Musuko42 Posted September 17, 2022 Share Posted September 17, 2022 1 minute ago, Gameslinx said: The range multiplier increases the radius of how far scatters render. So doubling it amounts to 4x as many scatters being rendered. If you wanted the same amount of objects to be rendered as 1x density, 1x range but with density set to 100x, you will need a range of 0.1x to balance it out. Tl;dr, set your density to 100x and your range to 0.1x. I must warn you though, your memory usage will still be very high and could mean your performance is still bad as you run the risk of using up a lot of VRAM. Most people I've talked to don't go past 50x density Ah, thank you! I'll have a play around with it and see if I can find a sweet spot with the reduced range. Quote Link to comment Share on other sites More sharing options...
RilonMusk Posted September 17, 2022 Share Posted September 17, 2022 25 minutes ago, Gameslinx said: It should do. Parallax will warn you if you've not installed a part of it correctly No Can you send me your KSP.log file which is located in your Kerbal Space Program folder? Also, if possible, can you attach a screenshot of the files inside the Parallax_StockTextures folder in GameData? Cheers Here is the stock textures file link https://mail.google.com/mail/u/1?ui=2&ik=9292a34e6d&attid=0.1&permmsgid=msg-a:r1325055290231960629&th=183439e8439c1a9b&view=att&disp=safe&realattid=f_l83q0l6d1 Here is the gamedata folder contents https://mail.google.com/mail/u/1?ui=2&ik=9292a34e6d&attid=0.2&permmsgid=msg-a:r1325055290231960629&th=183439e8439c1a9b&view=att&disp=safe&realattid=f_l83q0l5v0 Quote Link to comment Share on other sites More sharing options...
Dinotrakker Posted September 17, 2022 Share Posted September 17, 2022 10 hours ago, Dinotrakker said: Huh, didn't know that. My bad! Thanks for the clarification. Great mod. Just to make sure, you mean copy the -EXPORTED config to the "Config" folder, and not as an addition to the ParallaxGlobal.cfg file, right? Following up on this. After placing the edited Mun config file (minus the -EXPORTED suffix) to the Config folder, i've noticed that the scattered as acting... weird? They seem to form in strips instead of in their normal patterns (see below picture, note the red lines in the background and foreground marking the "strips"). Not sure what's causing this, as the only settings i've changed are Seed and SpawnChance. There's also a vague circle around the active craft, but i'm assuming that's just the load distance for those particular scatters. I can provide the config file in question on request. Quote Link to comment Share on other sites More sharing options...
Entropian Posted September 17, 2022 Share Posted September 17, 2022 19 minutes ago, Dinotrakker said: Following up on this. After placing the edited Mun config file (minus the -EXPORTED suffix) to the Config folder, i've noticed that the scattered as acting... weird? They seem to form in strips instead of in their normal patterns (see below picture, note the red lines in the background and foreground marking the "strips"). Not sure what's causing this, as the only settings i've changed are Seed and SpawnChance. There's also a vague circle around the active craft, but i'm assuming that's just the load distance for those particular scatters. I can provide the config file in question on request. Ballisticfox tracked this down to be due to the frequency being set to 1 IIRC. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 17, 2022 Author Share Posted September 17, 2022 To add to the above, the config exporter does not export absolutely everything just yet. I didn't update it after making some config changes after all of the scatters had been completed for release. There are a few values missing. I will be writing a wiki and updating the exporter soon Quote Link to comment Share on other sites More sharing options...
Dinotrakker Posted September 17, 2022 Share Posted September 17, 2022 30 minutes ago, Entropian said: Ballisticfox tracked this down to be due to the frequency being set to 1 IIRC. Gotcha, I'll mess with that and see what happens. Thank you. 28 minutes ago, Gameslinx said: To add to the above, the config exporter does not export absolutely everything just yet. I didn't update it after making some config changes after all of the scatters had been completed for release. There are a few values missing. I will be writing a wiki and updating the exporter soon Also noted. Thank you for the help. Quote Link to comment Share on other sites More sharing options...
Adiri Posted September 17, 2022 Share Posted September 17, 2022 On 9/15/2022 at 6:57 PM, AlphaMensae said: Parallax v2 is not quite ready for JNSQ. True, the scatters work, but there's this flickering, and it got really bad here. Clip is from Raiz Space's current JNSQ+Parallax v2 install, timestamped. Weird, they worked fine for me Quote Link to comment Share on other sites More sharing options...
RichardD Posted September 17, 2022 Share Posted September 17, 2022 Hi, how can I enable collisions with the surface features? Thanks. Quote Link to comment Share on other sites More sharing options...
ROCKETGOOSE Posted September 17, 2022 Share Posted September 17, 2022 (edited) 1 hour ago, RichardD said: Hi, how can I enable collisions with the surface features? Thanks. You need to set enableCollisions = true within the ParallaxGlobal.cfg. You can find it in the GameDate/Parallax/Config folder. It's set to false by default because it's an experimental feature. Also trees don't have collisions at the moment @Gameslinx the 2.0.2 patch has fixed the missing scatter for me! Keep up the amazing work, this mod really is something special Edited September 17, 2022 by ROCKETGOOSE forgot to mention Quote Link to comment Share on other sites More sharing options...
Beeop Posted September 17, 2022 Share Posted September 17, 2022 The 2.0.2 patch fixed scatters not showing up on Ike, etc. for me as well! Quote Link to comment Share on other sites More sharing options...
RilonMusk Posted September 17, 2022 Share Posted September 17, 2022 @GameslinxI have sent you the screenshots in a previous message that appears to be missed, I hope that helps. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 18, 2022 Author Share Posted September 18, 2022 39 minutes ago, RilonMusk said: @GameslinxI have sent you the screenshots in a previous message that appears to be missed, I hope that helps. Apologies, I did miss them. I can't open your links, though. Can you upload them to a file sharing site such as Dropbox and send the link to them? It looks like you're linking to your local gmail/drive which I can't access Quote Link to comment Share on other sites More sharing options...
Lupey Posted September 18, 2022 Share Posted September 18, 2022 Scatters and textures are working fine but Kerbin and other planets are missing clouds and the other fancy atmosphere effects, I've installed everything correctly and I have the right files I'm really not sure what's going wrong here Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 18, 2022 Author Share Posted September 18, 2022 50 minutes ago, Lupey said: Scatters and textures are working fine but Kerbin and other planets are missing clouds and the other fancy atmosphere effects, I've installed everything correctly and I have the right files I'm really not sure what's going wrong here Parallax does not add clouds or atmosphere effects. Those are handled by EVE and Scatterer, but usually brought together by a visual pack. Most people use Astronomer's Visual Pack for these effects Quote Link to comment Share on other sites More sharing options...
Lupey Posted September 18, 2022 Share Posted September 18, 2022 20 minutes ago, Gameslinx said: Parallax does not add clouds or atmosphere effects. Those are handled by EVE and Scatterer, but usually brought together by a visual pack. Most people use Astronomer's Visual Pack for these effects Oooooh, I see. This entire time it was actually working completely fine, I was just confused because of all those videos I saw that had those effects while using parallax. Thanks for the clarification lol Quote Link to comment Share on other sites More sharing options...
BarryDennen12 Posted September 18, 2022 Share Posted September 18, 2022 I've heard that tree collisions were taken out because of the issue of trees spawning in people's modded bases/runways. For those of us that are only using the stock bases, is there a way to get the trees collisionable again? I had a poke around in the .cfgs for the Kerbin trees but nothing I did had any effect Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 18, 2022 Share Posted September 18, 2022 7 minutes ago, BarryDennen12 said: the issue of trees spawning in people's modded bases/runways. It would be nice to have a feature to exclude areas from scatter within a certain radius of a LON/LAT coordinate. Quote Link to comment Share on other sites More sharing options...
BarryDennen12 Posted September 18, 2022 Share Posted September 18, 2022 3 minutes ago, Caerfinon said: It would be nice to have a feature to exclude areas from scatter within a certain radius of a LON/LAT coordinate. Oh for those people, absolutely - I think I've seen some possible solutions floated earlier in the thread that would be cool. Still, as someone who isn't using those bases, I just want a bit more peril in some of my off-piste landings, haha. I'll continue to fiddle with it and see if I have any luck. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 18, 2022 Share Posted September 18, 2022 5 minutes ago, BarryDennen12 said: I just want a bit more peril I agree. people who want collisions with trees should have the option of turning it on. Quote Link to comment Share on other sites More sharing options...
ndiver Posted September 18, 2022 Share Posted September 18, 2022 (edited) 22 hours ago, ROCKETGOOSE said: You need to set enableCollisions = true within the ParallaxGlobal.cfg. You can find it in the GameDate/Parallax/Config folder. It's set to false by default because it's an experimental feature. Also trees don't have collisions at the moment Thanks for the info, that's what i was asking myself: I have this amazing field of rock under my eyes, but the total absence of feeling of it is a bit disturbing. That also bring more challenge when landing: i was forced to hover over them with my lander to not land on it and played with RCS to move laterally. That's a bit what Apollo XI had to do just before the touchdown. Spoiler Edited September 18, 2022 by ndiver add 2nd screenshot Quote Link to comment Share on other sites More sharing options...
Terminal Velocity Posted September 18, 2022 Share Posted September 18, 2022 Woah, the updates that have happened are insane! this is even better now, i must have all times Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 18, 2022 Author Share Posted September 18, 2022 8 hours ago, Caerfinon said: It would be nice to have a feature to exclude areas from scatter within a certain radius of a LON/LAT coordinate. This is inefficient and introduces a lot of distance checks to every lat/lon coordinate. This functionality already exists in the mod, and it can be achieved in two ways. Method #1 is for Kerbal Konstruct bases to use a MapDecal with 'removeScatter' set to true. Nothing except grass/foliage will generate on it. Method #2 is to use the blockMap.png, where colouring an area in white will have the same effect as above Quote Link to comment Share on other sites More sharing options...
thunder175 Posted September 18, 2022 Share Posted September 18, 2022 @Gameslinx Just wanted to pile on the admiration for the new version. I just did my first 'Surveyor' type landing on the Mun in a new career and its absolutely amazing. Bravo sir! I'm getting excellent results even running JNSQ rescaled to 6.4x with SD. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 18, 2022 Share Posted September 18, 2022 1 hour ago, Gameslinx said: This functionality already exists in the mod, and it can be achieved in two ways. Will give it a go. Thanks Quote Link to comment Share on other sites More sharing options...
RilonMusk Posted September 18, 2022 Share Posted September 18, 2022 @Gameslinx Here are the improved links! https://photos.app.goo.gl/brAZpYETeSRYdxFN6 https://photos.app.goo.gl/JMRZmmq2oa3KUB4t7 Also, I am aware that my tech issues are cluttering up this forum. You dont have to if you dont want to, but it would be much easier if we could talk on discord. I am Entropy #2566 Quote Link to comment Share on other sites More sharing options...
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