iterationAstro Posted October 13, 2022 Share Posted October 13, 2022 (edited) 7 hours ago, JonnyOThan said: KK has a MapDecal feature for removing scatters. That should work for parallax too. Oh, I see. Thanks for letting me know about this, but how do I implement this? Edited October 13, 2022 by iterationAstro I forgot to quote previous message Quote Link to comment Share on other sites More sharing options...
Agustin Posted October 14, 2022 Share Posted October 14, 2022 (edited) I am playing stock ksp with a bunch of mods. Yesterday I had a strange torque where my vessel perfectly symetrical wanted to point in a different direction like it had a phantom force. in the log of main KSP directory I had tons of these: maybe its related: [EXC 00:19:47.454] NullReferenceException: Object reference not set to an instance of an object Grass.BodySwitchManager.Update () (at <9c0f8064d71048f18e0c652f62c72a2c>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) maybe not. Edited October 14, 2022 by Agustin Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 15, 2022 Author Share Posted October 15, 2022 21 hours ago, Agustin said: Yesterday I had a strange torque where my vessel perfectly symetrical wanted to point in a different direction like it had a phantom force This isn't caused by Parallax, since it doesn't directly influence any forces on the craft. There are some cases where crafts will do this in a normal KSP install, or if SAS was off make sure you reset the trim using Alt + X and it should go away. As for the exception, it just happens on a scene change (if it was happening all the time do let me know how you got this to happen). It's just Parallax checking to see if the dominant main body changed Quote Link to comment Share on other sites More sharing options...
Agustin Posted October 15, 2022 Share Posted October 15, 2022 (edited) 1 hour ago, Gameslinx said: This isn't caused by Parallax, since it doesn't directly influence any forces on the craft. There are some cases where crafts will do this in a normal KSP install, or if SAS was off make sure you reset the trim using Alt + X and it should go away. As for the exception, it just happens on a scene change (if it was happening all the time do let me know how you got this to happen). It's just Parallax checking to see if the dominant main body changed yeah the phantom force surely was because of some part clipping I assume. About the spam.. All I can tell you I was going to Duna half way. So I was on solar orbit when that spam happened, not even close to a planet. so.. I don't know. Also I modified the config so the distance of tesseleation was 70 instead of 50. I go it back to 50 now in case that was causing the spam? BTW, can I use kerbal wheel and foundries mod? or it isn't compatible with the physics on rocks thanks. Edited October 15, 2022 by Agustin Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 15, 2022 Author Share Posted October 15, 2022 16 minutes ago, Agustin said: All I can tell you I was going to Duna half way. So I was on solar orbit when that spam happened, not even close to a planet. so.. This is a bug that was fixed in an update shortly after release. Can you make sure you're using the latest version? Quote Link to comment Share on other sites More sharing options...
PhineasPP Posted October 15, 2022 Share Posted October 15, 2022 (edited) How can I get it to work with Sigma Dimensions? All the scatters disappear when I try to rescale. Edited October 15, 2022 by PhineasPP Quote Link to comment Share on other sites More sharing options...
Agustin Posted October 15, 2022 Share Posted October 15, 2022 (edited) 7 hours ago, Gameslinx said: This is a bug that was fixed in an update shortly after release. Can you make sure you're using the latest version? Yes I am sure I am running the latest super cool version. Of course. I installed it a couple of days ago. If I run the issue again I will provide the logs. Edited October 15, 2022 by Agustin Quote Link to comment Share on other sites More sharing options...
obnox twin Posted October 16, 2022 Share Posted October 16, 2022 Did anyone know how to make parallax run on mac? Quote Link to comment Share on other sites More sharing options...
GianFrank Posted October 17, 2022 Share Posted October 17, 2022 On 9/20/2020 at 12:22 PM, Gameslinx said: Does this work with Rescale / Sigma Dimensions? Yes, but check for configs as some values must be adjusted for things to look correct. How can i find the best value for SigmaDimensions 10x Kerbin? Quote Link to comment Share on other sites More sharing options...
Agustin Posted October 17, 2022 Share Posted October 17, 2022 (edited) Are the positions of rocks consistent? or does the procedural nature of it makes it so that it changes the place when you unload.. load saves say... ? I ask because a streamer said he couldn't install the mods because it would crash all their ships and I told him that he could load them with collisions off and then move everything is there are any rocks and re enable collisions. But he said the rocks would spam in different locations which I am sure is not the case. Edited October 17, 2022 by Agustin Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted October 17, 2022 Share Posted October 17, 2022 Does anyone have a new Parallax config for RSS yet? Quote Link to comment Share on other sites More sharing options...
Entropian Posted October 17, 2022 Share Posted October 17, 2022 2 hours ago, TaintedLion said: Does anyone have a new Parallax config for RSS yet? Several people have been working on it, and I have a complete config for all the base RSS CBs myself, but I'm not interested in releasing it. If you really want configs, it's trivially easy to learn the mechanics behind the configs but a bit tedious to make configs for all the CBs. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted October 17, 2022 Share Posted October 17, 2022 3 hours ago, Entropian said: I'm not interested in releasing it. pls do i'm interested Quote Link to comment Share on other sites More sharing options...
Entropian Posted October 17, 2022 Share Posted October 17, 2022 21 minutes ago, TaintedLion said: pls do i'm interested Nah, it's janky as all get out and the other people working on it are significantly more skilled at this than I am, so their releases will be significantly higher quality than my version. Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted October 18, 2022 Share Posted October 18, 2022 On 10/17/2022 at 4:12 PM, Agustin said: Are the positions of rocks consistent? or does the procedural nature of it makes it so that it changes the place when you unload.. load saves say... ? I ask because a streamer said he couldn't install the mods because it would crash all their ships and I told him that he could load them with collisions off and then move everything is there are any rocks and re enable collisions. But he said the rocks would spam in different locations which I am sure is not the case. the big collidable ones are consistent, the smaller ones not. Quote Link to comment Share on other sites More sharing options...
Agustin Posted October 18, 2022 Share Posted October 18, 2022 (edited) 1 minute ago, SiCaRiO31 said: the big collidable ones are consistent, the smaller ones not. oh okay but those are not collidable, right?. so no problem. BTW, I was asking before if there was a conflict with kspwheel mod and foundries wheels and all that. It seems to work good. Edited October 18, 2022 by Agustin Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted October 20, 2022 Share Posted October 20, 2022 Does anyone have configs for compatibility with sigma dimensions? Quote Link to comment Share on other sites More sharing options...
Filigan Posted October 20, 2022 Share Posted October 20, 2022 On 10/17/2022 at 2:56 AM, GianFrank said: How can i find the best value for SigmaDimensions 10x Kerbin? To get the same Density on a 10x scale you would need to set the density multiplier to ~100 but putting it that high will most likely cause your game to not load anymore, how far you can actually push it depends on how powerfull your PC is. It seems 40-45 is about the highest multiplier some people get away with. Dont forgett to reduce the multipliers for range and long range, at the same time as you turn up the density, it will help to reduce stress on your machine. Finding the best compromise between density and playability is pretty much a matter of Try & Error Quote Link to comment Share on other sites More sharing options...
JavaSaBr Posted October 22, 2022 Share Posted October 22, 2022 Hi everyone, At first, many thanks for this mod This mod is really nice! But I have several graphics issues with shadows on this mod on linux machine (nvidia 3070 with opengp 4.6) and some error in KSP.log Graphics issues are not reproduced when I run the windows version over steam-proton, but it's not playable for me (KSP works very bad over steam-proton) [ERR 09:43:15.530] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found! [LOG 09:43:15.532] Load(Model): Parallax_StockTextures/_Scatters/Models/Kerbin/flattreeLOD [ERR 09:43:15.533] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found! [LOG 09:43:15.534] Load(Model): Parallax_StockTextures/_Scatters/Models/Kerbin/flattreeLOD2 [ERR 09:43:15.535] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found! [LOG 09:43:15.537] Load(Model): Parallax_StockTextures/_Scatters/Models/Kerbin/flattreeLOD3 [ERR 09:43:15.537] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found! [LOG 09:43:15.539] Load(Model): Parallax_StockTextures/_Scatters/Models/Kerbin/flattreesmooth [EXC 09:43:15.541] MissingFieldException: Field 'KSPParticleEmitter.pe' not found. UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:43:15.542] Load(Model): Parallax_StockTextures/_Scatters/Models/Kerbin/flattreesmoothLOD [ERR 09:43:15.543] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found! [LOG 09:43:15.544] Load(Model): Parallax_StockTextures/_Scatters/Models/Kerbin/flattreesmoothLOD2 [ERR 09:43:15.545] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found! [LOG 09:43:15.546] Load(Model): Parallax_StockTextures/_Scatters/Models/Kerbin/flattreesmoothLOD2Optimized [ERR 09:43:15.547] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found! Quote Link to comment Share on other sites More sharing options...
Vaeliar Posted October 23, 2022 Share Posted October 23, 2022 For everyone having this problem with Kopernicus and Parallax 2.0: Failed to load Body: Squad/Moho: Value cannot be null. Don't use CKAN. Download and install Parallax manually from GitHub. The CKAN build seems to be broken as of right now. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 23, 2022 Author Share Posted October 23, 2022 On 10/22/2022 at 9:00 AM, JavaSaBr said: But I have several graphics issues with shadows on this mod on linux machine (nvidia 3070 with opengp 4.6) and some error in KSP.log Thanks for reporting this. Sadly, there's not a huge amount I can do with Linux support at the moment. There are a bunch of limitations on OpenGL and it handles shaders a little differently. I still need to do a lot of research into why this happens, so I can't guarantee a fix soon 2 hours ago, Vaeliar said: Don't use CKAN. Download and install Parallax manually from GitHub. The CKAN build seems to be broken as of right now. Are you making sure you download all three files? Parallax Stock Textures, Parallax Scatter Textures and Parallax (Core)? Their names might vary on CKAN Quote Link to comment Share on other sites More sharing options...
Vaeliar Posted October 23, 2022 Share Posted October 23, 2022 (edited) 1 hour ago, Gameslinx said: Thanks for reporting this. Sadly, there's not a huge amount I can do with Linux support at the moment. There are a bunch of limitations on OpenGL and it handles shaders a little differently. I still need to do a lot of research into why this happens, so I can't guarantee a fix soon Are you making sure you download all three files? Parallax Stock Textures, Parallax Scatter Textures and Parallax (Core)? Their names might vary on CKAN Yes. Parallax, Parallax Stock Textures, and Scatter Textures. With Kopernicus v139. Tried everything, only manually installing the core finally helped. // Edit I compared both Parallax files and they seem to be the same. Maybe CKAN installs it incorrectly? I've tried to reproduce it on a clean game installation with only Parallax + Textures, Kopernicus, scatterer and ModuleManager and the issue persists. If I remove the Parallax folder and replace it manually then it works. Weird stuff. Edited October 23, 2022 by Vaeliar more info Quote Link to comment Share on other sites More sharing options...
Zaffre Posted October 23, 2022 Share Posted October 23, 2022 Congrats on getting v2.0 out! If I wasn't burnt out or annoyed with this wretched, ill-begotten spaghetti mound of a game I'd have gone ham with this in Strange New Worlds. An alternative to LandControl and its laggy tyranny is more than welcome. The stock package manages to make the stock system look intriguing which is a laudable feat. Nicely done. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 23, 2022 Author Share Posted October 23, 2022 7 minutes ago, Zaffre said: The stock package manages to make the stock system look intriguing which is a laudable feat And it would be able to look so much better if I was any better at modelling and texturing also what on earth is this emoji lmao Quote Link to comment Share on other sites More sharing options...
Zaffre Posted October 23, 2022 Share Posted October 23, 2022 49 minutes ago, Gameslinx said: And it would be able to look so much better if I was any better at modelling and texturing also what on earth is this emoji lmao It's more than fine as it is! Going further would be unnecessary, though I totally understand the commitment to vision. I was unfortunately not able to reach completely what I wanted with my own project. Sometimes you've got to know when to hold and when to fold, even if begrudgingly. Mmm. The 'new' kerbal emojis feel awkward. Renders have never been prime material for emoticons. The 90s and 00s taught us that. Quote Link to comment Share on other sites More sharing options...
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