Dinkledash Posted February 16, 2023 Share Posted February 16, 2023 Absolutely gorgeous, but how the heck am I supposed to find a mun rock now? xD Quote Link to comment Share on other sites More sharing options...
BIOZ Posted February 19, 2023 Share Posted February 19, 2023 Hi. I'm in the process of adapting the old config for RSS, it works ok, but not for Kerbin/Earth. I tried different variations of configs and found what parallax doesn't apply tessellation on Earth if Earth has a parameter cbNameLater (Kopernicus/Body/cbNameLater). If I set 'name = Earth' in Parallax/Body, I get this error: [EXC 17:30:17.315] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <9577ac7a62ef43179789031239ba8798>:0) ParallaxOptimized.SubdivisionData.DetermineMaterial () (at <40e34d3c09734e828597afb2f90e2e92>:0) ParallaxOptimized.SubdivisionData..ctor (PQ quad, System.Int32 subdivisionLevel, System.Single subdivisionRadius, System.Boolean subdividable) (at <40e34d3c09734e828597afb2f90e2e92>:0) ParallaxOptimized.PQSMod_Subdivide.OnQuadBuilt (PQ quad) (at <40e34d3c09734e828597afb2f90e2e92>:0) PQS.Mod_OnQuadBuilt (PQ quad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.BuildQuad (PQ quad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.Build () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.SetVisible () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateVisibility () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateQuadsInit () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.StartSphere (System.Boolean force) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.RebuildSphere () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.Update () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Looks like parallax can't found Earth and thinks it still named Kerbin. More info in pictures. There were no such problem with cbNameLater in parallax 1.3.1. Maybe I miss something obvious ¯\_(о_О)_/¯ KSP 1.12.3, RSS 19.0.5, Parallax 2.0.6, Kopernicus 153 Spoiler Quote Link to comment Share on other sites More sharing options...
Borksnorkel Jr Posted February 19, 2023 Share Posted February 19, 2023 I have not found the config file where I can change terrain shader quality to ultra or high it is either I have not looked hard enough or it is not there I want to know the name of the config file so it is easy to find. Quote Link to comment Share on other sites More sharing options...
Fezak Posted February 20, 2023 Share Posted February 20, 2023 (edited) Is anyone having a similar issue to mine. Everytime I leave kerbin and then come back, Kerbin turns into a never ending desert. This doesn't only affect the KSC area, but the entirity of Kerbin and I don't know what could be causing this. Besides this, the mod is working perfectly fine. Edited February 20, 2023 by Fezak Typo Quote Link to comment Share on other sites More sharing options...
Fezak Posted February 21, 2023 Share Posted February 21, 2023 14 hours ago, Fezak said: Is anyone having a similar issue to mine. Everytime I leave kerbin and then come back, Kerbin turns into a never ending desert. This doesn't only affect the KSC area, but the entirity of Kerbin and I don't know what could be causing this. Besides this, the mod is working perfectly fine. Found out that it's not that Kerbin turns into a never ending desert when I return from another body. But the ground changes color to the ground colors of the previous body I've been into. Tried going to Minmus and the ground of Kerbin turned into that minty green. Then tried Duna and Eve and that confirmed my theory. Quote Link to comment Share on other sites More sharing options...
david9000 Posted February 21, 2023 Share Posted February 21, 2023 Problem with Beyond Home For some reason, the Parallax ground is displaced downwards a bit, making anything I put on the surface of a planet seem like they're floating. And as the cherry on top, my kerbals die and pop out of existence whenever I walk around using EVA. (GAME-BREAKING BUG) Any solutions? Quote Link to comment Share on other sites More sharing options...
Kerballlistic07 Posted February 24, 2023 Share Posted February 24, 2023 I must say, now that KSP 2 EA is out, I think that this mod looks better than KSP 2. More ground scatter, better lighting, etc. Honestly Linx, you did a phenomenal job making this, especially because it can run on hardware way below than KSP 2 minimum. (Note that I am saying these things without having actually played KSP 2. My computer can't handle that! ) Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 24, 2023 Author Share Posted February 24, 2023 1 hour ago, Kerballlistic07 said: I must say, now that KSP 2 EA is out, I think that this mod looks better than KSP 2. More ground scatter, better lighting, etc. Honestly Linx, you did a phenomenal job making this, especially because it can run on hardware way below than KSP 2 minimum. (Note that I am saying these things without having actually played KSP 2. My computer can't handle that! ) Thanks man! I try Honestly I must agree - but I am excited to see where KSP2 goes with the system as it is in its early stages. Nontheless I really appreciate the feedback! Quote Link to comment Share on other sites More sharing options...
Dinkledash Posted February 24, 2023 Share Posted February 24, 2023 On 2/21/2023 at 6:56 AM, Fezak said: Found out that it's not that Kerbin turns into a never ending desert when I return from another body. But the ground changes color to the ground colors of the previous body I've been into. Tried going to Minmus and the ground of Kerbin turned into that minty green. Then tried Duna and Eve and that confirmed my theory. Global Warming? Quote Link to comment Share on other sites More sharing options...
NaviG Posted February 25, 2023 Share Posted February 25, 2023 On 2/14/2023 at 9:19 PM, Anthares said: Hi guys, I found a weird bug that is happening in my current career save, whenever I try to launch something from the SPH there are a lot of shadows from what looks like invisible trees, however that's not the case when I launch the exact same rover in my sandbox save: Could something be broken that only affects one save? I haven't checked because I don't have time, but could this be related to my other problem with the terrain hitbox being too high in some areas? (see quoted posts) Hey, that's happening cause you are using TUFX ambient oclusion, try to change that. Quote Link to comment Share on other sites More sharing options...
Cairan Posted February 26, 2023 Share Posted February 26, 2023 Please, I am begging you, port this to Linux! Quote Link to comment Share on other sites More sharing options...
Borksnorkel Jr Posted February 26, 2023 Share Posted February 26, 2023 (edited) On 9/20/2020 at 12:22 PM, Gameslinx said: Launch the game, and set your terrain quality to High. Set your terrain shader quality to High or Ultra. Ultra will enable tessellation. How exactly do I do this step? edit: I figured it out. Edited March 2, 2023 by Borksnorkel Jr i figured out Quote Link to comment Share on other sites More sharing options...
jd284 Posted February 26, 2023 Share Posted February 26, 2023 On 2/19/2023 at 4:16 PM, BIOZ said: Hi. I'm in the process of adapting the old config for RSS, it works ok, but not for Kerbin/Earth Can you post your WIP please? I'm not spending much time to look around KSC anymore anyway. 4 hours ago, Cairan said: Please, I am begging you, port this to Linux! It works fine for me on Linux as far as I can tell. Quote Link to comment Share on other sites More sharing options...
NielsGx Posted February 26, 2023 Share Posted February 26, 2023 I thought this mod was causing me massive stutter at high speed and low altitude, because of my GTX 1060 6GB VRAM being close to full. The issue was caused by TUFX Ambiant Occlusion. (preset from Astronomer's Visual Pack (also, disable their chromatic abberation, who use this crap in 2023, makes everything blurry) The more zoomed in on my spacecraft, the worse my fps get. When really close, I have like 5fps and stutter ... But at +50m away from spacecraft, I have 45-60fps. I would advise anyone to stop using AO from TUFX for everyone without a RTX 4080 ^^ The AO isn't even that precise and good tbh. I would probably try MXAO from qUINT in ReShade, as it's way more precise and not that heavy in term of perf. Now I can finally enjoy Parallax + Scatterer + eve redux at good speed. Quote Link to comment Share on other sites More sharing options...
Kofi Posted February 26, 2023 Share Posted February 26, 2023 Hi everyone, tried installing Parralax with no other mods, no error messages but seems like I'm stuck on stock KSP. No errors that I can see in game or in KSP.log, happy to share any needed details. KSP v1.12.5 Kopernicus 156 Parralax 2.0.6 Parralax StockTextures 2.0.0 Parralax ScatterTextures 2.0.1 Quote Link to comment Share on other sites More sharing options...
NaviG Posted February 27, 2023 Share Posted February 27, 2023 Hey, i'm using a fresh installation on KSP 1.12.5 with Parallax and all the dependencies. When my vessel hits the ground, the grass and the trees flash (or flicker, idk). Maybe it's related to the game options? Or maybe kopernicus? I have no clue. Its a little annoying and it makes a huge lag when it happens. Quote Link to comment Share on other sites More sharing options...
Cairan Posted February 27, 2023 Share Posted February 27, 2023 (edited) 19 hours ago, jd284 said: It works fine for me on Linux as far as I can tell. You use the native Linux standalone KSP or playing thru Steam? I'm curious as I was told Parallax uses DirectX and not OpenGL. Nevermind, I'm an idiot... Just saw in the first page requirements that OpenGL on Linux is supported... *facepalm* Annnnnnnnnnnnnnnnd it works! Edited February 27, 2023 by Cairan I am an idiot Quote Link to comment Share on other sites More sharing options...
BIOZ Posted February 27, 2023 Share Posted February 27, 2023 Hey. I probably found the part which breaks tessellation on Earth. I've changed this line in ParallaxOptimized.SubdivisionData.DetermineMaterial() ParallaxBody body = ParallaxBodies.parallaxBodies[quad.sphereRoot.name]; to ParallaxBody body = ParallaxBodies.parallaxBodies[FlightGlobals.currentMainBody.name]; Every planet I checked working good now. Damn infinite terran forests look so beautiful (although I get true KSP2 fps experience ). Spoiler Hi, @jd284. I can post my WIP, but I'm using KSRSS configs and I don't want to redistribute their code. I can share my own code, but you have to download some KSRSS configs from GitLab (configs only, no models nor textures). If you ok, I'll write the exact instructions for installation. Quote Link to comment Share on other sites More sharing options...
NaviG Posted February 28, 2023 Share Posted February 28, 2023 (edited) Did anyone encountered a bug when you put the camera near the ground and it shows some black dots/artifacts flickering? I think it's related to some mod or the configuration, but idk. Maybe someone can help I uninstalled parallax and it's not showing now, so maybe it's related? Edit: Not related but, is it possible to add parallax trees for KSC view and near it? Thank you Edited February 28, 2023 by NaviG Quote Link to comment Share on other sites More sharing options...
ZuluDoggy Posted March 1, 2023 Share Posted March 1, 2023 Wow. Great mod. This mod turns KSP into what KSP2 wants to be (but isn't, at least yet). Quite impressive!! Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted March 1, 2023 Share Posted March 1, 2023 KSRSS Reborn doesn't work with Parallax despite having configs for Parallax. The game gets stuck on an infinite loading screen before reaching the main menu. I've spent a while trying to determine the cause of this problem and have narrowed it down to Parallax being the issue. Does anyone know how to fix this? KSRSS Reborn does have Parallax configs, like I said. Quote Link to comment Share on other sites More sharing options...
Moose Posted March 1, 2023 Share Posted March 1, 2023 18 hours ago, NaviG said: Did anyone encountered a bug when you put the camera near the ground and it shows some black dots/artifacts flickering? I think it's related to some mod or the configuration, but idk. Maybe someone can help I uninstalled parallax and it's not showing now, so maybe it's related? Edit: Not related but, is it possible to add parallax trees for KSC view and near it? Thank you I found this is due to normals not being correct leaving holes in the meshes, and is related to the pile of shader tricks Scatterer is pulling alongside this. I ended up reinstalling both and that fixed the issue. Quote Link to comment Share on other sites More sharing options...
jd284 Posted March 1, 2023 Share Posted March 1, 2023 On 2/27/2023 at 11:05 PM, BIOZ said: Hi, @jd284. I can post my WIP, but I'm using KSRSS configs and I don't want to redistribute their code. I can share my own code, but you have to download some KSRSS configs from GitLab (configs only, no models nor textures). If you ok, I'll write the exact instructions for installation. Hmm, I'm using the full-scale RSS so I'm not sure how well that would work then. In that case I think I'll just wait until someone makes a proper RSS config. Quote Link to comment Share on other sites More sharing options...
NaviG Posted March 1, 2023 Share Posted March 1, 2023 (edited) 28 minutes ago, Moose said: I found this is due to normals not being correct leaving holes in the meshes, and is related to the pile of shader tricks Scatterer is pulling alongside this. I ended up reinstalling both and that fixed the issue. Just to say, found that this is a known bug and known bugfix is to disable the option "Merge depth pre-pass into main depth" in "customize settings" on the KSC general view from Scatterer Maybe when you reinstalled, it disabled that option by default, idk. Edited March 1, 2023 by NaviG Quote Link to comment Share on other sites More sharing options...
dylsh Posted March 2, 2023 Share Posted March 2, 2023 Does this mod interfere with the stock Easter Eggs? Quote Link to comment Share on other sites More sharing options...
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