Dix2lespace Posted February 1, 2016 Share Posted February 1, 2016 39 minutes ago, vagabond77 said: Hi everyone!!! Someone has already tried the new version of Scatterer? I did some little test and I think it's much better. yes, with KSP DX11, KSPR and the last version of scatter: the sky is totally white in middle of day. Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 1, 2016 Share Posted February 1, 2016 (edited) 5 hours ago, Dix2lespace said: yes, with KSP DX11, KSPR and the last version of scatter: the sky is totally white in middle of day. Forgote about DX11 ! Diference in term of graphic is small,and has impact fps a lot for some users. Dont get it,why you people use dx11 for this game ! is not like battlefield 4 or metro last night,or another game with REAL graphic not like KERBAL. I use dx9 with last scatterer and ksprc and it work GORGEOS with out a bug,and a lot of fps ! if you look UP^ here in my recent post,can read about fps/graphic. And the wawes of wather in new scatterer is SAME as is with dx11.. so.. Edited February 1, 2016 by Istrati Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted February 1, 2016 Share Posted February 1, 2016 I hope the weekend's been treating you well Proot - Rushed hands make bad plans so take your time! Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted February 1, 2016 Share Posted February 1, 2016 19 minutes ago, Istrati said: Forgote about DX11 ! Diference in term of graphic is small,and has impact fps a lot for some users. Dont get it,why you people use dx11 for this game ! is not like battlefield 4 or metro last night,or another game with REAL graphic not like KERBAL. I use dx9 with last scatterer and ksprc and it work GORGEOS with out a bug,and a lot of fps ! if you look UP^ here in my recent post,can read about fps/graphic. And the wawes of wather in new scatterer is SAME as is with dx11.. so.. People use Direct 11 and OpenGL because they save memory, opening up space for more mods. Linux users (myself included) actually are restricted to OpenGL. Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 1, 2016 Share Posted February 1, 2016 3 hours ago, fallout2077 said: People use Direct 11 and OpenGL because they save memory, opening up space for more mods. Linux users (myself included) actually are restricted to OpenGL. I know,but soory..i forgote that i use unity 4.6.2 for 64bit workaround. that's why i use d9.. but anyway..i dont think i know if mine is working with dx11 becouse of unity. i will try. tks Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted February 1, 2016 Share Posted February 1, 2016 3 hours ago, Istrati said: I know,but soory..i forgote that i use unity 4.6.2 for 64bit workaround. that's why i use d9.. but anyway..i dont think i know if mine is working with dx11 becouse of unity. i will try. tks If you are using 64bit, then go with dx9. There are more artifacts in dx11, especially on scatterer. If you come across a bug remember to switch back to 32bit to see if it there too before reporting bugs. Quote Link to comment Share on other sites More sharing options...
Cetera Posted February 1, 2016 Share Posted February 1, 2016 I did some more testing this weekend. These are fresh installs, with a new career, and minimal part-count ships (1 command pod only, probe core and srb, etc): With Scatterer and EVE installed, using OpenGL, my framerate stays at 59 fps, and everything runs without any physics slowdowns. Doing the same install with KSPRC and OpenGL, I can keep my framerate above 45, but no matter what, physics slowdown occurs at a minimum of 1/3 time dilation, and at worst, 1/4 time dilation. Obviously KSPRC uses a TON more memory, with all the nice textures and everything, but why the physics slowdown? Then, if I try to launch my probe core and srb, the frame rate drops down to ~10 fps, and the physics drops to about 15-20% (5-6 real-life seconds pass for every 1 second in-game time). That is a massive hit, and I can't understand what might be causing it. I'm running a GTX 970 with 4GB onboard RAM, and it is not seeming to be maxed out at all. It is all a physics bottleneck on the CPU. Quote Link to comment Share on other sites More sharing options...
Dix2lespace Posted February 2, 2016 Share Posted February 2, 2016 (edited) 18 hours ago, Istrati said: Forgote about DX11 ! Diference in term of graphic is small,and has impact fps a lot for some users. Dont get it,why you people use dx11 for this game ! is not like battlefield 4 or metro last night,or another game with REAL graphic not like KERBAL. I use dx9 with last scatterer and ksprc and it work GORGEOS with out a bug,and a lot of fps ! if you look UP^ here in my recent post,can read about fps/graphic. And the wawes of wather in new scatterer is SAME as is with dx11.. so.. The FPS is not a problem for me, I have a good PC. With KSP forced in DX11 I save 800 mo of RAM. And If I've correctly understood, the new Z-buffer 24bit of scattering is only compatible with Open GL or DX11. My graphic bug is a bug setting with KSPR+ new scattering (I thinks...) Edited February 2, 2016 by Dix2lespace Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 2, 2016 Share Posted February 2, 2016 8 hours ago, Dix2lespace said: The FPS is not a problem for me, I have a good PC. With KSP forced in DX11 I save 800 mo of RAM. And If I've correctly understood, the new Z-buffer 24bit of scattering is only compatible with Open GL or DX11. My graphic bug is a bug setting with KSPR+ new scattering (I thinks...) Dx9 seems to use a 24bit depth buffer by default so its not necessary. Rendering a custom one via shader replacement is a bit more performance intensive so it's better if it can be avoided. With the newest version however the difference between dx9 and 11 is much smaller in terms of artifacts. Quote Link to comment Share on other sites More sharing options...
Proot Posted February 2, 2016 Author Share Posted February 2, 2016 The framerate losses are a sum of causes. I'm working on it. One of the causes, this is right, is at the particle emitters in the sun, which are always active, resulting in a obvious framerate drop in some computers. Clouds problems seems to be solved solved atm; right now I'm just struggling with the terrain scatter collisions. Quote Link to comment Share on other sites More sharing options...
peachoftree Posted February 3, 2016 Share Posted February 3, 2016 Awesome work @Proot! Would it be possible to make a CKAN-compatible release or have a release with just the files you require so that we can use CKAN to update dependency mods individually? Quote Link to comment Share on other sites More sharing options...
teknophile Posted February 3, 2016 Share Posted February 3, 2016 hey all, I'm a noob here and I'm having a lil problem. just tried to install ksprc mod on a vanilla ksp install. no previous mods expect chatterer. now game crashes relentlessly. if I remove the ksprc it goes back to normal. I'm using win 10, and have a fairly beefy rig. any insight would be great and highly appreciated thanks in advance. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted February 3, 2016 Share Posted February 3, 2016 2 hours ago, teknophile said: hey all, I'm a noob here and I'm having a lil problem. just tried to install ksprc mod on a vanilla ksp install. no previous mods expect chatterer. now game crashes relentlessly. if I remove the ksprc it goes back to normal. I'm using win 10, and have a fairly beefy rig. any insight would be great and highly appreciated thanks in advance. KSPRC is a very intensive mod to run. It could very well be that the crashes are being caused just because of this. If you have more specific info like if the game crashes less when removing a certain aspect of KSPRC that could be useful info for Proot to know. Other than that I don't have much to say sadly :/ Quote Link to comment Share on other sites More sharing options...
KBM Posted February 3, 2016 Share Posted February 3, 2016 2 hours ago, teknophile said: hey all, I'm a noob here and I'm having a lil problem. just tried to install ksprc mod on a vanilla ksp install. no previous mods expect chatterer. now game crashes relentlessly. if I remove the ksprc it goes back to normal. I'm using win 10, and have a fairly beefy rig. any insight would be great and highly appreciated thanks in advance. 5 minutes ago, Avera9eJoe said: KSPRC is a very intensive mod to run. It could very well be that the crashes are being caused just because of this. If you have more specific info like if the game crashes less when removing a certain aspect of KSPRC that could be useful info for Proot to know. Other than that I don't have much to say sadly :/ Are you running the default 32-bit version of KSP or have you done the "Windows 64-bit workaround"? If you haven't then you most likely need Active Texture Management mod - try with the standard version first - then the aggressive if the game still crashes. Also you might be interested in the Dynamic Texture Loader mod. The textures from KSPRC is very heavy on the RAM = the 32bit version of KSP will crash when addressing more than 3.5GB RAM. Quote Link to comment Share on other sites More sharing options...
peachoftree Posted February 3, 2016 Share Posted February 3, 2016 (edited) For even more performance improvements, use my clouds.cfg! It gets rid of the 3d clouds on kerbin but keeps the 2d ones, preserving the in-orbit experience. I went from 10-15 FPS in the space center to 20-30 FPS (both with the improvements mentioned earlier in this thread.) Just place this config in GameData/KSPRC/Atmospheres/clouds.cfg, all it does is comment out the volume sections, eliminating 3d clouds on kerbin EVE_CLOUDS { OBJECT { name = ParticlesA body = Moho altitude = 475000 speed = 300,300,0 detailSpeed = 300,300,0 killBodyRotation = true settings { _Color = 155,125,20,20 _MainTex = KSPRC/Atmospheres/Textures/glowclouds _DetailTex = KSPRC/Atmospheres/Textures/empty _DetailScale = 0 _DetailDist = 0.0000001 _DistFade = 100 _DistFadeVert = 0 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _FalloffPow = 3 _FalloffScale = 1.5 _RimDist = 1 _RimDistSub = 0 _InvFade = 0 } } } OBJECT { name = ParticlesB body = Moho altitude = 675000 speed = 0,300,300 detailSpeed = 0,300,300 killBodyRotation = true settings { _Color = 255,135,25,20 _MainTex = KSPRC/Atmospheres/Textures/glowclouds _DetailTex = KSPRC/Atmospheres/Textures/empty _DetailScale = 0 _DetailDist = 0.0000001 _DistFade = 100 _DistFadeVert = 0 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _FalloffPow = 3 _FalloffScale = 1.5 _RimDist = 1 _RimDistSub = 0 _InvFade = 0 } } } OBJECT { name = CloudsA body = Duna altitude = 6000 detailSpeed = 0,28,3 speed = 0,28,0 settings { _MainTex = KSPRC/Atmospheres/Textures/kerbin2 _DetailTex = KSPRC/Atmospheres/Textures/nubs _DetailScale = 6 _Color = 250,245,210,125 _DetailDist = 0 } layer2D { shadow = True shadowOffset = 0,0,0 macroCloudMaterial { _FalloffScale = 6 _DetailDist = 0.00000001 _RimDistSub = 1 } shadowMaterial { _ShadowFactor = 1.25 } } layerVolume { size = 4000,2 maxTranslation = 75,95,60 area = 20000,4 rotationSpeed = 0 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/2 _LeftTex = KSPRC/Atmospheres/Textures/particle/1 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.55 } } } OBJECT { name = Sandstorm body = Duna altitude = 300 speed = 1,300,0 detailSpeed = 0,300,0 scaledOverlay = Geometry killBodyRotation = True settings { _MainTex = KSPRC/Atmospheres/Textures/vulclouds _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 4 _Color = 55,20,15,2000 _DetailDist = 0 } layerVolume { size = 4000,2 maxTranslation = 75,95,60 area = 20000,4 rotationSpeed = 0.1 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/1 _LeftTex = KSPRC/Atmospheres/Textures/particle/2 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.55 } } } OBJECT { name = SandstormDust body = Duna altitude = 300 speed = 1,300,0 detailSpeed = 0,300,0 scaledOverlay = Geometry killBodyRotation = True settings { _MainTex = KSPRC/Atmospheres/Textures/vulclouds _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 4 _Color = 30,2,1,3000 _DetailDist = 0 } layerVolume { size = 2750,2 maxTranslation = 75,95,60 area = 20000,4 rotationSpeed = 0.1 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/4 _LeftTex = KSPRC/Atmospheres/Textures/particle/5 _FrontTex = KSPRC/Atmospheres/Textures/particle/6 _LightScatter = 0.55 _MinLight = 0.55 } } } OBJECT { name = Aurora body = Duna altitude = 20000 speed = 0,1010,0 detailSpeed = 0,1500,0 settings { _Color = 10,2550,68,255 _MainTex = KSPRC/Atmospheres/Textures/reaurora _DetailTex = KSPRC/Atmospheres/Textures/borealisD _DetailScale = 6 _DistFadeVert = 0 _DetailDist = 0.000001 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _FalloffPow = 3 _FalloffScale = 6 _DetailDist = 0 _MinLight = 1 _RimDist = 1 _RimDistSub = 0 _InvFade = 1000000000000000 } } } OBJECT { name = CloudsA body = Laythe altitude = 4000 speed = 0,40,0 detailSpeed = 0,50,0 settings { _MainTex = KSPRC/Atmospheres/Textures/laythe _DetailTex = KSPRC/Atmospheres/Textures/nubs _DetailScale = 8 _Color = 250,252,250,255 _DetailDist = 0 } layer2D { shadow = True shadowOffset = 0,0,0 macroCloudMaterial { _FalloffPow = 3 _FalloffScale = 6 _DetailDist = 0.00000001 _RimDist = 1 _RimDistSub = 0 } } layerVolume { size = 4000,2 maxTranslation = 75,95,60 rotationSpeed = 0.00095 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/2 _LeftTex = KSPRC/Atmospheres/Textures/particle/1 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 0.5 _MinLight = 0.5 } } } OBJECT { name = CloudsB body = Laythe altitude = 5000 speed = 0,50,0 detailSpeed = 0,60,0 settings { _Color = 250,255,250,245 _MainTex = KSPRC/Atmospheres/Textures/kerbin2 _DetailTex = KSPRC/Atmospheres/Textures/nubs _DetailScale = 10 _DetailDist = 0 } layer2D { shadow = True shadowOffset = 0,0,0 macroCloudMaterial { _FalloffScale = 6 _RimDistSub = 0 } shadowMaterial { _ShadowFactor = 0.65 } } layerVolume { size = 5000,2 maxTranslation = 75,95,60 rotationSpeed = 0.00095 particleMaterial { _Color = 225,255,235,255 _TopTex = KSPRC/Atmospheres/Textures/particle/2 _LeftTex = KSPRC/Atmospheres/Textures/particle/1 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 0.5 _MinLight = 0.5 } } } OBJECT { name = Aurora body = Laythe altitude = 18000 speed = 0,1150,0 detailSpeed = 0,-1500,0 settings { _Color = 10,255,68,255 _MainTex = KSPRC/Atmospheres/Textures/reaurora _DetailTex = KSPRC/Atmospheres/Textures/borealisD _DetailScale = 1 _DetailDist = 0.0000001 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _DetailDist = 0 _MinLight = 1000000 _RimDist = 0 _RimDistSub = 0 } } } OBJECT { name = CloudsA body = Eve altitude = 3000 speed = 0,25,0 detailSpeed = 0.01,50,0 settings { _Color = 150,55,70,255 _MainTex = KSPRC/Atmospheres/Textures/eve3 _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 10 _DetailDist = 0.000002 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _RimDistSub = 1 _FalloffPow = 3 _FalloffScale = 9 } shadowMaterial { } } layerVolume { size = 2000,2 maxTranslation = 1085,100,1085 area = 10000,4 rotationSpeed = 0.0025 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/2 _LeftTex = KSPRC/Atmospheres/Textures/particle/1 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 1 _MinLight = 0.5 } } } OBJECT { name = CloudsB body = Eve altitude = 4500 speed = 0,50,0 detailSpeed = 0.02,100,0 settings { _Color = 180,80,95,255 _MainTex = KSPRC/Atmospheres/Textures/eve _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 8 _DetailDist = 0.000002 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _FalloffPow = 3 _FalloffScale = 9 _RimDistSub = 1 } shadowMaterial { } } layerVolume { size = 3000,2 maxTranslation = 1085,100,1085 area = 15000,4 rotationSpeed = 0.0025 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/2 _LeftTex = KSPRC/Atmospheres/Textures/particle/1 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 1 _MinLight = 0.5 } } } OBJECT { name = CloudsC body = Eve altitude = 6000 speed = 0,100,0 detailSpeed = 0.03,200,0 settings { _Color = 250,155,160,255 _MainTex = KSPRC/Atmospheres/Textures/neve _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 6 _DetailDist = 0.000002 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _FalloffPow = 3 _FalloffScale = 9 _RimDistSub = 1 } shadowMaterial { } } layerVolume { size = 3000,2 maxTranslation = 1085,100,1085 rotationSpeed = 0.0025 area = 20000,4 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/2 _LeftTex = KSPRC/Atmospheres/Textures/particle/1 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 1 _MinLight = 0.5 } } } OBJECT { name = Sandstorm body = Eve altitude = 300 speed = 0,0,0 detailSpeed = 0.1,375,0 offset = 0,270,0 settings { _MainTex = KSPRC/Atmospheres/Textures/teve _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 6 _DistFadeVert = 4E-05 _Color = 75,35,60,90 _DetailDist = 0 } layerVolume { size = 4000,2 maxTranslation = 75,95,60 area = 20000,4 rotationSpeed = 0.15 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/1 _LeftTex = KSPRC/Atmospheres/Textures/particle/2 _FrontTex = KSPRC/Atmospheres/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.55 _InvFade = 0.008 } } } OBJECT { name = SandstormDust body = Eve altitude = 300 speed = 0,0,0 detailSpeed = 0.1,375,0 offset = 0,270,0 settings { _MainTex = KSPRC/Atmospheres/Textures/teve _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 6 _DistFadeVert = 4E-05 _Color = 55,15,40,225 _DetailDist = 0 } layerVolume { size = 2750,2 maxTranslation = 75,95,60 area = 20000,4 rotationSpeed = 0.2 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/4 _LeftTex = KSPRC/Atmospheres/Textures/particle/5 _FrontTex = KSPRC/Atmospheres/Textures/particle/6 _LightScatter = 0.55 _MinLight = 0.55 _InvFade = 0.008 } } } OBJECT { name = TorD body = Eve altitude = 10 speed = 0,0,0 detailSpeed = 0,500,0 killBodyRotation = True rotationAxis0 = 0,1,0 rotationAxis2 = 0,1,0 settings { _MainTex = KSPRC/Atmospheres/Textures/tor1 _DetailTex = KSPRC/Atmospheres/Textures/fu11 _DetailScale = 10 _Color = 130,40,90,3000 _DetailDist = 0 } layerVolume { size = 1500,1 area = 12000,4 rotationSpeed = 4 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/10 _LeftTex = KSPRC/Atmospheres/Textures/particle/11 _FrontTex = KSPRC/Atmospheres/Textures/particle/12 _LightScatter = 0.55 _MinLight = 0.55 } } } OBJECT { name = geysersA body = Eeloo speed = 0,0,0 detailSpeed = 0,100,0 offset = 0,180,0 altitude = 50 settings { _Color = 250,250,255,926 _MainTex = KSPRC/Atmospheres/Textures/elogei _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 10 _DetailDist = 0 } layerVolume { rotationSpeed = 0 size = 10000,3 area = 30000,4 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/gei _LeftTex = KSPRC/Atmospheres/Textures/particle/gei _FrontTex = KSPRC/Atmospheres/Textures/particle/gei } } } OBJECT { name = geysersB body = Eeloo speed = 0,0,0 detailSpeed = 0,100,0 offset = 0,180,0 altitude = 75 settings { _Color = 250,250,255,926 _MainTex = KSPRC/Atmospheres/Textures/elogei _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 10 _DetailDist = 0 } layerVolume { rotationSpeed = 0 size = 8000,3 area = 20000,4 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/gei _LeftTex = KSPRC/Atmospheres/Textures/particle/gei _FrontTex = KSPRC/Atmospheres/Textures/particle/gei } } } OBJECT { name = CloudsA body = Kerbin altitude = 2000 speed = 0,24,0 detailSpeed = 0,40,5 scaledOverlay = Geometry settings { _MainTex = KSPRC/Atmospheres/Textures/kerbin1 _DetailTex = KSPRC/Atmospheres/Textures/nubs _DetailScale = 7 _Color = 250,250,250,255 _DetailDist = 0.00000001 } layer2D { shadow = True shadowOffset = 0,0,0 macroCloudMaterial { _DetailDist = 0.00000001 _RimDistSub = 1 } shadowMaterial { } } // layerVolume // { // size = 2000,2 // maxTranslation = 1050,200,1150 // area = 10000,4 // rotationSpeed = 0 // particleMaterial // { // _TopTex = KSPRC/Atmospheres/Textures/particle/2 // _LeftTex = KSPRC/Atmospheres/Textures/particle/1 // _FrontTex = KSPRC/Atmospheres/Textures/particle/3 // _LightScatter = 5 // _MinLight = 1 // } // } } OBJECT { name = CloudsB body = Kerbin altitude = 1900 speed = 0,24,0 detailSpeed = 0,40,5 settings { _MainTex = KSPRC/Atmospheres/Textures/kerbinB _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 6 _Color = 175,175,175,255 _DetailDist = 0.00000001 } // layerVolume // { // size = 2000,2 // maxTranslation = 1050,200,1150 // area = 10000,4 // rotationSpeed = 0 // particleMaterial // { // _TopTex = KSPRC/Atmospheres/Textures/particle/2 // _LeftTex = KSPRC/Atmospheres/Textures/particle/1 // _FrontTex = KSPRC/Atmospheres/Textures/particle/3 // _LightScatter = 5 // _MinLight = 1 // } // } layer2D { macroCloudMaterial { } shadowMaterial { } } } OBJECT { name = CloudsC body = Kerbin altitude = 3900 detailSpeed = 0,40,10 settings { _MainTex = KSPRC/Atmospheres/Textures/kerbin2 _DetailTex = KSPRC/Atmospheres/Textures/nubs _DetailScale = 9 _Color = 250,250,250,255 _DetailDist = 0.00000001 } // layerVolume // { // size = 3500,2 // maxTranslation = 125,110,50 // area = 18000,4 // rotationSpeed = 0 // particleMaterial // { // _TopTex = KSPRC/Atmospheres/Textures/particle/3 // _LeftTex = KSPRC/Atmospheres/Textures/particle/2 // _FrontTex = KSPRC/Atmospheres/Textures/particle/1 // _LightScatter = 5 // _MinLight = 1 // } // } layer2D { shadow = True shadowOffset = 0,0,0 macroCloudMaterial { _DetailDist = 0.00000001 _RimDistSub = 1 } shadowMaterial { } } } OBJECT { name = Particles body = Kerbin altitude = 150 speed = 0,11,0 detailSpeed = 0,0,0 rotationAxis0 = 1,1,0 rotationAxis1 = 0,1,1 rotationAxis2 = 1,0,1 settings { _Color = 2550,2530,2500,2000 _MainTex = KSPRC/Atmospheres/Textures/full _DetailTex = _DetailScale = 0 _DetailDist = 1 _DistFade = 0.0002 _DistFadeVert = 0.0003 } layerVolume { size = 420,2 maxTranslation = 492,412,456 area = 700,1 rotationSpeed = 0.01 particleMaterial { _Color = 255,250,245,255 _TopTex = KSPRC/Atmospheres/Textures/particle/7 _LeftTex = KSPRC/Atmospheres/Textures/particle/8 _FrontTex = KSPRC/Atmospheres/Textures/particle/9 _LightScatter = 1 _MinLight = 1 _InvFade = 10 } } } OBJECT { name = Aurora body = Kerbin speed = 0,800,0 detailSpeed = 0,1000,100 altitude = 10000 settings { _Color = 100,3550,680,2000 _MainTex = KSPRC/Atmospheres/Textures/reaurora _DetailTex = KSPRC/Atmospheres/Textures/borealisD _DetailScale = 16 _DetailDist = 0 } layer2D { shadow = False shadowOffset = 0,0,0 macroCloudMaterial { _DetailDist = 0 _MinLight = 10000000000 _InvFade = 0 _RimDist = -10000000 _RimDistSub = 0 _FalloffPow = 3 } } } OBJECT { name = TorM body = Eve altitude = 775 speed = 0,0,0 detailSpeed = 0,500,0 killBodyRotation = True rotationAxis0 = 0,1,0 rotationAxis2 = 0,1,0 settings { _MainTex = KSPRC/Atmospheres/Textures/tor1 _DetailTex = KSPRC/Atmospheres/Textures/fu11 _DetailScale = 0 _Color = 130,40,90,3000 _DetailDist = 0 } layerVolume { size = 2500,1 area = 12000,4 rotationSpeed = 3 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/10 _LeftTex = KSPRC/Atmospheres/Textures/particle/11 _FrontTex = KSPRC/Atmospheres/Textures/particle/12 _LightScatter = 0.55 _MinLight = 0.55 } } } OBJECT { name = TorU body = Eve altitude = 2200 speed = 0,0,0 detailSpeed = 0,500,0 killBodyRotation = True rotationAxis0 = 0,1,0 rotationAxis2 = 0,1,0 settings { _MainTex = KSPRC/Atmospheres/Textures/tor1 _DetailTex = KSPRC/Atmospheres/Textures/fu11 _DetailScale = 10 _Color = 150,47,105,3000 _DetailDist = 0 } layerVolume { size = 3500,1 area = 12000,4 rotationSpeed = 2 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/10 _LeftTex = KSPRC/Atmospheres/Textures/particle/11 _FrontTex = KSPRC/Atmospheres/Textures/particle/12 _LightScatter = 0.55 _MinLight = 0.55 } } } OBJECT { name = Glow body = Eve altitude = 35000 speed = 0,100,100 detailSpeed = 100,100,0 killBodyRotation = true settings { _MainTex = KSPRC/Atmospheres/Textures/glowclouds _DetailTex = KSPRC/Atmospheres/Textures/besnu _DetailScale = 1 _Color = 100,600,0,40 _DetailDist = 0.000001 } layer2D { macroCloudMaterial { _RimDist = 1 _RimDistSub = 0 _InvFade = 0 _FalloffPow = 3 _FalloffScale = 3.75 } } } } Edited February 3, 2016 by peachoftree Quote Link to comment Share on other sites More sharing options...
JayS_NL Posted February 3, 2016 Share Posted February 3, 2016 You can also just use the ingame EVE menu to remove the clouds you dont like... Quote Link to comment Share on other sites More sharing options...
peachoftree Posted February 3, 2016 Share Posted February 3, 2016 1 hour ago, JayS_NL said: You can also just use the ingame EVE menu to remove the clouds you dont like... How do you get to that menu? I don't think I've ever seen it Quote Link to comment Share on other sites More sharing options...
Murdox Posted February 3, 2016 Share Posted February 3, 2016 (edited) 40 minutes ago, peachoftree said: How do you get to that menu? I don't think I've ever seen it Command for opening EVE UI is Alt + 0 (zero) in Windows.. might be different command keys + 0 in Linux I would also like to add that Scatterer UI is Alt + F10/F11 in Windows. Edited February 3, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
peachoftree Posted February 3, 2016 Share Posted February 3, 2016 9 minutes ago, Murdox said: Command for opening EVE UI is Alt + 0 (zero) in Windows.. might be different command keys + 0 in Linux I would also like to add that Scatterer UI is Alt + F10/F11 in Windows. Thanks! I'll try this as soon as I get home Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted February 3, 2016 Share Posted February 3, 2016 @Proot, just taking a guess, is it the new surface textures that create the most lag? I know there are a number of important features that create lag but is it the surface textures that create the most? Quote Link to comment Share on other sites More sharing options...
Cetera Posted February 4, 2016 Share Posted February 4, 2016 My issues really aren't frame-rate related, but physics slow-down related. What in KSPRC can cause that? Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted February 4, 2016 Share Posted February 4, 2016 It's funny, I'd actually be perfectly happy if everything ran in 1/2 speed and had 24-30 FPS. Conserving FPS is my goal. Quote Link to comment Share on other sites More sharing options...
Proot Posted February 4, 2016 Author Share Posted February 4, 2016 The framerate drops are not related to the textures, as far as I know... Sorry I'm truly busy lately IRL and I keep strugling with the terrain scatters. I think I've made a mistake which I can't find, so all colliders are off, even when the configs appear to be right. If I can't find the error soon I'll release the update without this, delaying the terrain scatters for a later update. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted February 5, 2016 Share Posted February 5, 2016 On 1/30/2016 at 5:20 PM, Cetera said: I've noticed something when I install this: I'm not having frame rate issues per se, as my fps monitor tells me I'm getting between 49 and 60 fps. However, outside with a minmal craft, nothing more than a pod and a kerbal, essentially, I'm getting a massive physics hit, resulting in time passing at about 30% of normal, and a constant yellow time meter. Anyone have any ideas about that? I am running most of your config file settings, @KBM. I have this same issue, I've found. Weirdly, sometimes it's linked to whether or not solar panels are deployed? Going to try the fix. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted February 5, 2016 Share Posted February 5, 2016 4 hours ago, Proot said: The framerate drops are not related to the textures, as far as I know... Sorry I'm truly busy lately IRL and I keep strugling with the terrain scatters. I think I've made a mistake which I can't find, so all colliders are off, even when the configs appear to be right. If I can't find the error soon I'll release the update without this, delaying the terrain scatters for a later update. Take your time man - Dr. Turkey was saying that he worked 20 out of 24 hours in the past day... I hope you aren't working that hard . That sounds crazy to me. Like they always say - Only make others do what you'd be happy doing yourself. Quote Link to comment Share on other sites More sharing options...
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