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OMG Bring lights with you to the Mun!


samstarman5

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I went on a recon mission to see if the good ol' Armstrong Memorial was still safe and sound after Squad beat the crap out of the Mun, and found the ground there pitch black. It is like someone grounded up the TMA-1 Monolith and sprinkled it around choice places around the Mun. Even with the Sun still in the sky I had to guess where the ground was. Somehow I managed to guess correctly, something I rarely do when I can see the Munar surface. The Mun has also gotten very, very bumpy as well, promising lots of opportunities to explore and find cool new mountain and crater formations. I made a short album of my first landing on the Mun in 0.21. It is near the Memorial, but I was more distracted by the new terrain to try to include it. Enjoy: http://imgur.com/a/X9Acn

...and I thought Minmus was interesting...

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The surface isn't that dark for me, so it sounds like you're seeing the same glitch some people experienced at Ike in v20. Oh, I just noticed your included pics, but I don't see the problem you're describing.

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It was almost like the site where I landed was actually in shadow, and yet the sun sits high in the sky. Might be a case of the shadow angles needing some tweaking, but in either case, it is definitely a good idea to bring lights anyway, as with that new terrain you are likely to land somewhere that is in legitimate shade.

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Its probably the craters that have made the ground darker - a lot more shadows than before when it was pretty flat with only rolling hills. I am looking forward to trying out a rover on the Mun now.

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The surface isn't that dark for me, so it sounds like you're seeing the same glitch some people experienced at Ike in v20. Oh, I just noticed your included pics, but I don't see the problem you're describing.

When your screen is correctly calibrated you would ;) (Not trying to mock you.. It's just that with most LCD screen's the image he linked is too bright, where as if you have a correctly calibrated screen you would see that it's actually too dark).

To fix this I run KSP with Sweet FX and adjust the "Lift Gamma Gain settings" like so (Only enable that 1 shader) in the sweetfx_settings.txt


#define RGB_Lift float3(1.050, 1.050, 1.050) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

This raises dark color values by 5% without affecting anything else. 5% is usually enough to "fix" that.

Sadly with Sweet FX you can't use AA in KSP... so yeah. Kinda wish KSP had a proper gamma and brightness control. By the way, I think KSP got even a bit too dark now in general... but it would be easily fixable if we had.. you know, an option to set the gamma.

Edited by eRe4s3r
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Harv has posted about darker mun before, the gone darker, because there were a lot of light burnouts (or how they are called when area is too bright) and explained that irl we don't have this problem because our eyes can adapt, in games HDR bloom shaders are used for that, but unity is not so friendly with these atm. That's the idea and i can't get the actual quote sorry/.

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