DaniDE Posted July 15, 2021 Share Posted July 15, 2021 Hey there I have been hunting in the OPM thread and this one for Parallax configs for the Outer Planets Mod. I only saw mentions of people working on them, but have not been able to find an actual link to OPM configs. So I figure my best bet is to just ask, does anyone know of an actual Parallax configs for OPM download? Many thanks! Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted July 15, 2021 Share Posted July 15, 2021 Im on 1.11 and I recently installed the latest version of Parallax that was the one prior to 1.12. Im curious. Were things made to be brighter in this version? Because I always thought planets looked a little dim. Especially the Mun. Now its proper blinding in full sunlight. I like it. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted July 16, 2021 Share Posted July 16, 2021 On 7/11/2021 at 12:19 PM, Dominiquini said: I do that and now is much better! I'm getting around 40 fps in that same location! I only test this new settings on the runaway and over some mountains next by, and not see difference in quality! This lower settings will degrade the quality in another areas? Thanks. Another subject: Sometimes I see some floating objects, appears to be trees: Someone else have this problem? Thanks. Indeed. Completely removing the incorrectly floating scatters is expensive, so Kopernicus's default settings let 1-2 through on occasion in a compromise for performance. If you want them eliminated entirely, you can set ScatterCleanupDeleta to 1 or zero in Kopernicus_Config.cfg, example: ScatterCleanupDelta = 1 You can also set it to anything under 10, with varying tradeoffs in incorrect scatter spawn quantity vs performance. Be advised the setting that completely fixes it ("1") is rather expensive to FPS, which is why we implement a compromise by default. Quote Link to comment Share on other sites More sharing options...
plonk Posted July 16, 2021 Share Posted July 16, 2021 (edited) I've been following this thread since first release but did not dare to try out this mod on my ancient (12+ yrs) machine. Until 1.12 started wrecking ships and made some planes jump around like bitten by a snake in my career game. I tried to narrow down if there's a mod responsible for those problems(it's not). But hey, I was on the edge of throwing KSP out the window anyway and had made a seperate installation, so it decided to try it out. Then a big smile went over my face! Never thought it would run decently on a GTX660 full of years old dust, but it surely does! And it does run pretty smoothly as long a there are not too many lights around. I was very impressed, and I still am. Thank you very much @Gameslinx, for making my day. This fine mod almost made me forget the annoyances with KSP 1.12.1 Keep up the great work! Edited July 16, 2021 by plonk Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 16, 2021 Author Share Posted July 16, 2021 25 minutes ago, plonk said: Never thought it would run decently on a GTX660 full of years old dust, but it surely does! That's incredible, I'm glad it runs well! Quote Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted July 16, 2021 Share Posted July 16, 2021 Not to sound pushy at all, but I liked ground collisions a lot. Driving a rover on Duna was actually fun for once! Do you have an expected ETA for those to be back? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 17, 2021 Author Share Posted July 17, 2021 I've been working on Parallax Asteroids: They come with emissive effects, bringing back the legendary Magic Boulder from many updates ago... Each colour signifies a benefit that the asteroid can provide to your craft. This can be toggled on or off in the settings. For example, asteroids that glow blue will generate small amounts of electric charge. These benefits can be combined by connecting asteroids together into large bases and can assist in large asteroid bases that resupply ships. I wanted to include a gameplay aspect since I'm introducing a huge diversity in asteroid types. This'll allow for improved asteroid exploration if you decide to enable it. I'm also experimenting with organic asteroids that spawn very rarely which include a science experiment which rewards a fair amount of science: Happy hunting Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted July 17, 2021 Share Posted July 17, 2021 14 minutes ago, Gameslinx said: I've been working on Parallax Asteroids: They come with emissive effects, bringing back the legendary Magic Boulder from many updates ago... Each colour signifies a benefit that the asteroid can provide to your craft. This can be toggled on or off in the settings. For example, asteroids that glow blue will generate small amounts of electric charge. These benefits can be combined by connecting asteroids together into large bases and can assist in large asteroid bases that resupply ships. I wanted to include a gameplay aspect since I'm introducing a huge diversity in asteroid types. This'll allow for improved asteroid exploration if you decide to enable it. I'm also experimenting with organic asteroids that spawn very rarely which include a science experiment which rewards a fair amount of science: Happy hunting Awesome! This could be a mod all on its own! Quote Link to comment Share on other sites More sharing options...
Souptime Posted July 17, 2021 Share Posted July 17, 2021 1 hour ago, Gameslinx said: Each colour signifies a benefit that the asteroid can provide to your craft. This can be toggled on or off in the settings. For example, asteroids that glow blue will generate small amounts of electric charge. These benefits can be combined by connecting asteroids together into large bases and can assist in large asteroid bases that resupply ships. I wanted to include a gameplay aspect since I'm introducing a huge diversity in asteroid types. This'll allow for improved asteroid exploration if you decide to enable it. I'm also experimenting with organic asteroids that spawn very rarely which include a science experiment which rewards a fair amount of science: I wish this was a seperate mod so my potato doesnt fry Quote Link to comment Share on other sites More sharing options...
thunder175 Posted July 17, 2021 Share Posted July 17, 2021 (edited) 1 hour ago, Gameslinx said: For example, asteroids that glow blue will generate small amounts of electric charge. Sounds like the protomolecule to me... Finally a mod to make a Kerbalized Phoebe Station Edited July 17, 2021 by thunder175 Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted July 18, 2021 Share Posted July 18, 2021 6 hours ago, thunder175 said: Sounds like the protomolecule to me... Finally a mod to make a Kerbalized Phoebe Station Hopefully those blue glowy asteroids won't crash into Eve.... Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 19, 2021 Author Share Posted July 19, 2021 I've managed to get particles working... One step closer to a Protomolecule asteroid Quote Link to comment Share on other sites More sharing options...
Morphisor Posted July 19, 2021 Share Posted July 19, 2021 On 7/18/2021 at 12:41 AM, Spaceman.Spiff said: Awesome! This could be a mod all on its own! Indeed that seems more fitting, but a great new gameplay prospect. Quote Link to comment Share on other sites More sharing options...
Woolyz Posted July 21, 2021 Share Posted July 21, 2021 hi gameslinx love the mod but i am having an issue on 1.12 where the terrain on kerbin(only) is very glitchy and in triangle patters and i am using tufx;eve;scatterer;spectra https://imgur.com/a/zVfplmz Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 21, 2021 Author Share Posted July 21, 2021 1 hour ago, Woolyz said: hi gameslinx love the mod but i am having an issue on 1.12 where the terrain on kerbin(only) is very glitchy and in triangle patters and i am using tufx;eve;scatterer;spectra https://imgur.com/a/zVfplmz Please enable Depth Buffer Mode in the scatterer Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 21, 2021 Author Share Posted July 21, 2021 On 7/18/2021 at 12:41 AM, thunder175 said: Sounds like the protomolecule to me... Finally a mod to make a Kerbalized Phoebe Station On 7/18/2021 at 7:32 AM, DirtyFace83 said: Hopefully those blue glowy asteroids won't crash into Eve.... Yes, those blue particles do slowly orbit the asteroid Quote Link to comment Share on other sites More sharing options...
thunder175 Posted July 21, 2021 Share Posted July 21, 2021 (edited) 5 hours ago, Gameslinx said: Yes, those blue particles do slowly orbit the asteroid That is absolutely incredible! Miller would approve EDIT: HOW am I just finding this now... Someone here on the forums make this?? Bravo https://www.youtube.com/watch?v=suLqHEaN86I&ab_channel=Eraesr Edited July 21, 2021 by thunder175 Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted July 21, 2021 Share Posted July 21, 2021 7 hours ago, Gameslinx said: Yes, those blue particles do slowly orbit the asteroid I wonder what would happen if I crashed it somewhere... Quote Link to comment Share on other sites More sharing options...
Xaxutsu Posted July 22, 2021 Share Posted July 22, 2021 (edited) I've been trying to troubleshoot this for a while to no success Edit: Solved it. Doesn't work with EVE's City Lights (which honestly is fine with me, I just hadn't gotten around to removing it yet from this copy of the game) Edited July 22, 2021 by Xaxutsu Solved Quote Link to comment Share on other sites More sharing options...
Woolyz Posted July 22, 2021 Share Posted July 22, 2021 (edited) 19 hours ago, Gameslinx said: Please enable Depth Buffer Mode in the scatterer It didnt work https://imgur.com/a/0mJTgqN Edited July 22, 2021 by Woolyz Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted July 23, 2021 Share Posted July 23, 2021 (edited) Im not sure if this is a Parallax issue, but I figure ill ask here. This is on 1.11 with Parallax version 1.3.0. Im having some bad fps lag when landing on the Mun. Ive not gotten the chance to try other bodies. It happens only with engines running very close to the surface. Other then that everything runs fine. There are no nullrefs. Everything looks okay in the console. This particular craft has alot of engines for a lander. Six all using Waterfall. I do not have Engine Lighting installed nor Planetshine. Any ideas? Edited July 23, 2021 by Motokid600 Quote Link to comment Share on other sites More sharing options...
Kerbal Productions Posted July 26, 2021 Share Posted July 26, 2021 @Gameslinxso I have been using your mod for a week now but little did I know: my Mun doesn't have those rocks thingy that can be collided. EXPECTATION (pic not mine) MY GAME How do I fix this? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 26, 2021 Author Share Posted July 26, 2021 7 hours ago, Kerbal Productions said: my Mun doesn't have those rocks thingy that can be collided. Turn on Terrain Scatters in your main menu settings Quote Link to comment Share on other sites More sharing options...
Kerbal Productions Posted July 26, 2021 Share Posted July 26, 2021 9 hours ago, Gameslinx said: Turn on Terrain Scatters in your main menu settings It already is turned on, there are rocks that I can't collide with that comes with the Terrain Scatters. Installed form CKAN, btw Quote Link to comment Share on other sites More sharing options...
THX-1138 Posted July 27, 2021 Share Posted July 27, 2021 (edited) 2 hours ago, Kerbal Productions said: It already is turned on, there are rocks that I can't collide with that comes with the Terrain Scatters. Installed form CKAN, btw @Kerbal Productions What you are seeking is currently only found on the previous version of this mod (Parallax v1.2.3). It is great but it has known bugs which you can read from previous posts (dated around APR/MAY 2021). Here is the post in regards you do not find this feature (physics) in the latest version (v1.3.0): Hope that helps you. Edited July 27, 2021 by THX-1138 Quote Link to comment Share on other sites More sharing options...
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