SamJR01 Posted September 10, 2022 Share Posted September 10, 2022 Hi im stuck in loading screen i tryed your fixes but they didnt work do you got any outher fixes? Quote Link to comment Share on other sites More sharing options...
Fabled_Mike Posted September 10, 2022 Share Posted September 10, 2022 (edited) Do you plan on adding scatters to beyond home? Edited September 10, 2022 by Fabled_Mike Quote Link to comment Share on other sites More sharing options...
Zelda Posted September 10, 2022 Share Posted September 10, 2022 2 hours ago, Fabled_Mike said: Do you plan on adding scatters to beyond home? Quote Link to comment Share on other sites More sharing options...
Nightside Posted September 11, 2022 Share Posted September 11, 2022 @Gameslinx - Do parallax scatter models need to be .mu files? Or would .obj work (like kopernicus scatters)? Quote Link to comment Share on other sites More sharing options...
RuBisCO Posted September 11, 2022 Share Posted September 11, 2022 Really loving this mod! Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 11, 2022 Author Share Posted September 11, 2022 1 hour ago, Nightside said: @Gameslinx - Do parallax scatter models need to be .mu files? Or would .obj work (like kopernicus scatters)? They must be .mu files Quote Link to comment Share on other sites More sharing options...
coleyta Posted September 11, 2022 Share Posted September 11, 2022 (edited) heres a bug; pressing the internal view button while only using external seats moves scatters. maybe entering internal view moves the scatters? Edited September 11, 2022 by coleyta clarification Quote Link to comment Share on other sites More sharing options...
Aebestach Posted September 11, 2022 Share Posted September 11, 2022 It's incredible, but it's just that the default density is higher and makes my carrier bad to drive on the ground (but I modified the cfg and that's fine). Quote Link to comment Share on other sites More sharing options...
Hannil Posted September 11, 2022 Share Posted September 11, 2022 (edited) 20 hours ago, Kerbin Launch Coalition said: Yeah it works fine, I've tried that and it seems to cause no issues. Hello ! Do you use any config file to make it compatible with OPM like this one : https://spacedock.info/mod/2958/Parallax for OPM ? but I'm wondering if it's still compatible since the 2.0 released. When you say it works is it not causing issue with OPM planets or is it adding parallax ground effet on the OPM's planets ? Also, what about compatibility with KRSS, anyone tried it ? Edited September 11, 2022 by Hannil Quote Link to comment Share on other sites More sharing options...
LHACK4142 Posted September 11, 2022 Share Posted September 11, 2022 (edited) Thanks for explaining the grass. Unfortunately, I have another question. Most of my settings are on the medium-high end, and I have a laptop 1650. However, when all the grass and stuff loaded in, my fps drops to about 12. The bottleneck appears to be the GPU. Still worth it, but certainly not ideal. Anything I'm doing wrong? Edited September 11, 2022 by LHACK4142 Quote Link to comment Share on other sites More sharing options...
RainyMonths Posted September 11, 2022 Share Posted September 11, 2022 I have the same problem. Quote Link to comment Share on other sites More sharing options...
Zefnoly Posted September 11, 2022 Share Posted September 11, 2022 Since installing this the ground anchor parts no longer behave correctly. Everytime I timewarp or load. They will jump a step higher. Causing the base to float. I guess I should just stop using them from now on. But sad I wont be able to use them to stabilize my bases anymore... I am guessing it could be related to kopernicus. But I am not sure. Quote Link to comment Share on other sites More sharing options...
JohnJ1968 Posted September 11, 2022 Share Posted September 11, 2022 Hi all, this looks amazing! I only have one concern, will it work with existing saves or will I need to start a fresh career? Quote Link to comment Share on other sites More sharing options...
Flinn Posted September 11, 2022 Share Posted September 11, 2022 I've noticed one left out of the instructions is module manager, use version 4.2.2 for the latest KSP build latest version https://github.com/sarbian/ModuleManager Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 11, 2022 Share Posted September 11, 2022 2 hours ago, Zefnoly said: Since installing this the ground anchor parts no longer behave correctly. Everytime I timewarp or load. They will jump a step higher. Causing the base to float. I guess I should just stop using them from now on. But sad I wont be able to use them to stabilize my bases anymore... I am guessing it could be related to kopernicus. But I am not sure. I think there’s some logic in parallax that moves vessels upwards if they are colliding with things, to make sure they stay out of scatter…I’d bet $5 the ground anchor is colliding with itself. Hopefully an easy fix. Quote Link to comment Share on other sites More sharing options...
ROCKETGOOSE Posted September 11, 2022 Share Posted September 11, 2022 16 hours ago, Musuko42 said: Is increasing the PQS MaxLevel something that I can do, changing a setting somewhere, or is it more involved? The PQS maxLevel is a Kopernicus parameter https://kopernicus.github.io/wiki/main/PQS.html I've been trying to tweak this to see what happens in combination with 10x sigma dimensions scale. Unfortunately I've not been able to make any difference, so I'm not sure what I'm doing wrong Quote Link to comment Share on other sites More sharing options...
Rakete Posted September 11, 2022 Share Posted September 11, 2022 Any Info, if paralax 2.0 would run on an old gtx 1060 ? Quote Link to comment Share on other sites More sharing options...
Musuko42 Posted September 11, 2022 Share Posted September 11, 2022 53 minutes ago, ROCKETGOOSE said: The PQS maxLevel is a Kopernicus parameter https://kopernicus.github.io/wiki/main/PQS.html I've been trying to tweak this to see what happens in combination with 10x sigma dimensions scale. Unfortunately I've not been able to make any difference, so I'm not sure what I'm doing wrong That...looks complicated. A bit outside of my ability to understand, I think. If you figure out how to make it work, though, and can describe how to do it, that would be awesome! Quote Link to comment Share on other sites More sharing options...
goncaloeaguiar Posted September 11, 2022 Share Posted September 11, 2022 For some reason my computer won't load the textures. Anyone has a clue of what's happening? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 11, 2022 Author Share Posted September 11, 2022 8 minutes ago, goncaloeaguiar said: For some reason my computer won't load the textures. Anyone has a clue of what's happening? You are missing the actual stock textures. Check the installation guide on the OP Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 11, 2022 Author Share Posted September 11, 2022 (edited) For Linux / Mac users: Please can anyone running Linux/Mac/OpenGL try this DLL? This should allow Parallax to run on your systems, but I don't have either so I'm unable to test it. If it works, it'll be released as part of an update https://mega.nz/file/gItXSAAK#E7K20BS4JN93K5wT9w4zJTL7mNOBksEx3Utwxd7TkNQ Edit: Changes to the code involves adding an alternative to the AsyncGPUReadbackRequest on scatter generation, instead demanding the data immediately. Edited September 11, 2022 by Gameslinx Quote Link to comment Share on other sites More sharing options...
s_cott Posted September 11, 2022 Share Posted September 11, 2022 I'm running into an odd issue, wondering if anyone might be able to tell what's happening here. With Kopernicus, Parallax and the Parallax textures installed it looks like I'm missing all of the ambient lighting in the KSP, and I'm just getting the directional light from the sun. With only Kopernicus installed the KSP is lit as expected. It also looks like the terrain scatters and some of the terrain are not receiving lighting in the same way. Let me know if this is expected, I just wanted to make sure this wasn't connected in some way. I have a few other visual mods installed (EVE, Scatterer, Planetshine and TUFX), but I tried a fully fresh install with only Kopernicus and Parallax, and I'm having the same issue. I confirmed that I have the latest drivers for my GPU as well, I'm on an RTX 2080 Super. Here's my log: https://drive.google.com/file/d/1J9t81wKV2vGjsVffCraqe8OI-KJLsbIQ/view?usp=sharing Any thoughts appreciated, let me know if there's something I should try. Quote Link to comment Share on other sites More sharing options...
QuackQuack Posted September 11, 2022 Share Posted September 11, 2022 Hi, I have a bit of an odd question. The scatters and trees,grass etc work perfectly fine on kerbin and look beautiful! However the other celestial bodies appear completely stock to me- with no scatters or collision etc. Does anyone know why this could be? My games graphics settings are currently on the highest they will go. Quote Link to comment Share on other sites More sharing options...
AstroGoldstone Posted September 11, 2022 Share Posted September 11, 2022 21 hours ago, Gameslinx said: I have absolutely no idea. Can you send your KSP.log? I'd be happy to! Like I'm said I'm new here, I know how to get the KSP.log file but how do you want me to send it to you? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 11, 2022 Author Share Posted September 11, 2022 (edited) 52 minutes ago, s_cott said: With Kopernicus, Parallax and the Parallax textures installed it looks like I'm missing all of the ambient lighting in the KSP, and I'm just getting the directional light from the sun. With only Kopernicus installed the KSP is lit as expected. This was intentional, but due to feedback I'm removing it. It will be changed in the next textures update 52 minutes ago, s_cott said: It also looks like the terrain scatters and some of the terrain are not receiving lighting in the same way This is how it would work IRL... mostly. The rocks have surfaces facing directly towards the sun. The terrain faces upwards. The side of the rocks facing the sun will be lit almost entirely by the sun. The terrain is 90 degrees to the sun, and will barely be lit. It's difficult to get right because the blend between surface and scatter would obviously not be as jarring as this. At better lighting angles, the colours match. I might be able to 'fake' this by purposely dimming the rocks as if they faced upwards, but it's not really realistic. I'll look into it Edited September 11, 2022 by Gameslinx Quote Link to comment Share on other sites More sharing options...
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