Rakete Posted June 1, 2021 Share Posted June 1, 2021 Alright, thanks. So i will bookmark this thread to be up-to-date concerning the great works around EVE. As a guy on a weaker engine (only a gtx 1060 6gb) I highly value this performance focussed Eve-branch. As 1.12 concerns: I will wait to upgrade to 1.12 until Eve Redux, Spectra and Waterfall are up-to-date. And this will take as long as it takes. Didn't mean to implicate hurry. Just wanted to know, if this is the place to be, to get the hottest Eve-stuff in the future. Quote Link to comment Share on other sites More sharing options...
luisitoISS Posted June 8, 2021 Share Posted June 8, 2021 I don't know if this has already been reported; (but I inform everyone of it). I have been organizing all the mods that I have, but, while changing my visual mods, I noticed that EVE does not effect the clouds. This is my GameData folder, and my KSP version is 1.10 Before BoulderCo remove it, but to my knowledge EVE and Scatterer are enough to have a visual enhancement (no SVE, AVP or others) Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted June 8, 2021 Share Posted June 8, 2021 27 minutes ago, luisitoISS said: EVE does not effect the clouds. 27 minutes ago, luisitoISS said: BoulderCo remove it You need BoulderCo for clouds. Unless you plan to use another visual pack. Quote Link to comment Share on other sites More sharing options...
luisitoISS Posted June 8, 2021 Share Posted June 8, 2021 Yes, looking a little more in the EVE files, there are only .dll settings; but there are no cloud textures or something like that, (I don't know how to miss that detail ) Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 10, 2021 Author Share Posted June 10, 2021 (edited) Got a little something cooking, still in early stages but here's a preview (don't mind the jittering and artifacts for now): https://gfycat.com/vigilantshadowyamericancreamdraft Edited June 10, 2021 by blackrack Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted June 10, 2021 Share Posted June 10, 2021 3 minutes ago, blackrack said: Got a little something cooking, still in early stages but here's a preview (don't mind the jittering and artifacts for now): https://gfycat.com/vigilantshadowyamericancreamdraft is that…. what I think it is ? Clouds with height!!!!???!?! also that’s the unity editor right. There’s no way that’s ksp Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 10, 2021 Author Share Posted June 10, 2021 40 minutes ago, Spaceman.Spiff said: is that…. what I think it is ? Clouds with height!!!!???!?! also that’s the unity editor right. There’s no way that’s ksp That's exactly what you think it is. This is in unity editor but the end goal is ksp of course Quote Link to comment Share on other sites More sharing options...
RyanRising Posted June 11, 2021 Share Posted June 11, 2021 3 hours ago, blackrack said: Got a little something cooking, still in early stages but here's a preview (don't mind the jittering and artifacts for now): https://gfycat.com/vigilantshadowyamericancreamdraft the particles have been acting a little wonky but dear Kraken that's not the fix I was expecting! You and your shader wizardry again. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted June 12, 2021 Share Posted June 12, 2021 On 6/11/2021 at 12:05 AM, blackrack said: Got a little something cooking, still in early stages but here's a preview (don't mind the jittering and artifacts for now): https://gfycat.com/vigilantshadowyamericancreamdraft I would have never guessed that I will live long enough to actually see somebody try to apply a proper cloud shader to KSP. I sure hope you will succeed, it will be absolutely phenomenal. Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 16, 2021 Author Share Posted June 16, 2021 This should fix city lights not appearing with the newest scatterer: https://mega.nz/file/jdpEXJYS#_9CxwTVmKvnIGSkEqyuhlVzrXZbOpWODzO54SedZ37M @Caerfinon you reported this issue, can you test this fix? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 16, 2021 Share Posted June 16, 2021 (edited) 1 hour ago, blackrack said: can you test this fix? updating files now. UPDATE: I've installed Scatterer v0.0770 and the new plugin DLLs for EVE and can confirm that city lights are working again. Thanks very much! Edited June 16, 2021 by Caerfinon Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 18, 2021 Author Share Posted June 18, 2021 Just pushed a quick update with the fix for city lights with the latest scatterer versions (0.0770+). Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted June 22, 2021 Share Posted June 22, 2021 how do you use EVE Redux without scatterer? whenever i try to install it with ckan nothing happens Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted June 22, 2021 Share Posted June 22, 2021 5 hours ago, Drupegod02 said: how do you use EVE Redux without scatterer? whenever i try to install it with ckan nothing happens You are using a EVE pack, right? Examples are Spectra, AVP. Or if you're using a planet pack, then it would come seperately or with the mod. Quote Link to comment Share on other sites More sharing options...
Rakete Posted June 24, 2021 Share Posted June 24, 2021 Anyone tested 1.12 compatibiliy? Does it run fine? Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted June 25, 2021 Share Posted June 25, 2021 It runs fine for me. Havent found any bugs yet. Quote Link to comment Share on other sites More sharing options...
LHACK4142 Posted June 26, 2021 Share Posted June 26, 2021 On 6/24/2021 at 2:22 PM, Rakete said: Anyone tested 1.12 compatibiliy? Does it run fine? Works for me Quote Link to comment Share on other sites More sharing options...
luisitoISS Posted June 30, 2021 Share Posted June 30, 2021 (edited) This is an answer for questions in the future, about Boulder Co and OPM, there are no texture files, nor settings for that mod. If you want clouds for the OPM planets, you can go with AVP, or SVE (with the case of SVE I already discussed it in the thread). And maybe there is one hanging around there, but most likely it is very outdated and the links are ... just useless. The best thing would be if @blackrack may agree with @Poodmund to be able to create configurations, or revive the old mod for OPM. (as collaborative work) Edited July 1, 2021 by luisitoISS Quote Link to comment Share on other sites More sharing options...
Anbelizac Posted June 30, 2021 Share Posted June 30, 2021 Does this have the config installed? Quote Link to comment Share on other sites More sharing options...
Anbelizac Posted June 30, 2021 Share Posted June 30, 2021 (edited) FIXED: When I reinstalled it, KSP wouldn't load, it got stuck on "Loading Part Upgrades", what do I do? Edited June 30, 2021 by Anbelizac Quote Link to comment Share on other sites More sharing options...
Anbelizac Posted June 30, 2021 Share Posted June 30, 2021 (edited) FIXED: I clicked on the EVE Icon in the bottom right and a I get an error message saying "No config! Please add a config with the contents of "EVE_CLOUDS{}" to populate. Where do I get a config? Edited June 30, 2021 by Anbelizac Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 30, 2021 Share Posted June 30, 2021 45 minutes ago, Anbelizac said: Where do I get a config? Different visual packs provide the config (like AVP). The default config is "Environmental Visual Enhancements - Stock Planet Config files" available on CKAN or from GitHub - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-Configs-1.2.2.1.zip Quote Link to comment Share on other sites More sharing options...
FDAUT Posted July 2, 2021 Share Posted July 2, 2021 So im trying to get my planets that have atmospheres to "fade out more" rather than just a very distinct line: The screenshots make it look way less for some reason and actually look like what I want. I'm pretty certain this is a setting in avp for eve, but no idea which one. Bodies without atmospheres had it too but I was able to get rid of it for them by removing the glow.cfg file in the avp configs folder. But Im unable to change anything when it comes to bodies with atmospheres. 1 minute ago, FDAUT said: So im trying to get my planets that have atmospheres to "fade out more" rather than just a very distinct line: The screenshots make it look way less for some reason and actually look like what I want. I'm pretty certain this is a setting in avp for eve, but no idea which one. Bodies without atmospheres had it too but I was able to get rid of it for them by removing the glow.cfg file in the avp configs folder. But Im unable to change anything when it comes to bodies with atmospheres. just found these in avp-scatterer folder possibly what I'm looking for?? @Scatterer_atmosphere:BEFORE[AstronomersVisualPack] { !Atmo:HAS[#name[Kerbin]]{} Atmo { name = Kerbin flattenScaledSpaceMesh = 0.600000024 experimentalAtmoScale = 2.4000001 cloudColorMultiplier = 2 cloudScatteringMultiplier = 0.7 cloudSkyIrradianceMultiplier = 0.05 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 0 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 5, 2021 Share Posted July 5, 2021 Getting the following error in a 1.12 install during the initial startup of the game: 2397 [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager' 2400 Uploading Crash Report 2401 NotSupportedException: The invoked member is not supported in a dynamic module. 2402 at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <9577ac7a62ef43179789031239ba8798>:0 2403 at _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) [0x00000] in <e4b5582dab1d42df871d52053423f128>:0 2404 at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () [0x00019] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 2405 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 2406 at _BuildManager._BuildManager.logVersion () [0x0005c] in <e4b5582dab1d42df871d52053423f128>:0 2407 at _BuildManager._BuildManager.Awake () [0x00000] in <e4b5582dab1d42df871d52053423f128>:0 Not really sure why, the code looks ok, but I'm going to guess it may be this code: Assembly buildManager = Assembly.GetExecutingAssembly(); String location = Path.GetDirectoryName(buildManager.Location); List<AssemblyName> assemblies = AppDomain.CurrentDomain.GetAssemblies().Where(x => Path.GetDirectoryName(x.Location) == location).Select(x => x.GetName()).ToList(); Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 10, 2021 Share Posted July 10, 2021 I noticed that in my game, the cloud layer abruptly ends at 10,000 meters altitude. It looks weird on rocket takeoff or re-entry. Does it work that way or could it be some bug or misconfiguration in my game? I using the last version of 'Astronomer Visual Pack'! This can be a problem in that configuration's mod? I'm using the latest version of this mod as well Scatterer (maximum quality settings)! * KSP 1.12.1 Windows x64 Thanks. Quote Link to comment Share on other sites More sharing options...
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