mateusviccari Posted March 5, 2023 Share Posted March 5, 2023 (edited) Has anyone noticed a problem where the 2d clouds layer appears to be fixed relative to the stars, instead of rotating with the planet? It goes back to normal as soon as I enter the atmosphere. It doesn't happen at launch though, only (sometimes) when returning from a trip or loading a quick save already in orbit. I recorded this video a few years ago but it stopped happening for some reason, today I saw it again: Edited March 5, 2023 by mateusviccari Quote Link to comment Share on other sites More sharing options...
atomontage Posted March 5, 2023 Share Posted March 5, 2023 4 hours ago, mateusviccari said: Has anyone noticed a problem where the 2d clouds layer appears to be fixed relative to the stars, instead of rotating with the planet? It goes back to normal as soon as I enter the atmosphere. It doesn't happen at launch though, only (sometimes) when returning from a trip or loading a quick save already in orbit. I recorded this video a few years ago but it stopped happening for some reason, today I saw it again: This is a very old bug. Once you get below 160km (when PQS kicks in), it fixes itself. Earlier it was easily reproducable: just load with F9 when you are higher than 160km. Alternate solution: change scenes (go to KSC, then go back to the craft in flight). Quote Link to comment Share on other sites More sharing options...
RW-1 Posted March 6, 2023 Share Posted March 6, 2023 Blackrack is channeling Ami Stewart! https://g.co/kgs/dKTymU It's like thunder, lightning, the way he loves us is frightening! Jeb better knock, knock, knock, knock, knock, On wood! You know I'm going to ask for it, lightning strikes! Electrical system damage! Seriously though, sweet work! Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted March 9, 2023 Share Posted March 9, 2023 would it work with intergrated graphics? Quote Link to comment Share on other sites More sharing options...
Snigel Posted March 9, 2023 Share Posted March 9, 2023 Hello! I'm quite new to ksp modding and have gotten a few mods to run whithout any problems, but I'm having a lot of trouble with getting E.V.E to work properly. I have tried installing it with CKAN, I have tried installing it manualy and I have tried installling it with different texture files, but no matter what I do, I get the same "no config! please add a config with the contents of "EVE clouds{}" to populate" message! I have checked that the config file it mentions is available in the Game Data folder, but it seems like it's unable to detect it. Before anyone asks, yes i have tried installing the mods with a fresh version of ksp. Quote Link to comment Share on other sites More sharing options...
Agustin Posted March 9, 2023 Share Posted March 9, 2023 5 hours ago, Snigel said: Hello! I'm quite new to ksp modding and have gotten a few mods to run whithout any problems, but I'm having a lot of trouble with getting E.V.E to work properly. I have tried installing it with CKAN, I have tried installing it manualy and I have tried installling it with different texture files, but no matter what I do, I get the same "no config! please add a config with the contents of "EVE clouds{}" to populate" message! I have checked that the config file it mentions is available in the Game Data folder, but it seems like it's unable to detect it. Before anyone asks, yes i have tried installing the mods with a fresh version of ksp. read Quote Link to comment Share on other sites More sharing options...
Snigel Posted March 11, 2023 Share Posted March 11, 2023 On 3/9/2023 at 9:51 PM, Miza said: I'm having the same problem with the experimental volumetric clouds and the sky turning black (But Kerbin looking normal from space). I've already deleted previous configs and installed the EVE/Scatterer versions included with the download too, to no avail. I've also forced DX11, and nothing And the game has this gray filter to it in space, too. EDIT: Here's my log. just wondering, what mod are you using for the expanded KSC? Quote Link to comment Share on other sites More sharing options...
cadeksp Posted March 11, 2023 Share Posted March 11, 2023 (edited) Hey guys, I don't mean to repeat questions if anyone else has asked this before, but how will this mod be affected by the release of KSP2. I assume it will continue to be developed for a little while, until KSP2 becomes more.. user-friendly. [snip] Edited April 8, 2023 by Snark Redacted by moderator Quote Link to comment Share on other sites More sharing options...
Miza Posted March 12, 2023 Share Posted March 12, 2023 12 hours ago, Snigel said: just wondering, what mod are you using for the expanded KSC? Pretty sure its Tundra Space Center Quote Link to comment Share on other sites More sharing options...
Bartybum Posted March 12, 2023 Share Posted March 12, 2023 (edited) 15 hours ago, cadeksp said: Hey guys, I don't mean to repeat questions if anyone else has asked this before, but how will this mod be affected by the release of KSP2. The answer's somewhere in the topic, you can verify for yourself. Safe to say though that if Blackrack were to have any plans to discontinue because of KSP2, then it would be news to me Edited March 12, 2023 by Bartybum Quote Link to comment Share on other sites More sharing options...
Pluspython68 Posted March 14, 2023 Share Posted March 14, 2023 (edited) On 8/19/2020 at 2:29 PM, blackrack said: EVE-Redux This is my continuation of EVE (Environmental Visual Enhancements). This started as a performance-enhanced version of EVE. See here for EVE (thanks for everything @rbray89). This build also integrates @R-T-B's and @BIOZ fixes for 1.10. Information about current EVE-Redux This version uses a few more modern rendering tricks: - Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) - Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) - All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time - One MeshRenderer and one GameObject per volumetric layer instead of one per particle - Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power So how fast is it really? Reveal hidden contents My test results: My own results with an i5-3470 and a GTX 1080 at 1440p, very CPU-bound in KSP. Left is last release, right is this build, framerate can be seen in the corner: At runway with EVE only, 98 vs 121 fps: At runway with scatterer+EVE 68 vs 97 fps: Zoomed out with scatterer+EVE 45 vs 69 fps: EVE surface with scatterer+EVE, an absolutely ridiculous 27 vs 87 fps (this scales much better with a higher number of clouds and volumetrics) Full comparison album: https://imgur.com/a/gl2Yonq Test results from users: @Poodmund's test results with stock EVE configs and modified density configs: Full post: Test results with spectra: @airtrafficcontroller results (15% performance increase in-game): https://forum.kerbalspaceprogram.com/index.php?/topic/196411-110x-eve-redux-performance-enhanced-eve-build/&do=findComment&comment=3841285 @RyanRising's results (no significant performance difference in-game) https://forum.kerbalspaceprogram.com/index.php?/topic/196411-110x-eve-redux-performance-enhanced-eve-build-v11111-26082020/&do=findComment&comment=3844819 Test results with SVE: @TheKurgan's results (~6% performance increase in-game) : https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip110x-scatterer-atmospheric-scattering-v00630-19082020/&do=findComment&comment=3840894 Known issues: -You might notice a bit of aliasing now that all effects use the depth buffer -Volumetrics may appear visible from underwater with scatterer Downloads Spacedock: https://spacedock.info/mod/2631/Environmental Visual Enhancements Redux Github: https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/ Configs: Configs are to be downloaded from the default EVE config:https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-Configs-1.2.2.1.zip or your favourite visual pack Changelogs: Reveal hidden contents ***********Redux 1.11.7.1*********** - Fix flickering city lights with Parallax (added a small depth offset) - Fix volumetrics in VR (thanks @JonnyOthan) for Kerbal-VR https://github.com/JonnyOThan/Kerbal-VR - Fix a nullref and some game event leaks (Thanks @BrettRyland and @GotMachine) ***********Redux 1.11.6.1*********** -Fixed flickering clouds in reflections (most noticeable on TU parts) ***********Redux 1.11.5.1*********** -Fix compatiblity with 1.10-1.11 (recompile shaders with older unity version) ***********Redux 1.11.4.1*********** -Fix clouds shadows breaking TAA (scatterer/tufx) in low orbit -Fix BuildManager exception during load (Thanks @al2me6) -Add terrain ultra material support for 1.9+ (Thanks @Bioz) ***********Redux 1.11.3.1*********** -Fix cityLights not appearing with latest scatterer versions (0.0770+) ***********Redux 1.11.2.1*********** -Fix depth precision issues on cloud shadows -Cloud shadows are visible all the way instead of only ~20 km around camera -Fix 2D clouds fading into the planet when zooming out -Fix issue where clouds are stuck when loading savegame from KSC ***********Redux 1.11.1.1*********** -Volumetrics fade near the camera, more natural transition -Fix flickering on volumetrics -Disable mixed-resolution volumetric rendering on OpenGL (buggy) ***********Redux 1.0*********** Performance improvements: -Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector -Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector -All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time -One MeshRenderer and one GameObject per volumetric layer instead of one per particle -Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power Discord: I don't have an official Discord but I usually hang out in the EVE and scatterer channels of the kopernicus discord so you can find me there, although this server is mostly for modders: https://discord.com/invite/uA69S3zZqf Donations: I do this in my spare time, if you like what I do you can support me here: Patreon: Paypal: Astronomer's visual pack and Environmental Visual Enhancements aren't working, but occasionally, E.V.E. will work, but only the old clouds show, not the new volumetric ones. GameData screenshot KSP.log i've already got some support for this issue (@Lisias), and apparently, it's a problem with the EVEManager. Edited March 14, 2023 by Pluspython68 Quote Link to comment Share on other sites More sharing options...
SmokeFan Posted March 16, 2023 Share Posted March 16, 2023 I installed this to the game data directory but ther arent any clouds on the planet at all... Quote Link to comment Share on other sites More sharing options...
woeller Posted March 16, 2023 Share Posted March 16, 2023 (edited) 9 hours ago, SmokeFan said: I installed this to the game data directory but ther arent any clouds on the planet at all... You are missing configs and textures. EVE does not provide these. Here is a selection of possible mods you can use. Install only one, not all of them! And yes, the third one should still work. Edited March 16, 2023 by woeller Quote Link to comment Share on other sites More sharing options...
SmokeFan Posted March 17, 2023 Share Posted March 17, 2023 14 hours ago, woeller said: You are missing configs and textures. EVE does not provide these. Here is a selection of possible mods you can use. Install only one, not all of them! And yes, the third one should still work. Got it thank you Quote Link to comment Share on other sites More sharing options...
SmokeFan Posted March 17, 2023 Share Posted March 17, 2023 On 3/16/2023 at 5:50 AM, woeller said: You are missing configs and textures. EVE does not provide these. Here is a selection of possible mods you can use. Install only one, not all of them! And yes, the third one should still work. Do you know if any one of these will run along side Parralax? Quote Link to comment Share on other sites More sharing options...
Master_Azrael Posted March 18, 2023 Share Posted March 18, 2023 7 hours ago, SmokeFan said: Do you know if any one of these will run along side Parralax? Sure, at least I'm running astromers with parallax without issues Quote Link to comment Share on other sites More sharing options...
SmokeFan Posted March 18, 2023 Share Posted March 18, 2023 11 hours ago, Master_Azrael said: Sure, at least I'm running astromers with parallax without issues Cool thx Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted March 23, 2023 Share Posted March 23, 2023 On 3/16/2023 at 4:50 AM, woeller said: You are missing configs and textures. EVE does not provide these. Here is a selection of possible mods you can use. Install only one, not all of them! And yes, the third one should still work. AVP would be a better choice! SVE has a number of bugs Quote Link to comment Share on other sites More sharing options...
tg626 Posted March 24, 2023 Share Posted March 24, 2023 So EVE and Scatterer(?) Have lots o' settings, is there a document somewhere I missed that explains them (and hopefully dossnt "read like stereo instructions")? Quote Link to comment Share on other sites More sharing options...
CD Lin Posted March 30, 2023 Share Posted March 30, 2023 Help. Please help me. I appreciate it. The ksp version is 1.12.3 I wonder, how do I get the big gas cumulus, city lights, dust, aurora, etc.? I don't know how to configure, maybe I lack some files? Here is my KSP log: https://www.dropbox.com/s/2kkukefqj42l24i/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
BurgerMan12 Posted March 30, 2023 Share Posted March 30, 2023 2 hours ago, CD Lin said: Help. Please help me. I appreciate it. The ksp version is 1.12.3 I wonder, how do I get the big gas cumulus, city lights, dust, aurora, etc.? I don't know how to configure, maybe I lack some files? Here is my KSP log: https://www.dropbox.com/s/2kkukefqj42l24i/KSP.log?dl=0 It appears that you are using Real Solar System as well as Astronomer's Visual Pack. AVP only supports stock system, so you have two options: A) You can switch to other visual pack such as Real Visual Enchancements. B) You can manually edit the configs for the planets located in GameData/AstronomersVisualPack/AVP_Configs/Stock for them to feature Earth, Venus and others, but that can get a bit tricky. Quote Link to comment Share on other sites More sharing options...
CD Lin Posted March 30, 2023 Share Posted March 30, 2023 3 hours ago, BurgerMan12 said: 您似乎正在使用真实的太阳系以及天文学家的视觉包。AVP仅支持库存系统,因此您有两种选择: A)您可以切换到其他视觉包,例如真实视觉增强。 B)您可以手动编辑位于GameData/AstronomersVisualPack/AVP_Configs/Stock中的行星的配置,以使它们具有地球,金星和其他行星,但这可能会变得有点棘手。 Well, do I need to join a beautifying module called "RSSVE" for the real solar system? Then configure the "RSSVE" file in "EVE", right? If so, is there documentation on how to configure it? Quote Link to comment Share on other sites More sharing options...
CatKing1179 Posted April 1, 2023 Share Posted April 1, 2023 it's been generating for an hour with 20 stars Just now, CatKing1179 said: it's been generating for an hour with 20 stars wrong mod Quote Link to comment Share on other sites More sharing options...
Snark Posted April 8, 2023 Share Posted April 8, 2023 A large amount of content has been removed, due to being off-topic. Folks, yet another reminder: The topic of this thread is limited to the downloads available in this thread. If you don't see a link to it in the OP, it's not on-topic here, please don't ask about it. Volumetric clouds are not publicly released and are off topic for this thread. That's why they're not mentioned in the OP. Please do not post or ask about them here. Yes, we understand you're excited, and understandably so. blackrack makes amazing stuff. But you'll have to find somewhere outside the KSP forum to discuss matters that are outside the KSP forum. Please respect the forum rules, and also @blackrack's stated wishes: On 2/26/2023 at 6:36 AM, blackrack said: For those who are wondering why things are quiet here, the forum rules don't permit discussion of content that is not publicly/freely available, so I'm limiting discussion in this thread to what you can download here. Thank you for your understanding. Quote Link to comment Share on other sites More sharing options...
NaviG Posted May 2, 2023 Share Posted May 2, 2023 (edited) On 3/5/2023 at 7:40 PM, atomontage said: This is a very old bug. Once you get below 160km (when PQS kicks in), it fixes itself. Earlier it was easily reproducable: just load with F9 when you are higher than 160km. Alternate solution: change scenes (go to KSC, then go back to the craft in flight). Also the Kerbal helmets can't reflect the panet correctly when below 160km. when the 2d layer pops in, the helmet's reflections works well again. Edited May 2, 2023 by NaviG Quote Link to comment Share on other sites More sharing options...
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