TaintedLion Posted August 9, 2024 Share Posted August 9, 2024 i don't know if this is the mod that's causing it but oceans disappear up to a certain height, you can still see the seabed Quote Link to comment Share on other sites More sharing options...
rbeap Posted August 9, 2024 Author Share Posted August 9, 2024 12 hours ago, atomontage said: @rbeap I would definitely recommend forming releases on GitHub as it is the main source for the mod development (as I see it anyway). But in the end its for you to decide how to distribute your mod (thanks for your work btw!). However, I would not suggest to download a repository from GitHub. It is a repository, not a release. It may be unstable and stuff that breaks something can (and often will) be committed there - its normal for development. Perhaps you might want to remove the GitHub link from the downloads section in the OP then? Oh and volumetrics seem to gradually disappear from 110km to completely invisible at 130km (not scaled space altitude yet). I could provide screenshots but I think its reproduced very easily: just teleport to LKO at like 110km then zoom out with your camera - you'll see it. Or perhaps you already know about this. Anyways, again, thanks for your work! You're right! Thank you. I will put releases on git as well. yeah i'm aware of that issue, i don't exactly know what causes it tho i was testing some stuff while making v2.3 and couldn't figure out the cause. 2 hours ago, overhereLOVINcats said: holy moly dude, just decided to test the new version rq and WOW runs and looks better than the stock config lol. (looks better is a understatement, this is the prettiest volumetric clouds config ive used) KEEP UP THE GREAT WORK!!!!! <333 Thank you! 1 hour ago, TaintedLion said: i don't know if this is the mod that's causing it but oceans disappear up to a certain height, you can still see the seabed I haven't seen this issue yet, could you post some screenshots? Quote Link to comment Share on other sites More sharing options...
atomontage Posted August 9, 2024 Share Posted August 9, 2024 3 hours ago, TaintedLion said: i don't know if this is the mod that's causing it but oceans disappear up to a certain height, you can still see the seabed AFAIR, it was an issue before. It seems to be fixed in the latest versions. (Speaking of both latest volumetrics including Scatterer AND this config.) Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted August 9, 2024 Share Posted August 9, 2024 Hey @rbeap, im enjoying your work so far! Quick one: did the new version modify the background somehow? It seems more bright, stock-ish and i want to change it, also the sunflare but thats in changelog at least. How can i change them back? Quote Link to comment Share on other sites More sharing options...
rbeap Posted August 9, 2024 Author Share Posted August 9, 2024 7 minutes ago, Ariel Kerman said: Hey @rbeap, im enjoying your work so far! Quick one: did the new version modify the background somehow? It seems more bright, stock-ish and i want to change it, also the sunflare but thats in changelog at least. How can i change them back? i don't exactly know what you mean, could you clarify? what background? the skybox? Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted August 9, 2024 Share Posted August 9, 2024 (edited) 3 minutes ago, rbeap said: i don't exactly know what you mean, could you clarify? what background? the skybox? Sorry, yep, the skybox. Edited August 9, 2024 by Ariel Kerman Quote Link to comment Share on other sites More sharing options...
rbeap Posted August 9, 2024 Author Share Posted August 9, 2024 46 minutes ago, Ariel Kerman said: Sorry, yep, the skybox. i haven't touched the skybox at all, no idea why it's different for you Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted August 10, 2024 Share Posted August 10, 2024 21 hours ago, rbeap said: i haven't touched the skybox at all, no idea why it's different for you Yep i deduced that by examinating your files, looks like i accidentaly deleted DOE mod while updating JNSQVolumetrics. Distant Object Enhancement provide auto-exposure in flight, and thats the reason behind the skybox being much more brighter. Also seems like i succesfully learned how to change lens elements from scatterer without MM giving me alerts Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted August 13, 2024 Share Posted August 13, 2024 (edited) On 8/9/2024 at 3:07 PM, rbeap said: I haven't seen this issue yet, could you post some screenshots? On 8/9/2024 at 4:59 PM, atomontage said: AFAIR, it was an issue before. It seems to be fixed in the latest versions. Definitely not fixed. It's fine up until about 70km where the ocean disappears, then at about 140km it comes back. https://imgur.com/a/pUuOQbl Edited August 13, 2024 by TaintedLion Quote Link to comment Share on other sites More sharing options...
rbeap Posted August 14, 2024 Author Share Posted August 14, 2024 (edited) 7 hours ago, TaintedLion said: Definitely not fixed. It's fine up until about 70km where the ocean disappears, then at about 140km it comes back. https://imgur.com/a/pUuOQbl yeah i think somethings wrong with ocean configs, im looking into it a similar thing happens with the clouds as well, they disappear and come back and i have no idea why Edited August 14, 2024 by rbeap Quote Link to comment Share on other sites More sharing options...
OhioBob Posted August 14, 2024 Share Posted August 14, 2024 Quote Should I bring back Nara's clouds? You can certainly give it clouds if you want to, but I want to explain why the JNSQ design team didn't give it clouds. It's just too cold to have clouds. Anything that would form clouds has frozen out of the atmosphere. The only thing left is hydrogen and helium. Quote Link to comment Share on other sites More sharing options...
rbeap Posted August 14, 2024 Author Share Posted August 14, 2024 26 minutes ago, OhioBob said: You can certainly give it clouds if you want to, but I want to explain why the JNSQ design team didn't give it clouds. It's just too cold to have clouds. Anything that would form clouds has frozen out of the atmosphere. The only thing left is hydrogen and helium. makes sense. thank you! Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted August 14, 2024 Share Posted August 14, 2024 (edited) 10 hours ago, OhioBob said: You can certainly give it clouds if you want to, but I want to explain why the JNSQ design team didn't give it clouds. It's just too cold to have clouds. Anything that would form clouds has frozen out of the atmosphere. The only thing left is hydrogen and helium. As one of the two dudes who said NOP to Nara's clouds, i cant actually be more agree with this. JNSQ was made aiming to certain realism elements, i know is a game about space frogs, but keeping the original realistic essence of the mod is always a good thing... Edited August 14, 2024 by Ariel Kerman Quote Link to comment Share on other sites More sharing options...
Sinan Posted August 17, 2024 Share Posted August 17, 2024 Hi @rbeap Thanks for all the work on this - looks stunning. I had the problem you mentioned with clouds vanishing at about 100km and reappearing at 130km above Kerbin and tried fiddling with the scaledFadeStartAltitude and scaledFadeEndAltitude in the configs which seems to have worked. In Blackrack's original Stock Volumetric Clouds configs for Kerbin these values are all set to 100000 and 130000, but your configs have these altitudes higher. I don't know why this would cause an issues, but as these fade in and out altitudes matched the height the clouds faded in and out I tried setting the altitudes for all the layerRaymarchedVolume in the JNSQ Volumetrics configs for Kerbin to scaledFadeStartAltitude = 100000 and scaledFadeEndAltitude = 130000 and the clouds no longer vanish at this altitude. I didn't notice any ill effects from this, so it might be worth looking into. Quote Link to comment Share on other sites More sharing options...
rbeap Posted August 17, 2024 Author Share Posted August 17, 2024 32 minutes ago, Sinan said: Hi @rbeap Thanks for all the work on this - looks stunning. I had the problem you mentioned with clouds vanishing at about 100km and reappearing at 130km above Kerbin and tried fiddling with the scaledFadeStartAltitude and scaledFadeEndAltitude in the configs which seems to have worked. In Blackrack's original Stock Volumetric Clouds configs for Kerbin these values are all set to 100000 and 130000, but your configs have these altitudes higher. I don't know why this would cause an issues, but as these fade in and out altitudes matched the height the clouds faded in and out I tried setting the altitudes for all the layerRaymarchedVolume in the JNSQ Volumetrics configs for Kerbin to scaledFadeStartAltitude = 100000 and scaledFadeEndAltitude = 130000 and the clouds no longer vanish at this altitude. I didn't notice any ill effects from this, so it might be worth looking into. Thank you! I changed the scaledFade altitudes since the planets are bigger and I didn't think it'd cause issues. Nice catch! Published an update to fix this. Quote Link to comment Share on other sites More sharing options...
overhereLOVINcats Posted August 17, 2024 Share Posted August 17, 2024 I keep getting this weird artifact with the latest version. https://ibb.co/nC53cvD Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted August 17, 2024 Share Posted August 17, 2024 Does this new patch also fix the ocean issue I've been having? Quote Link to comment Share on other sites More sharing options...
Yukkine Posted August 19, 2024 Share Posted August 19, 2024 On 8/17/2024 at 10:57 AM, overhereLOVINcats said: I keep getting this weird artifact with the latest version. https://ibb.co/nC53cvD Having the same issue here, any idea what might be causing it? Quote Link to comment Share on other sites More sharing options...
overhereLOVINcats Posted August 19, 2024 Share Posted August 19, 2024 10 hours ago, Yukkine said: Having the same issue here, any idea what might be causing it? not really sure D: but, switching TUFX profiles fixes it weirdly... Quote Link to comment Share on other sites More sharing options...
Yukkine Posted August 21, 2024 Share Posted August 21, 2024 On 8/19/2024 at 7:25 AM, overhereLOVINcats said: not really sure D: but, switching TUFX profiles fixes it weirdly... Yeah, did some research, it has to do with TUFX HDR, disable it and it'll be fine Quote Link to comment Share on other sites More sharing options...
Valius Posted September 19, 2024 Share Posted September 19, 2024 (edited) Hi! Thank you for your work, it's really great. However, I'm experiencing a bug, and I would like to know if other people have encountered it: When I do a physical time warp, the clouds and ground disappear, leaving only the oceans. The bug seems to occur above 100 km altitude. Edit: I found the problem, it's due to the temporal antialiasing enable in "secandary camera antialiasing" in TUFX option. I'll leave the post in case it might help others. Edited September 19, 2024 by Valius Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted October 14, 2024 Share Posted October 14, 2024 hello, the jool clouds are not working Quote Link to comment Share on other sites More sharing options...
klyith Posted December 29, 2024 Share Posted December 29, 2024 RE: ocean disappearing and showing parallax bump maps Problem is not actually caused by this mod, it's in base JNSQ. They have PQS and ScaledVersion fade at different altitudes, while Kopernicus specifically says these should be the same. My guess is that this doesn't show up in the "standard" JNSQ because the older version of Scatterer covers it? Here is a MM patch that fixes it for me: @Kopernicus:LAST[JNSQ] { @Body[Kerbin] { @Ocean { %Material { %fadeEnd = 60000 } } @ScaledVersion { %fadeStart = 120000 %fadeEnd = 140000 } @PQS { %fadeStart = 120000 %fadeEnd = 140000 } } } (The PQS -> ScaledVersion change being that high might be a performance issue for some people? I think it made ~100km a little worse for me. Don't care I like pretty. If things get choppy in low kerbin orbit you could try dropping those numbers to put the transition below your normal orbit height.) Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 29, 2024 Share Posted December 29, 2024 33 minutes ago, klyith said: They have PQS and ScaledVersion fade at different altitudes, while Kopernicus specifically says these should be the same. That may be what the Kopernicus wiki says, but I know of no one that does that. In fact, that goes against the recommendation that is used universally throughout the planet modding community. The rule that is followed by pretty much everybody is, ScaledVersion/fadeStart < ScaledVersion/fadeEnd <= PQS/fadeStart < PQS/fadeEnd < PQS/deactivateAltitude Quote Link to comment Share on other sites More sharing options...
klyith Posted December 29, 2024 Share Posted December 29, 2024 22 minutes ago, OhioBob said: That may be what the Kopernicus wiki says, but I know of no one that does that. In fact, that goes against the recommendation that is used universally throughout the planet modding community. The rule that is followed by pretty much everybody is, ScaledVersion/fadeStart < ScaledVersion/fadeEnd <= PQS/fadeStart < PQS/fadeEnd < PQS/deactivateAltitude Ok, but why? I can see the reason for Kopernicus saying to keep them the same -- the stock planets are probably set that way, because you're fading between the two systems. And doing it that way makes your planets look bad with Parallax, which I think most people want to have these days. So even if it looks slightly better in the otherwise-stock game, it looks crappy in the modset that pretty much everyone uses. Quote Link to comment Share on other sites More sharing options...
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