OhioBob Posted December 29, 2024 Share Posted December 29, 2024 (edited) On 12/29/2024 at 11:37 AM, klyith said: 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. The ScaledVersion fades are the range over which the ScaledVersion texture fades in, the the PQS fades are the range over which the PQS fades out. Since the PQS renders over the top of the ScaledVersion, the idea is that we want the ScaledVersion to be fully fading in before we start to fade out the PQS. The fades for the stock planets are inconsistent, but many do it just as I described. For instance, Laythe uses: ScaledVersion/fadeStart = 55000 ScaledVersion/fadeEnd = 60000 PQS/fadeStart = 60000 PQS/fadeEnd = 120000 PQS/deactivateAltitude = 160000 As for Parallax, JNSQ wasn't designed for it, so no consideration was made for Parallax when setting the fade altitudes. I don't know anything about Parallax, but it seems like a poor design if it looks bad when used with a planet pack that sets its fades in the way that virtually everyone that makes planet packs is taught to do it. Edited December 30, 2024 by OhioBob Quote Link to comment Share on other sites More sharing options...
cheriyu Posted January 9 Share Posted January 9 still experiencing scatterer bugs even with this mod installed, ive followed the instructions so i cant tell if im missing something and stupid or if my install is bugged if anyone has a fix it would be much appreciated Quote Link to comment Share on other sites More sharing options...
AtomicRocketBooster Posted January 10 Share Posted January 10 Been playing around with this - loving it so far! Quick question - besides supporting the paid versions of Scatterer and EVE, what’s the difference between this mod and the old Ad Astra visual pack? I used that way back when and was considering going in there and trying to salvage some textures Quote Link to comment Share on other sites More sharing options...
klyith Posted January 14 Share Posted January 14 On 12/29/2024 at 11:51 AM, OhioBob said: As for Parallax, JNSQ wasn't designed for it, so no consideration was made for Parallax when setting the fade altitudes. I don't know anything about Parallax, but it seems like a poor design if it looks bad when used with a planet pack that sets its fades in the way that virtually everyone that makes planet packs is taught to do it. After a lot more experimenting, and a whole lot of waiting for load times, I think I have a decent answer. You're definitely right about the fade stuff -- seeing a sunflare through the planet isn't ideal! It's a combination of parallax being tuned for stock scale, and the person who did the JNSQ patches for Parallax not doing anything to help things. I was focused too much on JNSQ because I used to play at 2.5x Rescale, and it was pretty much just like stock fo Parallax. So I figured it had to be a JNSQ thing that was "wrong". But the way rescale works seems to automatically rescale the Parallax maps as well. So anyways, here's my results for making things look better: #1 is to rescale parallax textures larger, which I think looks better all around (not so crisp and bumpy, can't see the repeating tiles) // rescale parallax @Parallax:FINAL { @Body[Kerbin] { @Textures { @_SurfaceTextureScale = 2.5 @_displacement_scale = 0.39 @_displacement_offset = 0.09 } } } #2 is to shift the PQS fade to a spot that matches when Parallax is less prominent. I have two options: a: this is what I'm using @Kopernicus:FINAL { @Body[Kerbin] { @ScaledVersion { %fadeStart = 70000 %fadeEnd = 80000 } @PQS { %fadeStart = 77000 %fadeEnd = 88000 } } } b: This looks better in orbit, but my GPU (6700XT) can't handle it. Clouds stay high-detail until you get out of PQS, and looking down at Kerbin from 125km was pushing me under 30fps. If you have a good GPU use this. @Kopernicus:FINAL { @Body[Kerbin] { @ScaledVersion { %fadeStart = 100000 %fadeEnd = 110000 } @PQS { %fadeStart = 110000 %fadeEnd = 130000 %deactivateAltitude = 135000 } } } Both of these use :FINAL which is not good practice normally, if anyone else picks this up to incorporate into some mod patch. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted January 20 Share Posted January 20 On 10/15/2024 at 12:02 AM, TaintedLion said: hello, the jool clouds are not working Did you fix this problem? I can't get it to work on Jool. Every other planet seems fine. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 25 Share Posted January 25 On 1/20/2025 at 7:14 PM, adriangm44 said: Did you fix this problem? I can't get it to work on Jool. Every other planet seems fine. I did, I just had to go through the Volumetrics files and rename all the references to Jool to Jool2 Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted January 25 Share Posted January 25 30 minutes ago, TaintedLion said: I did, I just had to go through the Volumetrics files and rename all the references to Jool to Jool2 Hahahaha this is funny, cause I found the fault too and I renamed all Jool2 references to Jool in JNSQ instead Quote Link to comment Share on other sites More sharing options...
softweir Posted January 25 Share Posted January 25 1 hour ago, TaintedLion said: I did, I just had to go through the Volumetrics files and rename all the references to Jool to Jool2 56 minutes ago, adriangm44 said: Hahahaha this is funny, cause I found the fault too and I renamed all Jool2 references to Jool in JNSQ instead Bigendian / Littlendian wars commence! (I refer, of course, to Jonathan Swift's original egg-related Bigendian/Littlendian wars, not the CPU bit-order conventions.) Quote Link to comment Share on other sites More sharing options...
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