pozine Posted November 21, 2015 Share Posted November 21, 2015 Hello! I've been having some problems using EVE (latest version) with RSS. First I tried adding clouds to Venus, which worked well. Then tried to add clouds to Jupiter. I pressed Alt+0 then chose Jupiter, then clicked on the + icon to add clouds. It said : Invalid name I decided to try anyway and linked it to my cloud texture. I clicked on apply and nothing appeared. I verified the cloud height and it was high enough that it would be visible if everything worked as it should. I need some help :/ Link to comment Share on other sites More sharing options...
rbray89 Posted November 21, 2015 Author Share Posted November 21, 2015 You have to name it (add something in the name box) then press '+' Link to comment Share on other sites More sharing options...
pozine Posted November 21, 2015 Share Posted November 21, 2015 That's exactly what I did. It said invalid name every time, with every name I tried. Link to comment Share on other sites More sharing options...
rbray89 Posted November 21, 2015 Author Share Posted November 21, 2015 [quote name='pozine']That's exactly what I did. It said invalid name every time, with every name I tried.[/QUOTE] Ah, yes... ok. so with the bodies that don't have terrain (eg. Jool, etc.) you have to create a new config entry for them. Just create a config file (or files) with something like this, substituting Jool with whatever body you are creating configs for. Remember you can name the files whatever you want and put them in any directory: [code] PQS_MANAGER { Jool { deactivateDistance = 175000 } } [/code] Link to comment Share on other sites More sharing options...
Poodmund Posted November 21, 2015 Share Posted November 21, 2015 Ah this has been stumping me for ages. I think it may have been causing my game to lock up when trying to change scene after creating a layer on a Gas Giant for Kopernicus Planets (OPM). Link to comment Share on other sites More sharing options...
pozine Posted November 22, 2015 Share Posted November 22, 2015 [quote name='Poodmund']Ah this has been stumping me for ages. I think it may have been causing my game to lock up when trying to change scene after creating a layer on a Gas Giant for Kopernicus Planets (OPM).[/QUOTE] Yes it does the same to me Link to comment Share on other sites More sharing options...
tsaven Posted November 22, 2015 Share Posted November 22, 2015 Hello, I've used CKAN to install EVE along with parts of the Astronomer's Visual Pack on a virgin KSP 1.0.5, and it doesn't seem to have any effect. There are no clouds, no city lights, no nothing. I've checked the Game Data directory and the EVE/Boulder directories are both there. Is there something else I have to do to enable EVE? I'm using: -Clouds - High -Distant Object Enhancement (Which does appear to be working) -Clouds for Eve and Jool - 4K -Sandstorms and Surface dust -Snow -Surface Glow I really appreciate any help you can give! Here's most of my [spoiler=output_log.txt]Initialize engine version: 4.6.4f1 (99f88340878d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [nvd3dum.dll 10.18.13.5560] Renderer: NVIDIA GeForce GTX 960 Vendor: NVIDIA VRAM: 1969 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0 Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Mono.Cecil.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Mono.Cecil.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Mono.Cecil.Mdb.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Mono.Cecil.Mdb.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Mono.Cecil.Pdb.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Mono.Cecil.Pdb.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\xmldiffpatch.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\xmldiffpatch.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\XmlDiffPatch.View.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\XmlDiffPatch.View.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\TDx.TDxInput.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\TDx.TDxInput.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\TrackIRUnity.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\TrackIRUnity.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\MiscUtil-r285.dll (this message is harmless) Loading C:\Program Files (x86)\KSP_win\KSP_Data\Managed\MiscUtil-r285.dll into Unity Child Domain - Completed reload, in 0.061 seconds <RI> Initializing input. <RI> Input initialized. desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0 Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\System.Xml.dll (this message is harmless) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) Shader 'AtmosphereFromGround': fallback shader 'None' not found [InputDevices]: Device #0 has no name. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Input Devices]: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KSP Version]: 1.0.5.1028 (WindowsPlayer) ==================================== (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [InputDevices]: Device #0 has no name. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Input Devices]: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Launcher Settings File exists (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Launcher disabled? False (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Launcher after checking file: False (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PhysicsGlobals: Loading database (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): DistantObject/DistantObject (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\DistantObject\DistantObject.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: KSPAssembly 'DistantObject' V1.5 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Atmosphere (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\Atmosphere.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/CelestialShadows (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\CelestialShadows.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/CityLights (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\CityLights.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/EVEManager (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\EVEManager.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/PQSManager (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\PQSManager.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/ShaderLoader (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\ShaderLoader.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Terrain (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\Terrain.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Utils (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\Utils.dll (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AssemblyLoader: Loading assemblies (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\DistantObject\DistantObject.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\Atmosphere.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\Utils.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\EVEManager.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\CelestialShadows.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\CityLights.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\PQSManager.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\ShaderLoader.dll (this message is harmless) Non platform assembly: C:\Program Files (x86)\KSP_win\GameData\EnvironmentalVisualEnhancements\Plugins\Terrain.dll (this message is harmless) VesselModules: Found VesselModule of type FlightIntegrator with order 0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) VesselModules: Found 1 VesselModule types (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'DarkenSky' from assembly 'DistantObject' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) File 'C:/Program Files (x86)/KSP_win/KSP_Data/../GameData/DistantObject/Settings.cfg' does not exist (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'SettingsGui' from assembly 'DistantObject' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'CloudsManager' from assembly 'Atmosphere' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EVE_CLOUDS MAINMENU (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'AtmosphereManager' from assembly 'Atmosphere' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EVE_ATMOSPHERE MAINMENU (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'ShadowManager' from assembly 'CelestialShadows' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EVE_SHADOWS MAINMENU (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'CityLightsManager' from assembly 'CityLights' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EVE_CITY_LIGHTS MAINMENU (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'EVEManagerClass' from assembly 'EVEManager' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'GenericEVEManager`1' from assembly 'EVEManager' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Can't add script behaviour . Generic MonoBehaviours are not supported! (Filename: Line: 82) AddonLoader: Instantiating addon 'ShaderLoaderClass' from assembly 'ShaderLoader' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/CloudShadow (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/CloudVolumeParticle (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/OceanBack (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/PlanetShadow (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/Atmosphere (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/Cloud (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/Ocean (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/Planet (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/PlanetCityLight (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/PlanetLight (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/Terrain (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/TerrainCityLight (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading shader EVE/TerrainLight (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'TerrainManager' from assembly 'Terrain' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EVE_TERRAIN MAINMENU (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Load(Audio): Squad/Parts/Utility/landingLegLT-1/sounds/sound_servomotor (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Platform assembly: C:\Program Files (x86)\KSP_win\KSP_Data\Managed\Boo.Lang.dll (this message is harmless) Load(Audio): Squad/Sounds/editorLoop01 [/spoiler] Link to comment Share on other sites More sharing options...
Poodmund Posted November 22, 2015 Share Posted November 22, 2015 [quote name='pozine']Yes it does the same to me[/QUOTE] I retroactively added the above code for Sarnus, Urlum and Neidon and all is working fine now. Link to comment Share on other sites More sharing options...
Phineas Freak Posted November 22, 2015 Share Posted November 22, 2015 (edited) Quote Hello, I've used CKAN to install EVE along with parts of the Astronomer's Visual Pack on a virgin KSP 1.0.5, and it doesn't seem to have any effect. There are no clouds, no city lights, no nothing. I've checked the Game Data directory and the EVE/Boulder directories are both there. Is there something else I have to do to enable EVE? I'm using: -Clouds - High -Distant Object Enhancement (Which does appear to be working) -Clouds for Eve and Jool - 4K -Sandstorms and Surface dust -Snow -Surface Glow I really appreciate any help you can give! Yes, either get the 7.4 version of EVE or wait for Astronomer to update the pack to be compatible with the 1.05.3 version of EVE. Edited May 21, 2016 by Phineas Freak Link to comment Share on other sites More sharing options...
KerbMav Posted November 22, 2015 Share Posted November 22, 2015 Is the BoulderCo.cfg out of date btw.? Because EVE does not use this folders structure anymore? Does this have any notable effect though or will ATM compress anyway? [CODE]ACTIVE_TEXTURE_MANAGER_CONFIG { folder = BoulderCo enabled = true OVERRIDES { BoulderCo/Clouds/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false } BoulderCo/Atmosphere/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false } } }[/CODE] Link to comment Share on other sites More sharing options...
rbray89 Posted November 22, 2015 Author Share Posted November 22, 2015 [quote name='KerbMav']Is the BoulderCo.cfg out of date btw.? Because EVE does not use this folders structure anymore? Does this have any notable effect though or will ATM compress anyway? [CODE]ACTIVE_TEXTURE_MANAGER_CONFIG { folder = BoulderCo enabled = true OVERRIDES { BoulderCo/Clouds/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false } BoulderCo/Atmosphere/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false } } }[/CODE][/QUOTE] Those Overrides should probably be removed if you want to see lower memory usage now. Link to comment Share on other sites More sharing options...
KerbMav Posted November 22, 2015 Share Posted November 22, 2015 [quote name='rbray89']Those Overrides should probably be removed if you want to see lower memory usage now.[/QUOTE] Yeah, that actually did something! Thx. Link to comment Share on other sites More sharing options...
Mitchz95 Posted November 23, 2015 Share Posted November 23, 2015 Does this include the eclipse shadows that were teased a while back? Link to comment Share on other sites More sharing options...
rbray89 Posted November 23, 2015 Author Share Posted November 23, 2015 [quote name='Mitchz95']Does this include the eclipse shadows that were teased a while back?[/QUOTE] Not yet. Link to comment Share on other sites More sharing options...
releansol Posted November 23, 2015 Share Posted November 23, 2015 Thanks for your big work rbray89! This raises the Kerbal Experinces so much! But personaly I don't like the new Citypatterns (sorry to say that). I find, they are to big. I'don't like to see Streets in a lower Orbit. So i tried some old .png from Astronomer Pack, but they didn't work. Is there a way to change the Textures oder can even I smaller the scaling or do you have more assets? Link to comment Share on other sites More sharing options...
rbray89 Posted November 23, 2015 Author Share Posted November 23, 2015 [quote name='releansol']Thanks for your big work rbray89! This raises the Kerbal Experinces so much! But personaly I don't like the new Citypatterns (sorry to say that). I find, they are to big. I'don't like to see Streets in a lower Orbit. So i tried some old .png from Astronomer Pack, but they didn't work. Is there a way to change the Textures oder can even I smaller the scaling or do you have more assets?[/QUOTE] _CityOverlayDetailScale in the GUI Link to comment Share on other sites More sharing options...
Sigma88 Posted November 25, 2015 Share Posted November 25, 2015 out of curiosity, is there a particular reason why each cloud layers use a different node type? for example: [code]Kerbin { [B][COLOR=#ff0000]Kerbin-clouds1[/COLOR][/B] { ... } [COLOR=#ff0000][B]Kerbin-clouds2[/B][/COLOR] { ... } [COLOR=#ff0000][B]Kerbin-clouds3[/B][/COLOR] { ... } }[/code] Link to comment Share on other sites More sharing options...
rbray89 Posted November 25, 2015 Author Share Posted November 25, 2015 [quote name='Sigma88']out of curiosity, is there a particular reason why each cloud layers use a different node type? for example: [code]Kerbin { [B][COLOR=#ff0000]Kerbin-clouds1[/COLOR][/B] { ... } [COLOR=#ff0000][B]Kerbin-clouds2[/B][/COLOR] { ... } [COLOR=#ff0000][B]Kerbin-clouds3[/B][/COLOR] { ... } }[/code][/QUOTE] Those are the names. Please use the GUI. Don't try to edit configs manually. It is error-prone, and one of the banes of my existence. Link to comment Share on other sites More sharing options...
HansB Posted November 25, 2015 Share Posted November 25, 2015 Is there a easy way to convert the old cfg's of EVE to the new one??? I'm using RSS and had made my own. I'm trying but it doesn't work. :-( Also when using the GUI on the premade cfg's, i always get the Invalid name!??? Link to comment Share on other sites More sharing options...
Sigma88 Posted November 25, 2015 Share Posted November 25, 2015 (edited) [quote name='rbray89']Those are the names. Please use the GUI. Don't try to edit configs manually. It is error-prone, and one of the banes of my existence.[/QUOTE] Technically I'm not editing the configs manually, I have a recolor mod that changes the color of Eve (planet) and Jool and I wanted to change the color of cloud layers using a MM patch. with this new setup it's not possible to generalize, I would need to target each layer by type. to give you an idea, this is what I did with the old EVE config structure ([URL="https://raw.githubusercontent.com/Sigma88/Sigma-EveRecolor/master/GameData/Sigma/EveRecolor/Configs/Eve_Clouds.cfg"]link[/URL]) [spoiler=explanation][code][COLOR=#000000]@CLOUD_LAYER_PACK:HAS[@CLOUD_LAYER]:FOR[SigmaEveRecolor] [/COLOR]{ @CLOUD_LAYER,* [COLOR=#ff0000]// this part targets all cloud layers that exist[/COLOR] { @DEFAULTS:HAS[#body[Eve]] [COLOR=#FF0000][FONT=Verdana]// this part targets only eve's (planet) cloud layers[/FONT][/COLOR] { ....... [COLOR=#FF0000][FONT=Verdana]// this part changes the color [/FONT][/COLOR] } } }[/code][/spoiler] Edited November 25, 2015 by Sigma88 Link to comment Share on other sites More sharing options...
Paul_Sawyer Posted November 25, 2015 Share Posted November 25, 2015 Hello! I'd like to share some observations on the problem that [B]TyrannoFan[/B] reported some pages ago - about clouds staying still and then jumping to the next position [spoiler=like this][IMG]http://i.imgur.com/J3tO2r9.gif[/IMG][/spoiler] It seems like this happens on old saves, that were created before installing this mod, and disappears on those that were created after. Here is the log and two saves that I ran it with - Old and New. [URL]https://www.dropbox.com/s/ft98c0ni1n88rwl/output_log.txt?dl=0[/URL] [URL]https://www.dropbox.com/s/luvmfj7374fcrpe/New%20Save.sfs?dl=0[/URL] [URL]https://www.dropbox.com/s/hsarqwbvzd3un5e/Old%20Save.sfs?dl=0[/URL] The mods installed here: EVE Distant Object Enhancement FAR KAS and KIS HullCamera InfernalRobotics for 1.0.4 Procedural fairings for 1.0.4 RemoteTech SCANSat TextureReplacer TweakScale UbioWelding I also tried it on clear install and it showed same behavior: jumping on old saves and moving smoothly on new. I hope it will help. Link to comment Share on other sites More sharing options...
themody Posted November 25, 2015 Share Posted November 25, 2015 Anybody else having this weird Problem that while in Vessel mode you see the kerbin city lights on other planets? Link to comment Share on other sites More sharing options...
Speadge Posted November 25, 2015 Share Posted November 25, 2015 [quote name='themody']Anybody else having this weird Problem that while in Vessel mode you see the kerbin city lights on other planets?[/QUOTE] get the newest version (1-05-3) Bug-Reports with old versions are not helpful ;) Link to comment Share on other sites More sharing options...
rbray89 Posted November 25, 2015 Author Share Posted November 25, 2015 [quote name='Sigma88']Technically I'm not editing the configs manually, I have a recolor mod that changes the color of Eve (planet) and Jool and I wanted to change the color of cloud layers using a MM patch. with this new setup it's not possible to generalize, I would need to target each layer by type. to give you an idea, this is what I did with the old EVE config structure ([URL="https://raw.githubusercontent.com/Sigma88/Sigma-EveRecolor/master/GameData/Sigma/EveRecolor/Configs/Eve_Clouds.cfg"]link[/URL]) [spoiler=explanation][code][COLOR=#000000]@CLOUD_LAYER_PACK:HAS[@CLOUD_LAYER]:FOR[SigmaEveRecolor] [/COLOR]{ @CLOUD_LAYER,* [COLOR=#ff0000]// this part targets all cloud layers that exist[/COLOR] { @DEFAULTS:HAS[#body[Eve]] [COLOR=#FF0000][FONT=Verdana]// this part targets only eve's (planet) cloud layers[/FONT][/COLOR] { ....... [COLOR=#FF0000][FONT=Verdana]// this part changes the color [/FONT][/COLOR] } } }[/code][/spoiler][/QUOTE] Pretty sure MM allows for more expansive searches. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Paul_Sawyer']Hello! I'd like to share some observations on the problem that [B]TyrannoFan[/B] reported some pages ago - about clouds staying still and then jumping to the next position [spoiler=like this][url]http://i.imgur.com/J3tO2r9.gif[/url][/spoiler] It seems like this happens on old saves, that were created before installing this mod, and disappears on those that were created after. Here is the log and two saves that I ran it with - Old and New. [URL]https://www.dropbox.com/s/ft98c0ni1n88rwl/output_log.txt?dl=0[/URL] [URL]https://www.dropbox.com/s/luvmfj7374fcrpe/New%20Save.sfs?dl=0[/URL] [URL]https://www.dropbox.com/s/hsarqwbvzd3un5e/Old%20Save.sfs?dl=0[/URL] The mods installed here: EVE Distant Object Enhancement FAR KAS and KIS HullCamera InfernalRobotics for 1.0.4 Procedural fairings for 1.0.4 RemoteTech SCANSat TextureReplacer TweakScale UbioWelding I also tried it on clear install and it showed same behavior: jumping on old saves and moving smoothly on new. I hope it will help.[/QUOTE] This is very helpful! Either I found the bug and fixed it for the next release, or this is an issue I can't fix caused by Squad somehow. Link to comment Share on other sites More sharing options...
Sigma88 Posted November 25, 2015 Share Posted November 25, 2015 (edited) [quote name='rbray89']Pretty sure MM allows for more expansive searches.[/QUOTE] MM allows to check the content of a node, but you have to know the type of the node itself. wildcards don't work in node types, so if I were to use something like this: [code]@EVE_CLOUDS { @Kerbin { @Kerbin-clouds* { [mychanges] } } }[/code] to target all cloud layers that are called: Kerbin-clouds1 Kerbin-clouds2 Kerbin-clouds3 Kerbin-clouds4 Kerbin-clouds5 it will fail because MM will read that patch as intended to target a node of type: Kerbin-clouds* (with the actual character [B]*[/B] in the type) unless there is some other feature which I am missing that allows to do that, I'll ask sarbian if I get the chance :) anyway, doing that should be possible with a dll (I think) Edited November 25, 2015 by Sigma88 Link to comment Share on other sites More sharing options...
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