rbray89 Posted March 22, 2014 Author Share Posted March 22, 2014 Hi, first post here. First of all thanks for the great mod. Looks awesome !I have a problem with it though. I think it might be related to some problems other people are having. Long story short, after my ships disappearing during 3 days, or blowing up randomly while orbiting the sun, I did investigate and found out it came from this mod.Protocol : after removing pretty much any other mod, I take the simplest ship, go straight up, and once I'm in orbit around the sun, I can see my parameters "drifting" (PeG increases steadily, ApG, etc...) as if I was thrusting (but I'm not, no RCS, nada). It's subtle, but devastating (once in that state, impossible to load the ship after a quicksave/quickload (loads a fixed point in space, with no ship).Now it becomes interesting when you add deadly reentry to the equation. Same protocol, only this time, while reaching the kerbin/sun SOI with time warp at x1 the ship blows up. If you are time warping, the ship might not blow up, but then back to the first problem.It seems the problem might come from the overlay manager plugin though I'm no expert, logs seem to point that way.[LOG 15:45:34.633] recalculating orbit for mk1pod: KerbinrPos: [-72486539.8685448, 42760212.9828269, -225824.924687842] rVel: [-1176.0439635136, 692.103686126597, -3.67598752495706] |1364.58800718425|[LOG 15:45:34.634] recalculated orbit for mk1pod: the SunrPos: [13495012276.3918, -894592900.572752, -225824.924687842] rVel: [-536.120686100443, -3.67598752495706, 9954.52515750943] |9968.95230274662|[EXC 15:45:34.636] NullReferenceException: Object reference not set to an instance of an object[EXC 15:45:34.655] NullReferenceException: Object reference not set to an instance of an object[LOG 15:45:34.679] fuelTank.long Exploded!! - blast awesomeness: 0.5[LOG 15:45:34.706] [fuelTank.long]: Deactivated[EXC 15:45:34.713] NullReferenceException: Object reference not set to an instance of an object[LOG 15:45:34.727] 1 explosions created.[LOG 15:45:34.739] mk1pod Exploded!! - blast awesomeness: 0.5[LOG 15:45:34.740] [mk1pod]: Deactivated[LOG 15:45:34.751] [16:05:47]: Bill Kerman was killed.[EXC 15:45:34.752] NullReferenceException: Object reference not set to an instance of an object[EXC 15:45:34.760] NullReferenceException: Object reference not set to an instance of an object[EXC 15:45:34.767] NullReferenceException: Object reference not set to an instance of an object[LOG 15:45:34.773] 1 explosions created.[EXC 15:45:34.782] NullReferenceException: Object reference not set to an instance of an object[EXC 15:45:34.789] NullReferenceException: Object reference not set to an instance of an object[EXC 15:45:34.800] NullReferenceException: Object reference not set to an instance of an object[EXC 15:45:34.817] NullReferenceException: Object reference not set to an instance of an objectrecalculating orbit for mk1pod: KerbinrPos: [-72486539.8685448, 42760212.9828269, -225824.924687842] rVel: [-1176.0439635136, 692.103686126597, -3.67598752495706] |1364.58800718425|(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)recalculated orbit for mk1pod: the SunrPos: [13495012276.3918, -894592900.572752, -225824.924687842] rVel: [-536.120686100443, -3.67598752495706, 9954.52515750943] |9968.95230274662|(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)NullReferenceException: Object reference not set to an instance of an object at OverlaySystem.OverlayMgr.UpdateCurrentBody (System.String body) [0x00000] in <filename unknown>:0 at OverlaySystem.OverlayMgr.OnDominantBodyChangeCallback (FromToAction`2 data) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+FromToAction`2[CelestialBody,CelestialBody]].Fire (FromToAction`2 data) [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.setDominantBody (.CelestialBody body) [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.checkReferenceFrame () [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at OverlaySystem.OverlayMgr.UpdateCurrentBody (System.String body) [0x00000] in <filename unknown>:0 at OverlaySystem.OverlayMgr.OnDominantBodyChangeCallback (FromToAction`2 data) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+FromToAction`2[CelestialBody,CelestialBody]].Fire (FromToAction`2 data) [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.setDominantBody (.CelestialBody body) [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.checkReferenceFrame () [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1)fuelTank.long Exploded!! - blast awesomeness: 0.5If you need the full logs feel free to contact me, keep up the great work !Looks like you are using 6-8. Try updating to 6.8.1. Link to comment Share on other sites More sharing options...
Gaius Posted March 22, 2014 Share Posted March 22, 2014 It's obviously hard to tell with a static image ... but I've seen that effect flash / flicker and it's fairly annoying.Yeah, the technical term for it is Z-fighting. It happens when two relatively flat surfaces are at approximately the same distance and angle, and the precision of the rendering engine isn't good enough to distinguish which should be in front of the other consistently. Link to comment Share on other sites More sharing options...
sidfu Posted March 23, 2014 Share Posted March 23, 2014 (edited) kinda combined proot and astomers pack. took a bit but got them to work havent been on layte or duna yet to see how they look on surface they use proots cfg.CLOUD_LAYER{ body = Laythe altitude = 6000 color { r = 1 g = 1 b = 1.5 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/duna1 scale = 0 offset { x = 0.002109109 y = 0 } speed { x = -1E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 20 offset { x = 0.002109109 y = 0 } speed { x = 1.1E-05 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 30 offset { x = 0.002109109 y = 0 } speed { x = 1.2E-05 y = 0 } }}CLOUD_LAYER{ body = Laythe altitude = 5000 color { r = 1 g = 1 b = 1 a = 0.42 } main_texture { file = BoulderCo/Clouds/Textures/duna2 scale = 0 offset { x = 0.002109109 y = 0 } speed { x = -1E-05 y = 0 } }}CLOUD_LAYER{ body = Duna altitude = 8000 color { r = 0.98 g = 0.76 b = 0.698 a = 0.75 } main_texture { file = BoulderCo/Clouds/Textures/duna1 scale = 0 offset { x = 0.3063397 y = 0 } speed { x = -3E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 10 offset { x = 0.3063397 y = 0 } speed { x = 3.1E-05 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 20 offset { x = 0.3063397 y = 0 } speed { x = 3.2E-05 y = 0 } }}CLOUD_LAYER{ body = Duna altitude = 6000 color { r = 1 g = 1 b = 1 a = 0.35 } main_texture { file = BoulderCo/Clouds/Textures/duna2 scale = 0 offset { x = 0.3063397 y = 0 } speed { x = -3E-05 y = 0 } }}CLOUD_LAYER{ body = Kerbin altitude = 4000 color { r = 1 g = 1 b = 1 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/kerbin1 scale = 0 offset { x = 0.3052678 y = 0 } speed { x = -3E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 20 offset { x = 0.3052678 y = 0 } speed { x = 3.1E-05 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 30 offset { x = 0.3052678 y = 0 } speed { x = 3.2E-05 y = 0 } }}CLOUD_LAYER{ body = Eve altitude = 4000 color { r = 0.314 g = 0.216 b = 0.435 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 40 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } }}CLOUD_LAYER{ body = Eve altitude = 6000 color { r = 2 g = 1 b = 2 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 15 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } }}CLOUD_LAYER{ body = Eve altitude = 8000 color { r = 0.411 g = 0.204 b = 0.663 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 offset { x = 0.4609106 y = 0 } speed { x = -0.00001 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 offset scale = 100 { x = 0.4609106 y = 0 } speed { x = -0.00001 y = 0 } } }CLOUD_LAYER{ body = Eve altitude = 10000 color { r = 0.314 g = 0.216 b = 2 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 20 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } }}CLOUD_LAYER{ body = Eve altitude = 12000 color { r = 0.643 g = 0.424 b = 0.914 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.08436437 y = 0.5 } speed { x = 0.0035 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.08436437 y = 0.5 } speed { x = -0.0035 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 15 offset { x = 0.08436437 y = 0.5 } speed { x = -0.0035 y = 0 } }}CLOUD_LAYER{ body = Jool altitude = 4000 color { r = 0.102 g = 0.169 b = 0.063 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/jool1 scale = 0 offset { x = 0.001054554 y = 0 } speed { x = 5E-06 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1000 offset { x = 0.001054554 y = 0 } speed { x = 5E-06 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 30 offset { x = 0.001054554 y = 0 } speed { x = 5E-06 y = 0 } }}CLOUD_LAYER{ body = Jool altitude = 4000 color { r = 0.102 g = 0.169 b = 0.063 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/joolLayers1 scale = 0 offset { x = 0.01370921 y = 0 } speed { x = 6.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1000 offset { x = 0.2637106 y = 0 } speed { x = 6.5E-05 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 8 offset { x = 0.2637106 y = 0 } speed { x = 6.5E-05 y = 0 } }}CLOUD_LAYER{ body = Jool altitude = 4000 color { r = 0.102 g = 0.169 b = 0.063 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/joolLayers2 scale = 0 offset { x = 0.004218218 y = 0 } speed { x = 2E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1000 offset { x = 0.2541884 y = 0 } speed { x = 2E-05 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 30 offset { x = 0.2541884 y = 0 } speed { x = 2E-05 y = 0 } }}this also might help those who trying to use those packs but cant get it to work. remember this is the usercloud.cfg not the cloudlayers.cfg. had to guess what the altitude 1 setting for laythe, duna and eve where. but this should give u a place to fine tune whatever u want. Edited March 23, 2014 by sidfu Link to comment Share on other sites More sharing options...
MrJPenguin1 Posted March 23, 2014 Share Posted March 23, 2014 Listen, I know that this is a very simple task. But I've never understood mods. I know how to install the mod and how to make it work, but I don't dare try to install Proot's or Astronomer's texture pack. That and I just installed the latest version. Can someone please tell me how to install both of their texture packs please for the latest version (6-8)? Thank you! Link to comment Share on other sites More sharing options...
sidfu Posted March 23, 2014 Share Posted March 23, 2014 (edited) basicaly penginin install all but duna1.tga textures make sure to delte the default .tga.next install proots textures but dont install the kerbin ones and dont override any of astormers.now thats if u gonna use my .cfg i posted the post beforeas in all these make sure to delte the tga of the same name as the .png of the packsmy .cfg uses astomers bump and his settings for kerbin and eve. duna,laythe and eve uses proots textures but also use astomers bump.jpg. make sure to not leave double files game will still load it even if not usedso if useing my .cfg u need astomers bump1.jpg and detail1.pngfor proots im using duna1.png, duna2.png,eve1.png(your choise u can use the default tga one also) jool1.png, joollayers1.png and joollayers2.pngusing those should leave u with nothing but 1 .jpg and rest willo be png Edited March 23, 2014 by sidfu Link to comment Share on other sites More sharing options...
MrJPenguin1 Posted March 23, 2014 Share Posted March 23, 2014 basicaly penginin install all but duna1.tga textures make sure to delte the default .tga.next install proots textures but dont install the kerbin ones and dont override any of astormers.now thats if u gonna use my .cfg i posted the post beforeas in all these make sure to delte the tga of the same name as the .png of the packsmy .cfg uses astomers bump and his settings for kerbin and eve. duna,laythe and eve uses proots textures but also use astomers bump.jpg. make sure to not leave double files game will still load it even if not usedso if useing my .cfg u need astomers bump1.jpg and detail1.pngfor proots im using duna1.png, duna2.png,eve1.png(your choise u can use the default tga one also) jool1.png, joollayers1.png and joollayers2.pngusing those should leave u with nothing but 1 .jpg and rest willo be pngHelpful, thanks! Now, can you give me a tut to just install Astronomers because yours was a mixture. I'll still try yours but I was just looking for a tut. on Astronomer's pack. Link to comment Share on other sites More sharing options...
tygoo7 Posted March 23, 2014 Share Posted March 23, 2014 Will the volumetric clouds that your working on look somewhat like this? That would look awesome to see in KSP. Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 Will the volumetric clouds that your working on look somewhat like this? That would look awesome to see in KSP.http://i.imgur.com/ZKcyX.jpghttp://i.imgur.com/x3g7f.jpgNo, I'm afraid they won't look like that. You'll be able to try it out soon enough though. Link to comment Share on other sites More sharing options...
sidfu Posted March 23, 2014 Share Posted March 23, 2014 (edited) penguin just take on the normal one put astomers textures in the older and dlte the tga by same name.on my .cfg change laythe to kerbin1 and delte the second layer also on duna delte the second layer and rename first to duna1 then my .cfg should workl with just astromersCLOUD_LAYER{ body = Laythe altitude = 6000 color { r = 1 g = 1 b = 1.5 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/kerbin1 scale = 0 offset { x = 0.002109109 y = 0 } speed { x = -1E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 20 offset { x = 0.002109109 y = 0 } speed { x = 1.1E-05 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 30 offset { x = 0.002109109 y = 0 } speed { x = 1.2E-05 y = 0 } }}CLOUD_LAYER{ body = Duna altitude = 8000 color { r = 0.98 g = 0.76 b = 0.698 a = 0.75 } main_texture { file = BoulderCo/Clouds/Textures/duna1 scale = 0 offset { x = 0.3063397 y = 0 } speed { x = -3E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 10 offset { x = 0.3063397 y = 0 } speed { x = 3.1E-05 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 20 offset { x = 0.3063397 y = 0 } speed { x = 3.2E-05 y = 0 } }}this is how duna and laythe is if using just astromers pack.btw rbray is the comeing soon volmetric cloud update the reason can have the shader part of the .cfg on there anymore? Edited March 23, 2014 by sidfu Link to comment Share on other sites More sharing options...
Mekan1k Posted March 23, 2014 Share Posted March 23, 2014 (edited) There was an aurora fileset for this mod... Can that be included in the next update?Also, currently, cities seem to be clipping through the lakes on kerbin. It looks rather odd, with the sharp edges...Picture! Edited March 23, 2014 by Mekan1k Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 Updated volume test release: https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST3Clouds will follow craft and spawn as needed. Orbit issue is no longer present Link to comment Share on other sites More sharing options...
maabaa Posted March 23, 2014 Share Posted March 23, 2014 Looks like you are using 6-8. Try updating to 6.8.1.I did, and it solved the problem. Many thanks ! Link to comment Share on other sites More sharing options...
Xrave Posted March 23, 2014 Share Posted March 23, 2014 Using Volume Test 3. Just dropped it in and started. Was using texture compressor, then moved away the DLL file. See error during flight for a plane launching from the runway: [LOG 03:10:24.875] Clouds: Creating particle[EXC 03:10:24.876] NullReferenceException: Object reference not set to an instance of an objectis repeating itself multiple (thousands) of times in my KSP log output. No clouds appear. No loading errors without the texturecompressor. (note: there was some error (something like, particle already in cache) when loading with the TextureCompressor, but I forgot to log that down. my bad ^^First time using this mod. it's so stunning i think i'll be enjoying flying a lot more now! Link to comment Share on other sites More sharing options...
smunisto Posted March 23, 2014 Share Posted March 23, 2014 Is the Fade Out thing new? At the moment of crossing the cloud layer a large perfectly circular hole forms around my craft. I was wondering if I can disable this and if Fade out option is related to it? Link to comment Share on other sites More sharing options...
AndreyATGB Posted March 23, 2014 Share Posted March 23, 2014 (edited) Using Volume Test 3. Just dropped it in and started. Was using texture compressor, then moved away the DLL file. See error during flight for a plane launching from the runway: [LOG 03:10:24.875] Clouds: Creating particle[EXC 03:10:24.876] NullReferenceException: Object reference not set to an instance of an objectis repeating itself multiple (thousands) of times in my KSP log output. No clouds appear. No loading errors without the texturecompressor. (note: there was some error (something like, particle already in cache) when loading with the TextureCompressor, but I forgot to log that down. my bad ^^First time using this mod. it's so stunning i think i'll be enjoying flying a lot more now!I'm getting the same errors but I don't have TextureCompressor. No volumetric clouds generate. Relevant section of output_log:Clouds: Creating particle(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)NullReferenceException: Object reference not set to an instance of an object at Clouds.VolumeManager..ctor (Vector3 pos, Single cloudSphereRadius, UnityEngine.Texture2D texture, UnityEngine.Transform transform) [0x00000] in <filename unknown>:0 at Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) [0x00000] in <filename unknown>:0 at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edited March 23, 2014 by AndreyATGB Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 I'm getting the same errors but I don't have TextureCompressor. No volumetric clouds generate. Relevant section of output_log:Clouds: Creating particle(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)NullReferenceException: Object reference not set to an instance of an object at Clouds.VolumeManager..ctor (Vector3 pos, Single cloudSphereRadius, UnityEngine.Texture2D texture, UnityEngine.Transform transform) [0x00000] in <filename unknown>:0 at Clouds.CloudLayer.UpdateParticleClouds (Vector3 WorldPos) [0x00000] in <filename unknown>:0 at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Were you on Kerbin? Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 Ah, found out why, some test code was still in there. Fixed now. Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 Is the Fade Out thing new? At the moment of crossing the cloud layer a large perfectly circular hole forms around my craft. I was wondering if I can disable this and if Fade out option is related to it?It's new, so that instead of the entire cloud layer fading as you approach it, only the area around the camera does. This is to avoid a nasty clipping effect that appears otherwise. Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 Using Volume Test 3. Just dropped it in and started. Was using texture compressor, then moved away the DLL file. See error during flight for a plane launching from the runway: [LOG 03:10:24.875] Clouds: Creating particle[EXC 03:10:24.876] NullReferenceException: Object reference not set to an instance of an objectis repeating itself multiple (thousands) of times in my KSP log output. No clouds appear. No loading errors without the texturecompressor. (note: there was some error (something like, particle already in cache) when loading with the TextureCompressor, but I forgot to log that down. my bad ^^First time using this mod. it's so stunning i think i'll be enjoying flying a lot more now!The volume issue is fixed. My bad, code leftover from cleanup was causing issues. I hope people like it. I really do. Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted March 23, 2014 Share Posted March 23, 2014 'Tested' version 6.8.1 and it looks pretty neat ... ! Less transparent cloud-cover permits more or less overcast skies at times. Only con is the mysterious hole-in-the-cloud when passing through. On a side note: is it possible Astronomer's HD-pack isn't adapted to the new config yet ... ? Doesn't seem to function even when running agressive ATM. Link to comment Share on other sites More sharing options...
Xrave Posted March 23, 2014 Share Posted March 23, 2014 Woah, fast fix. No worries (I leave zombie code around all the time). Can you compile a new release please? I just pulled GameData folder from github and it seemed to still have the same issues, and unfortunately I can't compile C# ^^; Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 Woah, fast fix. No worries (I leave zombie code around all the time). Can you compile a new release please? I just pulled GameData folder from github and it seemed to still have the same issues, and unfortunately I can't compile C# ^^;Ah, It's also in the release folder. Done. Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 'Tested' version 6.8.1 and it looks pretty neat ... ! Less transparent cloud-cover permits more or less overcast skies at times. Only con is the mysterious hole-in-the-cloud when passing through. On a side note: is it possible Astronomer's HD-pack isn't adapted to the new config yet ... ? Doesn't seem to function even when running agressive ATM.I've been trying to think of workarounds for the "hole" but I can't figure anything that works really well. It is there to avoid clipping. Yeah, The texture packs aren't updated yet. I know Proot is working on his though. Link to comment Share on other sites More sharing options...
smunisto Posted March 23, 2014 Share Posted March 23, 2014 Any idea why the clouds are deleted each time I exit my game? Not only when I start KSP anew, but the moment I exit my career save, on the initial game menu - the clouds are gone.I have to go and click Alt+N -> Advanced(because no other options appear, not even Layer) -> Reset to Default. Then the clouds are back. Link to comment Share on other sites More sharing options...
rbray89 Posted March 23, 2014 Author Share Posted March 23, 2014 Any idea why the clouds are deleted each time I exit my game? Not only when I start KSP anew, but the moment I exit my career save, on the initial game menu - the clouds are gone.I have to go and click Alt+N -> Advanced(because no other options appear, not even Layer) -> Reset to Default. Then the clouds are back.Did you modify one of the config files? You can delete the user config file to make sure the settings are default. There may be an issue with saving the layers then. Link to comment Share on other sites More sharing options...
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