NathanKell Posted November 1, 2013 Share Posted November 1, 2013 You can edit the particle lifetime in the fx emitter, I'd think. Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 You can edit the particle lifetime in the fx emitter, I'd think.That is what I was thinking... any idea how it would impact performance? I'm thinking that there may also be transform implications too... Link to comment Share on other sites More sharing options...
Superfluous J Posted November 1, 2013 Share Posted November 1, 2013 I'm using Beta 2 and I just noticed that from a 10km orbit around Mun, I can still see Kerbin's clouds through Mun. Is that possibly an odd interaction with other mods or have you not licked that particular problem yet? Link to comment Share on other sites More sharing options...
NathanKell Posted November 1, 2013 Share Posted November 1, 2013 Very little. KSP is CPU limited, and what does the GPU care if it renders a few more particles? Well, I mean, the CPU has to transform them (unless Unity is modern enough to do that on GPU, which I doubt), but that's cheap compared to planet quadtrees or part physics.I mean, heck, I've regularly been playing with about 5x the emitters*, so just increasing a single emitter's lifetime won't do much damage. *smoke looks much better when you copy-paste smoketrail_large about 5 times. Same with flame_yellow. I did that on the Realscale Gemini, if you want to try it and see if it impacts your performance. Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 I'm using Beta 2 and I just noticed that from a 10km orbit around Mun, I can still see Kerbin's clouds through Mun. Is that possibly an odd interaction with other mods or have you not licked that particular problem yet?I thought I killed that bug... Ugh. Do you know the order of events that got you there? (MapView changes, Did you load from the tracking station, etc.) I have a suspicion about how I can solve it, but I want to be 100% sure this time. IVA is fixed though right? Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 Very little. KSP is CPU limited, and what does the GPU care if it renders a few more particles? Well, I mean, the CPU has to transform them (unless Unity is modern enough to do that on GPU, which I doubt), but that's cheap compared to planet quadtrees or part physics.I mean, heck, I've regularly been playing with about 5x the emitters*, so just increasing a single emitter's lifetime won't do much damage. *smoke looks much better when you copy-paste smoketrail_large about 5 times. Same with flame_yellow. I did that on the Realscale Gemini, if you want to try it and see if it impacts your performance.I thought particles were CPU intensive once you had a decent number of them? That is what all the unity forums seem to say at any rate... Link to comment Share on other sites More sharing options...
NathanKell Posted November 1, 2013 Share Posted November 1, 2013 Maybe. But compared to what KSP's doing not so much, I guess--or at least I didn't see any performance drop. But YMMV. Link to comment Share on other sites More sharing options...
Superfluous J Posted November 1, 2013 Share Posted November 1, 2013 I thought I killed that bug... Ugh. Do you know the order of events that got you there? (MapView changes, Did you load from the tracking station, etc.) I have a suspicion about how I can solve it, but I want to be 100% sure this time. IVA is fixed though right?I didn't check IVA but I will next time I load the game. Here's what I did to the best of my memory:Load game.Go to tracking station.While in that map view turn off Kethane grid (that's one of my mods).Select the ship orbiting Mun 10.x km up (fairly circular, both apoapsis and periapsis were between 10 and 11km) and "fly" it.(possibly go to map mode and back but I don't think so)Notice Kerbin's clouds remain as Kerbin goes below the horizon.Sadly since then my oribiter has left Mun to go to Minmus (It has the fuel so why send up a new Kethane probe?), else I'd give you my savegame. Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 I didn't check IVA but I will next time I load the game. Here's what I did to the best of my memory:Load game.Go to tracking station.While in that map view turn off Kethane grid (that's one of my mods).Select the ship orbiting Mun 10.x km up (fairly circular, both apoapsis and periapsis were between 10 and 11km) and "fly" it.(possibly go to map mode and back but I don't think so)Notice Kerbin's clouds remain as Kerbin goes below the horizon.Sadly since then my oribiter has left Mun to go to Minmus (It has the fuel so why send up a new Kethane probe?), else I'd give you my savegame.That should help me. Still not sure why it didn't move the clouds to the correct layer though. Every time the dominant body is changed or flight started, it should move the clouds to layer 10, then back once it becomes the dominant body and within the camera view distance setting. I'll have to play around with it to see if I can replicate the results. Thanks! Link to comment Share on other sites More sharing options...
boomerdog2000 Posted November 2, 2013 Share Posted November 2, 2013 Interesting little bug I found. It appears that at the right altitude and the wrong location, city lights can be seen through mountains.Love the mod by the way. Really makes Kerbin feel alive. Excellent work. I am using kethane if that matters at all. Link to comment Share on other sites More sharing options...
duncrob99 Posted November 2, 2013 Share Posted November 2, 2013 that would be awesome I want my Eve city!Well, you can! Make it yourself!! Link to comment Share on other sites More sharing options...
aceassasin Posted November 2, 2013 Share Posted November 2, 2013 that looks so amazing, can't wait to try it out. Link to comment Share on other sites More sharing options...
TelluriumCrystal Posted November 2, 2013 Share Posted November 2, 2013 Not sure if it's a known bug or not, but I was able to see the lights and clouds on Kerbin through Minmus. Not that it matters all that much.Awesome mod otherwise! Link to comment Share on other sites More sharing options...
Supergamervictor Posted November 2, 2013 Share Posted November 2, 2013 Would suggest improving the texture a bit ( Make a much more better looking texture that activates once in space ) , Other than that I hope when this mod passes beta,the clouds would look betterAll The Best!! Link to comment Share on other sites More sharing options...
Overlord Posted November 2, 2013 Share Posted November 2, 2013 Is there a seperate download only for the lights without clouds, or does it have to be done manually? Link to comment Share on other sites More sharing options...
Whirligig Girl Posted November 2, 2013 Share Posted November 2, 2013 Can you put a dot of city lights at KSC? Link to comment Share on other sites More sharing options...
NASAFanboy Posted November 2, 2013 Share Posted November 2, 2013 City Lights for Kerbin and Clouds for Any planet you wish! The config file can be modified to add any number of cloud layers to any planet.Many thanks to 5thHorseman for the lights texture and to CaptRobau for the kerbin cloud texture!Additional thanks to Lack for the config and additional textures for Eve, Duna, Laythe, and Jool!More additional thanks to Tw1 for the new city lights detail texture!Next up:Enhancing cloud shaderExposing more config paramsFix UV Mapping for polar regionsAttempt:Planetary AuroraPlanetary Rings!Mipmaps for texturesVolumetric Clouds (to fly through)Procedural Cloud CoverPossibly:Actual Cities/Towns/Farms/Roads/etc.Weather Javascript is disabled. View full albumDL:https://github.com/waka324/VisualEnhancements/releases/tag/Beta-2Source:https://github.com/waka324/VisualEnhancements/Only Mod I've installed in a completely stock save run by a person who's proud to be 100% stock.Well done! Link to comment Share on other sites More sharing options...
ekliptical Posted November 2, 2013 Share Posted November 2, 2013 Thank you for this mod, it's very beautiful! It really enhances the gameplay =) Link to comment Share on other sites More sharing options...
Superfluous J Posted November 2, 2013 Share Posted November 2, 2013 Can you put a dot of city lights at KSC?I actually removed the lights before there were road details put in. I never thought to put some back now. I'll play with it in the rework of the light map I'm going to be starting soon.Only Mod I've installed in a completely stock save run by a person who's proud to be 100% stock.Well done!As someone who also tends to avoid mod parts (though I do have Kethane and KAS installed) I will recommend to you Universe Replacer as another great visuals-only mod. It plays nicely with this mod and a high texture Kerbin with clouds and lights just has to be seen to be appreciated. Link to comment Share on other sites More sharing options...
rbray89 Posted November 2, 2013 Author Share Posted November 2, 2013 Is there a seperate download only for the lights without clouds, or does it have to be done manually?Right now the folder can just be deleted. That is interesting. Usually if people don't want both, they don't want the lights Link to comment Share on other sites More sharing options...
rbray89 Posted November 2, 2013 Author Share Posted November 2, 2013 Only Mod I've installed in a completely stock save run by a person who's proud to be 100% stock.Well done!Thank you for this mod, it's very beautiful! It really enhances the gameplay =)Thanks! This is exactly the kind of response I like to hear Link to comment Share on other sites More sharing options...
rbray89 Posted November 2, 2013 Author Share Posted November 2, 2013 Interesting little bug I found. It appears that at the right altitude and the wrong location, city lights can be seen through mountains.Love the mod by the way. Really makes Kerbin feel alive. Excellent work. I am using kethane if that matters at all.I have been trying to think of a way to fix this, but unfortunately the depth buffer can't detect the mountains. The lights can either be rendered on top, or below, and if I do below, they don't appear until you are ~40km up. Link to comment Share on other sites More sharing options...
DigitalSoul247 Posted November 2, 2013 Share Posted November 2, 2013 Be careful when flying low at night near mountains. City lights can be visible through the mountains, making the rocks nearly impossible to see. I learned this the hard way by slamming into the cliffs of K2 at over 600m/s. There were no survivors. The lights abruptly vanished about 2 seconds before impact, but at those speeds it was already too late. Link to comment Share on other sites More sharing options...
rbray89 Posted November 2, 2013 Author Share Posted November 2, 2013 Be careful when flying low at night near mountains. City lights can be visible through the mountains, making the rocks nearly impossible to see. I learned this the hard way by slamming into the cliffs of K2 at over 600m/s. There were no survivors. The lights abruptly vanished about 2 seconds before impact, but at those speeds it was already too late.Sorry to hear that... I'll see if there is a good way for me to fix this issue. Link to comment Share on other sites More sharing options...
rbray89 Posted November 2, 2013 Author Share Posted November 2, 2013 Beta-3 fixes the overlay above the Mun.https://github.com/waka324/VisualEnhancements/releases/tag/Beta-3 Link to comment Share on other sites More sharing options...
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