted January 2, 2018 8 hours ago, Poodmund said: An enigma, a deity... the hero we need but don't deserve. AM I RIGHT?!!! Quote Link to comment Share on other sites More sharing options...
VonFrank Posted January 6, 2018 Share Posted January 6, 2018 On 12/4/2017 at 1:51 PM, Gordon Fecyk said: Pitch Black Eclipses With an EVE_SHADOWS configuration defined, airless worlds end up pitch black when eclipsed by another body. Local ship lights don't appear to illuminate the ground, and vacuum ambient light settings (stock or PlanetShine) have no effect. The configuration is the one included with Stock Visual Enhancements. I turn off eclipses in Scatterer and this still happens. I remove the EVE_SHADOWS configurations and this stops happening, though the 'light side' of an airless moon is still fully illuminated while eclipsed. Solar panels stop working as they should, however. Is there a way to have eclipses behave more like the dark sides of airless worlds? To reproduce: Load a Stock Visual Enhancements configuration with EVE and Scatterer added, and observe any airless moon eclipsed by their parent body. Good examples are the Mun, Ike, Vall and Tylo. I would like to solve this exact same problem if anyone knows how. Is there a setting to alter just how 'dark' the shadow is? For example, making the shadow 99% darkness instead of 100%? Assuming it works that way at all? Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 7, 2018 Share Posted January 7, 2018 20 minutes ago, VonFrank said: I would like to solve this exact same problem if anyone knows how. Is there a setting to alter just how 'dark' the shadow is? For example, making the shadow 99% darkness instead of 100%? Assuming it works that way at all? No that’s not how it works. It would take recoding the way eclipses are done in EVE. Quote Link to comment Share on other sites More sharing options...
A Random Lantern Posted January 9, 2018 Share Posted January 9, 2018 Oh boi, i was wondering where to find this Quote Link to comment Share on other sites More sharing options...
Errol Posted January 11, 2018 Share Posted January 11, 2018 (edited) I'm trying to learn how to work with the .cfgs for clouds, on my older laptop. I've run into a weird problem, early on, that I cannot figure out. Here's what I'm trying to do; I want to take the aurora layers from SVE and add them to the stock E.V.E. .cfgs, so I put the SVE textures folder in it's normal location (GameData>StockVisualEnhancements>Textures) and then added the associated objects to the clouds.cfg in the boulderCo folders (shown in spoiler bellow). I also added the object for the duna dustorms. Now the problem is that it only works on kerbin. None of the other planets that I added anything to got anything added to them, except kerbin, which did get the extra cloud layer, and the aurora layer added to it just fine. Anyone know what I did wrong? Ping: @Waz Spoiler EVE_CLOUDS { OBJECT { name = Kerbin-Auroras body = Kerbin altitude = 22000 speed = 0,100,0 detailSpeed = 0,1000,0 settings { _DetailScale = 6 _UVNoiseScale = 0.3 _UVNoiseStrength = 0.02 _UVNoiseAnimation = 0.1,0.35 _Color = 255,255,255,150 _DistFadeVert = 1E-02 _DetailDist = 1E-09 _MainTex { value = StockVisualEnhancements/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/Textures/AuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.55 } } } OBJECT { name = Kerbin-MainClouds body = Kerbin altitude = 4000 speed = 0,20,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.2,0.2 _UVNoiseStrength = 0.0001600001 _Color = 255,255,255,300 _DetailDist = 2E-06 _UVNoiseScale = 0.0039999998 _MainTex { value = StockVisualEnhancements/Textures/kerbin1 } _DetailTex { value = StockVisualEnhancements/Textures/DetailLow } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _FalloffScale = 10 _RimDist = 0.001 _FalloffPow = 0.7 _InvFade = 0.02 } shadowMaterial { _ShadowFactor = 0.35 } } layerVolume { area = 15000,3 noiseScale = 1.2,1.2,90 followDetail = True size = 5000,2 rotationSpeed = 0.0010000001 particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb _BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 } } } OBJECT { name = Kerbin-clouds1 body = Kerbin altitude = 9000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 30 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _MainTex { value = BoulderCo/Atmosphere/Textures/fair type = CubeMap } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 } } } OBJECT { name = Laythe-Auroras body = Laythe altitude = 8000 speed = 0,100,0 detailSpeed = 0,1000,0 settings { _DetailScale = 6 _UVNoiseScale = 0.3 _UVNoiseStrength = 0.02 _UVNoiseAnimation = 0.1,0.35 _Color = 50,150,255,150 _DistFadeVert = 1E-02 _DetailDist = 1E-09 _MainTex { value = StockVisualEnhancements/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/Textures/AuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 1 } } } OBJECT { name = Laythe-clouds1 body = Laythe altitude = 6000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _DetailScale = 20 _Color = 102,102,153,255 _MainTex { value = BoulderCo/Textures/cube type = AlphaCubeMap } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 } } } OBJECT { name = Duna-clouds1 body = Duna altitude = 8000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _UVNoiseScale = 0.05 _UVNoiseStrength = 0.005 _UVNoiseAnimation = 0.5,0.02 _DetailScale = 20 _Color = 150,150,150,255 _MainTex { value = BoulderCo/Textures/cube type = AlphaCubeMap alphaMask = ALPHAMAP_G } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 } } } OBJECT { name = Duna-DustStorms body = Duna speed = 0,75,0 altitude = 2001 detailSpeed = 0,300,0 killBodyRotation = True settings { _MainTex = StockVisualEnhancements/Textures/duststorms _DetailTex = StockVisualEnhancements/Textures/detail1 _DetailScale = 2 _DistFadeVert = 4E-05 _Color = 85,37,17,255 } layerVolume { visibleRange = 10000 rotationSpeed = 0.0025000001 maxTranslation = 100,200,100 area = 2000,2 followDetail = True size = 4000,2 particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb _BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _Opacity = 1.25 _MinScatter = 1.5 } } } OBJECT { name = Eve-Auroras body = Eve altitude = 9201 speed = 0,100,0 detailSpeed = 0,1000,0 settings { _DetailScale = 6 _UVNoiseScale = 0.3 _UVNoiseStrength = 0.02 _UVNoiseAnimation = 0.1,0.35 _Color = 755,50,500,80 _DistFadeVert = 1E-02 _DetailDist = 1E-09 _MainTex { value = StockVisualEnhancements/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/Textures/AuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.75 } } } OBJECT { name = Eve-clouds1 body = Eve altitude = 4000 speed = 0,90,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds2 body = Eve altitude = 6000 speed = 0,80,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds3 body = Eve altitude = 8000 speed = 0,70,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds4 body = Eve altitude = 10000 speed = 0,60,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds5 body = Eve altitude = 12000 speed = 0,50,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 _InvFade = 0.008 } } } OBJECT { name = Jool-clouds1 body = Jool altitude = 4500 speed = 0,90,0 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _UVNoiseScale = 0.1 _UVNoiseStrength = 0.007 _UVNoiseAnimation = 1,0.1 _DetailScale = 120 _Color = 26,43,16,255 _MainTex { value = BoulderCo/Textures/jool type = AlphaCubeMap alphaMask = ALPHAMAP_R } } layer2D { macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 } } } } Edited January 13, 2018 by Errol EDIT: Fixed this by finding a couple files out of place in my texture folders, and a few values that made no sense in the .cfgs.......nothing to see here...... 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lgpmichael Posted January 22, 2018 Share Posted January 22, 2018 Hi there I'm not sure how I'm the first one to see this, but, I'm sorry to have to report that EVE seems to leak like quite severely. Maybe it's because I play real time and so I can leave my machine running for days on end... Anyway, I am running KSP 64 bit 1.3.1.1891 and EVE 1.2.2.1 My entire reproduction method is to download the EVE and config files from the links at the start of this thread, place the correct files in GameData, and start KSP From this point on, it leaks around 700KB every second. Prior to placing the EVE and BoulderCo directories, there was no noticable leak. I don't have to DO anything. I start a new game, and leave it with nothing else happening, view of the KSC, and wait. No other mods are in use. It means I have to restart KSP about every 4 hours, as it all becomes completely unresponsive and the process has grown from 3GB to 10GB I'm not quite sure how to insert logfiles here, but the logfile in KSP_x64_Data/output_log.txt hasn't changed since the game started to load, and doesn't seem to have anything especially useful in it... I'm happy to try and help as much as I can. I'm a professional developer, and don't mind spending a little time on this. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 24, 2018 Share Posted January 24, 2018 On 1/22/2018 at 9:44 AM, lgpmichael said: I'm not quite sure how to insert logfiles here, but the logfile in KSP_x64_Data/output_log.txt hasn't changed since the game started to load, and doesn't seem to have anything especially useful in it... How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums. Essentially, upload your files to any sharing service (Dropbox, Google Drive, Imgur, as appropriate, etc.) and post the links here. Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted January 29, 2018 Share Posted January 29, 2018 (edited) Though a workaround i found(seems Errol had the same idea...sorta lol) with sve ive gotten city lights and clouds to spawn. With the absence of all texture manager related items. What is the purpose of those textures?? I see the BoulderCo has texture subfolders in atmosphere and citylights folders. Im confused... (im talking about the textures.cfg and Textures folder it points too with files cubex,cubey, etc Edited January 29, 2018 by Jesusthebird Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted February 5, 2018 Share Posted February 5, 2018 Hey there, so here's the thing. My game crashes every time I try to land on Eve. I'd like to fix that by applying the clouds from Laythe to Eve as well. But I can't for the life of me figure out how it's done. Any chance there's an expert out there who can help me? Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted February 12, 2018 Share Posted February 12, 2018 (edited) Hello,i tried to edit cfg so that the clouds on dark side are not so dark(black).But i have problem,there is "belt" between dark and illuminated side of a planet,where the clouds remain black (pictures) ,it gets even more noticable if i make clouds brighter. here is my .cfg for kerbin: Spoiler OBJECT { name = Kerbin-clouds1 body = Kerbin altitude = 4000 detailSpeed = 0,500,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 30 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _MainTex { value = BoulderCo/Textures/cube type = AlphaCubeMap alphaMask = ALPHAMAP_B } } layer2D { shadowMaterial { _ShadowFactor = 0.2 } macroCloudMaterial { _MinLight = 0.03 _DetailDist = 2E-06 } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 //_MinLight = 0.05 } } } Can someone tell me how to fix that,or if it's even possible? here are also logs,in case this is a bug Edited February 12, 2018 by sebi.zzr Quote Link to comment Share on other sites More sharing options...
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