Autolyzed Yeast Extract Posted October 16, 2018 Share Posted October 16, 2018 (edited) 1 hour ago, Waz said: Or instead of lamb sauce, just try it. Someone on reddit already has and says "all visual mods work, so does KER". Since I have a toaster and SVE melts my 670 how do I make my own cfg where I can make the planets appear to have light reflecting off of their atmospheres? i.e. give kerbin and laythe blueish skies visible from space or do i need scatterer for that looks like i do Edited October 16, 2018 by Autolyzed Yeast Extract Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 16, 2018 Share Posted October 16, 2018 (edited) This visual bug may be due to EVE needing update. But in this screen, the clouds in the background Kerbin flicker. I am using EVE with SVE config setup and Scatterer. I tried removing Scatterer and the same visual error happens. Other than that, so far the mods are working fine. I haven't notice anything else to report at the moment. Edited October 16, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 16, 2018 Share Posted October 16, 2018 For all of the 5 seconds you spend on the Menu Title Screen... I would say that it's a pretty inconsequential bug. Quote Link to comment Share on other sites More sharing options...
Dafni Posted October 16, 2018 Share Posted October 16, 2018 38 minutes ago, Poodmund said: For all of the 5 seconds you spend on the Menu Title Screen... I would say that it's a pretty inconsequential bug. ya, especially considering neither of the visual mods has been officially updated yet. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 16, 2018 Share Posted October 16, 2018 1 hour ago, Poodmund said: For all of the 5 seconds you spend on the Menu Title Screen... I would say that it's a pretty inconsequential bug. I could careless either, I just report what I see. Could be other issues related, too. I am aware they haven't been official updated. I just report what I see when they are broken and move on. Quote Link to comment Share on other sites More sharing options...
BlueVapor1234 Posted October 17, 2018 Share Posted October 17, 2018 I haven't been able to install the sample Configs correctly, I just don't know where they go. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 17, 2018 Share Posted October 17, 2018 (edited) 45 minutes ago, BlueVapor1234 said: I haven't been able to install the sample Configs correctly, I just don't know where they go. We've all had installation problems at one point or another. CKAN would help solve this for you. If you're not using CKAN, then you manually install. From the OP of this topic: Quote If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. If that doesn't make sense, then I suggest you post a screenshot of your GameData directory. Edited October 17, 2018 by Brigadier Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted October 17, 2018 Share Posted October 17, 2018 @BlueVapor1234 Sometimes a picture will tell you everything, so here is one As you can see: Just put the 'BoulderCo' folder next to the EVE folder into your GameData folder. (Like suggested, CKAN is a great way to manage your mods as well ) Quote Link to comment Share on other sites More sharing options...
BlueVapor1234 Posted October 18, 2018 Share Posted October 18, 2018 I figured out how to make it work after looking on Github.com and installed the Config. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 19, 2018 Share Posted October 19, 2018 (edited) @Waz I had a dream once... I saw Kopernicus, Eve, Scatterer, KS3P, and a basic texture replacer all packaged and optimized into a single mod and maintained as a group effort. Contents: Simple texture replacement Scrawk's Stuff (EVE and Scatterer)https://github.com/Scrawk?tab=repositories PQS Kopernicus PlanetShine Built-In Unity Post Processing (KS3P)https://assetstore.unity.com/packages/essentials/post-processing-stack-83912 PBR Part Shaders Textures Unlimited Any chance of that dream ever becoming reality? The goal would be a single cohesive graphical framework without implementation. Edited October 19, 2018 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Waz Posted October 19, 2018 Author Share Posted October 19, 2018 5 hours ago, Electrocutor said: @Waz I had a dream once... I saw Kopernicus, Eve, Scatterer, KS3P, and a basic texture replacer all packaged and optimized into a single mod and maintained as a group effort. Contents: Simple texture replacement Scrawk's Stuff (EVE and Scatterer)https://github.com/Scrawk?tab=repositories PQS Kopernicus PlanetShine Built-In Unity Post Processing (KS3P)https://assetstore.unity.com/packages/essentials/post-processing-stack-83912 PBR Part Shaders Textures Unlimited Any chance of that dream ever becoming reality? The goal would be a single cohesive graphical framework without implementation. Go for it. KSPRC was once exactly that kind of mod. Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted October 20, 2018 Share Posted October 20, 2018 How do I make configs for a custom planet Spoiler and how would I make a config that gives a planet a fake haze that is visible from altitudes greater than say 20km and softly transitions between haze and no haze since scatterer melts my gpu Quote Link to comment Share on other sites More sharing options...
Thorn_Ike Posted October 20, 2018 Share Posted October 20, 2018 When can we expect a 1.5 compile? Quote Link to comment Share on other sites More sharing options...
Waz Posted October 20, 2018 Author Share Posted October 20, 2018 5 hours ago, Thorn_Ike said: When can we expect a 1.5 compile? It works well-enough as-is, from what I've tested, so I can't see myself getting around to any update just yet. If you mean CKAN version updates, you can tell them netKAN people that it works and they might update their files. Quote Link to comment Share on other sites More sharing options...
Thorn_Ike Posted October 22, 2018 Share Posted October 22, 2018 On 10/20/2018 at 2:44 AM, Waz said: It works well-enough as-is, from what I've tested, so I can't see myself getting around to any update just yet. If you mean CKAN version updates, you can tell them netKAN people that it works and they might update their files. Yeah, I don't use CKAN, and I tested it, so it seems good. Thanks! Quote Link to comment Share on other sites More sharing options...
cami Posted October 23, 2018 Share Posted October 23, 2018 (edited) (retracted) Edited October 25, 2018 by cami Quote Link to comment Share on other sites More sharing options...
Unsocialite Posted October 24, 2018 Share Posted October 24, 2018 (edited) Does anyone know of any tutorials for making our own EVE configs and textures? Or would we have to copy them from other mods? Edited October 25, 2018 by Unsocialite Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 30, 2018 Share Posted October 30, 2018 (edited) @Waz Could you make a small change for me to cut out some null refs? CloudPQS: public override void OnSphereInactive() { CloudsManager.Log("CloudsPQS: (" + this.name + ") OnSphereInactive"); if (layer2D != null) { layer2D.Scaled = true; } if (!MapView.MapIsEnabled) { if (layerVolume != null) { layerVolume.Remove(); } volumeApplied = false; } } Into: public override void OnSphereInactive() { CloudsManager.Log("CloudsPQS: (" + (this.name == null ? "null" : this.name) + ") OnSphereInactive"); if (layer2D != null) { layer2D.Scaled = true; } if (MapView == null || !MapView.MapIsEnabled) { if (layerVolume != null) { layerVolume.Remove(); } volumeApplied = false; } } Those are the only things I can see that would cause a null ref error in that method, which happens a lot. Edited October 30, 2018 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Waz Posted October 30, 2018 Author Share Posted October 30, 2018 5 hours ago, Electrocutor said: @Waz Could you make a small change for me to cut out some null refs? CloudPQS: public override void OnSphereInactive() { CloudsManager.Log("CloudsPQS: (" + this.name + ") OnSphereInactive"); if (layer2D != null) { layer2D.Scaled = true; } if (!MapView.MapIsEnabled) { if (layerVolume != null) { layerVolume.Remove(); } volumeApplied = false; } } Into: public override void OnSphereInactive() { CloudsManager.Log("CloudsPQS: (" + (this.name == null ? "null" : this.name) + ") OnSphereInactive"); if (layer2D != null) { layer2D.Scaled = true; } if (MapView == null || !MapView.MapIsEnabled) { if (layerVolume != null) { layerVolume.Remove(); } volumeApplied = false; } } Those are the only things I can see that would cause a null ref error in that method, which happens a lot. I'd rather know why the MapView is null. When does this happen for you - when you change views or something? Quote Link to comment Share on other sites More sharing options...
EdwardB3020 Posted October 31, 2018 Share Posted October 31, 2018 @Waz could you make a video tutorial on how to make a custom cloud pack for kerbal space program please? Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 31, 2018 Share Posted October 31, 2018 Good day I have a question, does eve add dust storms or is that scatterer? Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 31, 2018 Share Posted October 31, 2018 4 hours ago, Waz said: I'd rather know why the MapView is null. When does this happen for you - when you change views or something? I put the MapView check in just in case. The exception has some Unity blah blah .get_name() in it, so it is likely that there are instances being created without a name. Also: it happens all the time, seemingly randomly. New flights, just at KSC, while switch vessels, to/from the map or tracking station: I can't find a rhyme or reason. I also don't have a single definition that does not include name =, so there's that too. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 31, 2018 Share Posted October 31, 2018 1 hour ago, The-Doctor said: Good day I have a question, does eve add dust storms or is that scatterer? Scatterer adds in that haziness to planets. I use SVE, which at the core is EVE with different configs that come from SVE. SVE (Stock Visual Enhancement) adds more clouds to Kerbin. If you use Kopernicus in SVE, you get rings around Jool. If you use Scatterer and download it from CKAN, it should download the config files for Scatterer. Quote Link to comment Share on other sites More sharing options...
Waz Posted October 31, 2018 Author Share Posted October 31, 2018 5 hours ago, Trekkie148 said: @Waz could you make a video tutorial on how to make a custom cloud pack for kerbal space program please? We don't even have proper text docs yet. :-( 4 hours ago, The-Doctor said: Good day I have a question, does eve add dust storms or is that scatterer? KSPRC once had dust storms on Duna, by some EVE magic. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 31, 2018 Share Posted October 31, 2018 5 hours ago, Waz said: KSPRC once had dust storms on Duna, by some EVE magic. KSPRC Dust Storm: 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.