Ondřej20 Posted January 14, 2021 Share Posted January 14, 2021 (edited) FWIW I had the white terrain issue yesterday, caused by incorrect path on linux (I know it should be fixed already but didn't work for me in 1.2.0). Had to fix it by creating a symlink in ~/.steam/steam/steamapps/common/ Quote ln -s Kerbal\ Space\ Program/GameData/ Kerbal\ Space\ GameData BTW any idea what causes this? Looks like a clash of scatterrer configs https://imgur.com/a/u6NOakF log: https://drive.google.com/drive/u/1/folders/1OtGfHGeMIwKu1yxT84Yutfol98WGWhZF Edited January 14, 2021 by Ondřej20 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted January 14, 2021 Author Share Posted January 14, 2021 9 hours ago, Ondřej20 said: BTW any idea what causes this? Looks like a clash of scatterrer configs You are on Linux so you're using OpenGL. In a shader, the shader offsets for OpenGL works differently to DirectX, so for the OpenGL version I had to set the offset very low otherwise the terrain would render underneath other objects. Blackrack is working on a version of scatterer that will remove the need for Parallax to use a shader offset, so unfortunately until then, it's recommended that choose either Parallax or Scatterer and don't use them together Quote Link to comment Share on other sites More sharing options...
oniontrain Posted January 15, 2021 Share Posted January 15, 2021 I have an AMD r9 390, can I run this or will it turn KSP into a slideshow? Quote Link to comment Share on other sites More sharing options...
Terminal Velocity Posted January 15, 2021 Share Posted January 15, 2021 @Gameslinx Hello? Can you please answer this: On 1/13/2021 at 7:30 PM, Rocketry101 said: hey @Gameslinx i asked a question about after kerbin but no response so, can you tell me, is OPM compatabile with after kerbin. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 15, 2021 Share Posted January 15, 2021 (edited) On 9/20/2020 at 1:22 PM, Gameslinx said: As for system requirements, these are for 1080p: Minimum: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 960M (or AMD equivalent) RAM: 4GB Shader model 5.0 Recommended: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 970M (or AMD equivalent) RAM: 6GB Shader model 5.0 20 hours ago, oniontrain said: I have an AMD r9 390, can I run this or will it turn KSP into a slideshow? Depends on your other mods 4 minutes ago, Rocketry101 said: @Gameslinx Hello? Can you please answer this: Install it and see. That is off topic. Edited January 15, 2021 by Spaceman.Spiff Quote Link to comment Share on other sites More sharing options...
Codapop Posted January 16, 2021 Share Posted January 16, 2021 (edited) Does anyone know about this mod conflicting with Distance Object Enhancement? My DOE planet flairs don't show up unless I remove Paralax from the GameData folder. Also, is there a way to make the terrain textures remain even at long distances away from the body? Edited January 16, 2021 by Codapop Quote Link to comment Share on other sites More sharing options...
mcbmaestro Posted January 16, 2021 Share Posted January 16, 2021 (edited) This is a super minor question only if anyone has a free moment.. I just noticed the desert colors are very green/brown. I got this mod, scatterer, kop, and mj installed. Anyone know if getting the color back to sand color is a easy change/fix or is it just a new texture? https://steamcommunity.com/sharedfiles/filedetails/?id=2363452268 Talking about the terrain around the airfield not the runway obviously. Again super minor thing. Edited January 16, 2021 by mcbmaestro Quote Link to comment Share on other sites More sharing options...
ShakeNBake Posted January 16, 2021 Share Posted January 16, 2021 Pretty sure I know the answer, but I'll ask just to be sure. Since RSS is still on 1.8, Parallax configs for RSS are not likely to happen anytime soon, correct? Looks beautiful though. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 16, 2021 Share Posted January 16, 2021 1 hour ago, ShakeNBake said: Pretty sure I know the answer, but I'll ask just to be sure. Since RSS is still on 1.8, Parallax configs for RSS are not likely to happen anytime soon, correct? Looks beautiful though. That is a better question for the RSS thread. I agree it would be nice. Quote Link to comment Share on other sites More sharing options...
oniontrain Posted January 16, 2021 Share Posted January 16, 2021 (edited) I was getting terrible performance with just visual mods installed, and reading back it was absolutely Planetshine that was causing the issue. Things went to regular framerates with it uninstalled. That said, I do appear to get random forces acting on parked rovers sometimes with collision turned on, with stock non-deployable wheels. They kind of start slowly spinning around for no discernable reason if I pause the game and resume Ignore this, I am stupid, my joystick needed recalibration Edited January 17, 2021 by oniontrain Quote Link to comment Share on other sites More sharing options...
Apolio Posted January 17, 2021 Share Posted January 17, 2021 My textures seem to working correctly but seem to be lifted a few feet in the air so part of my ship and kerbals go thru it. Quote Link to comment Share on other sites More sharing options...
vinix Posted January 17, 2021 Share Posted January 17, 2021 3 hours ago, Apolio said: My textures seem to working correctly but seem to be lifted a few feet in the air so part of my ship and kerbals go thru it. This is because, as of 1.1 , parallax is only visual, terrain physical height is still stock. However, the 1.2 beta version includes experimental collisions, and they work pretty well. If you are interested, you can go to github, download it and try it out (it might be buggy though, it is a beta version after all) Quote Link to comment Share on other sites More sharing options...
giovajoker Posted January 17, 2021 Share Posted January 17, 2021 Hy guys, I've a problem with collisions in Parallax. The textures works fine, but my ship still goes through terrain. I've the beta version 1.2, ad tested it on Mun (I use Kopernicus with Galaxies Unbound a stellar odissey, this should not modify the stock system in theory...) Can anyone help me? THX Quote Link to comment Share on other sites More sharing options...
oniontrain Posted January 17, 2021 Share Posted January 17, 2021 56 minutes ago, giovajoker said: Hy guys, I've a problem with collisions in Parallax. The textures works fine, but my ship still goes through terrain. I've the beta version 1.2, ad tested it on Mun (I use Kopernicus with Galaxies Unbound a stellar odissey, this should not modify the stock system in theory...) Can anyone help me? THX are you using deployable wheels? Those didn't work for me at all, I had to use some regular ones that don't deploy Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 17, 2021 Share Posted January 17, 2021 Only the regular wheels, landing legs, kerbals and deployable science parts have terrain collisions. Quote Link to comment Share on other sites More sharing options...
Memes Posted January 17, 2021 Share Posted January 17, 2021 it is sad to see that collisions dont work on 1.10.1 sadge Quote Link to comment Share on other sites More sharing options...
mcbmaestro Posted January 18, 2021 Share Posted January 18, 2021 (edited) On 1/11/2021 at 2:58 PM, Rocketry101 said: No errors but im getting 13-10 fps when on the surface of the mun, i dont know if its my vessel or the mod is destorying my GPU. This is just some basic things I've tried to get this running better on my old vid card. Navigate to GameData/Parallax_StockTextures/Configs and open IncreaseSubdivisionCount.cfg Go down to @Body[Mun] There is a value under it called "subdivisionLevel" Try testing out some lower numbers. You can also try going to GameData/Parallax/Config and try some different detail settings in ParallaxGlobalConfig.cfg As always when you mess with stuff be prepared to be able to revert to the original settings if something goes wrong. Edited January 18, 2021 by mcbmaestro Quote Link to comment Share on other sites More sharing options...
abbiii Posted January 18, 2021 Share Posted January 18, 2021 (edited) I'm seeing a lot of little dark pixels/lines near KSC while looking toward the mountains when I install both Parallax and Scatterer. If I install only Scatterer it looks fine, so I wonder if it has something to do with Parallax. Turning on anti-aliasing makes these little pixels into shimmering lines, so it doesn't really fix the problem. Spoiler Edited January 18, 2021 by abbiii Quote Link to comment Share on other sites More sharing options...
astro_119 Posted January 19, 2021 Share Posted January 19, 2021 damn parallax collisions really bonk the little deployable science experiments Quote Link to comment Share on other sites More sharing options...
R-T-B Posted January 19, 2021 Share Posted January 19, 2021 23 hours ago, abbiii said: I'm seeing a lot of little dark pixels/lines near KSC while looking toward the mountains when I install both Parallax and Scatterer. If I install only Scatterer it looks fine, so I wonder if it has something to do with Parallax. Turning on anti-aliasing makes these little pixels into shimmering lines, so it doesn't really fix the problem. Reveal hidden contents This is most likely Kopernicus, provided you have land scatters on. We had an issue with it spawning them in places it shouldn't, and sometimes levitating near the horizon. It was just patched. Quote Link to comment Share on other sites More sharing options...
Kvaksa Posted January 19, 2021 Share Posted January 19, 2021 Hi. First of all, thank you for your work. This mod revived interest in KSP, making a completely new impression of research. My question is-how much does Parallax (Stock) support simultaneous work with Sigma Dimensions? I get a stutter every two seconds and it goes all the way up to 6.5 km altitude. The SD configuration, however, does not matter - stuttering always occurs when Sigma Dimensions are present. I read the topic, and found a few questions where a very similar situation was mentioned, but without mentioning Sigma Dimensions. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted January 19, 2021 Author Share Posted January 19, 2021 18 minutes ago, Kvaksa said: I get a stutter every two seconds and it goes all the way up to 6.5 km altitude. I'm currently investigating this, but it's related to Parallax. Increasing the planet size likely results in this stutter which is why you're seeing it Quote Link to comment Share on other sites More sharing options...
Kvaksa Posted January 19, 2021 Share Posted January 19, 2021 P.S. I don't know if this will help... However, stuttering seems to be heavily dependent on the physics frame. Disabling the calculation of physics leads to the disappearance of stuttering, and vice versa-the physical warp multiplies its frequency. In addition, I noticed a strange behavior of the devices on the surface. The first offset is always tied to one of the stutters. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted January 19, 2021 Author Share Posted January 19, 2021 30 minutes ago, Kvaksa said: P.S. I don't know if this will help... However, stuttering seems to be heavily dependent on the physics frame. Disabling the calculation of physics leads to the disappearance of stuttering, and vice versa-the physical warp multiplies its frequency. In addition, I noticed a strange behavior of the devices on the surface. The first offset is always tied to one of the stutters. That is very useful. The only thing occuring in the physics frame is the collision code. That helps a lot, thanks! Quote Link to comment Share on other sites More sharing options...
abbiii Posted January 19, 2021 Share Posted January 19, 2021 11 hours ago, R-T-B said: This is most likely Kopernicus, provided you have land scatters on. We had an issue with it spawning them in places it shouldn't, and sometimes levitating near the horizon. It was just patched. Nah it's still happening with the newest Kopernicus BE. If you ask me it looks more like some kind of texture seams than land scatters misbehaving. Quote Link to comment Share on other sites More sharing options...
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