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[1.6.x] Distant Object Enhancement bis v1.9.1.1 (16 October 2018) - Free to a Good Home


MOARdV

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I'm playing with RSS and would like for stars from a planet pack to be visible with Distant Object Enhancement; do I only need to add the configs to PlanetColors.cfg?

Also, is there a way to set a per-body brightness value? I fear the stars (which are literally light-years away) would appear too dim. 

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  • 3 weeks later...

It appears that the distant vessel rendering does not work in 1.7.3.

I tried to test this out with my ~0.4km long Oblivion Starport. While a flare was showing from even the surface of the planet, as I got to orbit and was around 5km away I still could not see any more than a dot. However, as soon as I got within the stock 2.3km, I was suddenly face-to-face with the massive station, as shown in the spoiler below.

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I'm not sure if it's because the station uses modded parts, or if the mod is simply not fully operational in 1.7.3. I still get flares for all of the planets and for vessels (and yes, I checked the settings to make sure that distant vessel rendering was enabled).

I noticed that in the settings file, underneath the section for distant vessel rendering, there is the following line (in bold):

DistantVessel
{
    renderVessels = True
    maxDistance = 750000
    renderMode = 0
    ignoreDebris = False
}

Is this significant? What are the render modes? If I were to set it to another number, what would happen?

 

Edited by Raptor22
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  On 8/10/2019 at 11:53 PM, Raptor22 said:

It appears that the distant vessel rendering does not work in 1.7.3.

I tried to test this out with my ~0.4km long Oblivion Starport. While a flare was showing from even the surface of the planet, as I got to orbit and was around 5km away I still could not see any more than a dot. However, as soon as I got within the stock 2.3km, I was suddenly face-to-face with the massive station, as shown in the spoiler below.

  Reveal hidden contents

I'm not sure if it's because the station uses modded parts, or if the mod is simply not fully operational in 1.7.3. I still get flares for all of the planets and for vessels (and yes, I checked the settings to make sure that distant vessel rendering was enabled).

I noticed that in the settings file, underneath the section for distant vessel rendering, there is the following line (in bold):

DistantVessel
{
    renderVessels = True
    maxDistance = 750000
    renderMode = 0
    ignoreDebris = False
}

Is this significant? What are the render modes? If I were to set it to another number, what would happen?

 

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I have no idea but i had the exact same problem in an ealier version.  It's a big bummer as this is an amazing mod :(

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  • 2 weeks later...
  On 8/10/2019 at 11:53 PM, Raptor22 said:

Is this significant? What are the render modes? If I were to set it to another number, what would happen?

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FWIW, despite me adopting this mod, I have never used the vessel renderer.  It is entirely possible that something in KSP has changed that broke this feature, so if someone decides to adopt this mod, they'll have something to do other than recompile it. :)

As far as the number - I had to go look it up in the source code to figure it out:

renderMode = 0 means "only render my target".  renderMode = 1 means "render all ships", but it also only loads one vessel per FixedUpdate, so if you've got a crowded airspace, it'll take a couple of seconds for everything to show up.

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  • 1 month later...

I think this thread needs a little *bump* to the top so people are aware that this mod is up for adoption! This is one of my key visual mods and I would be sad if something like this is getting forgotten :( 

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  On 10/26/2019 at 12:23 PM, damonvv said:

I think this thread needs a little *bump* to the top so people are aware that this mod is up for adoption! This is one of my key visual mods and I would be sad if something like this is getting forgotten :( 

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Is it actually not working? This mod almost never gets updated and somehow never ends up broken, but I too always run with this mod.

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Well, it would be best if someone wanted to step-up *now*, rather than later to adopt it... While it *IS* still working, and while MOARdV is still around, to tie up any loose ends and make for a seamless hand-over to a new owner... vOv

Also, on the repo, there appears to be 3 possible bugs, a feature request, and a PR already waiting for a new owner to poke at. ;)
Not to mention, even tho it may *work* as-is, it should probably at the least, be recompiled against .NET 4.x (vs old 3.5), that the Unity 2019 update introduced in KSP 1.8.0, to help future-proof it. vOv


Also, if he's had the adoption offer up for quite awhile now, I imagine he doesnt want to get tagged all the time, and have to keep offering support or feeling obligated to answer, when people post here asking questions or looking for help vOv :P

Edited by Stone Blue
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Hey all, I see that this mod is up for adoption (still :( ) but I thought I'd ask those who use it:

Has anyone run into this error in their logs:

Distant Object Enhancement v1.9.1 -- Some parts do not have ConfigNode entries in the game database.  Some distant vessels will be missing pieces.

I've been using this since forever, but on my current 1.7.3 install (not upgrading my Career to 1.8 yet) I noticed this in my log.

Any ideas what that line means, or if it's actually causing a problem? TIA!

 

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  On 10/29/2019 at 12:49 AM, scottadges said:

Any ideas what that line means, or if it's actually causing a problem?

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One of the features in DOE is a "distant vessel" mode, where DOE creates an image of a vessel to show when it's far away (instead of a simple flare / dot).  The feature is probably broken to some degree or another, mainly because I've never used it when playing (it was part of the original mod, and it was convoluted enough I didn't want to mess with it).  Actually, it looks like I opened a bug about problems with the distant vessel renderer back in January of 2017, so this is probably a known issue :(

Maybe to answer your question: It means that some distant vessels that DOE tries to render could appear to be missing pieces.  You may or may not notice the problem, depending on how large the missing pieces are and whether the 'missing' parts are actually used on your vessels.  It's safe to ignore.

If you enable DOE's debug mode from the DOE settings dialog, the log will include all of the parts that it had trouble loading.

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  On 8/31/2019 at 12:20 PM, MOARdV said:

FWIW, despite me adopting this mod, I have never used the vessel renderer.  It is entirely possible that something in KSP has changed that broke this feature, so if someone decides to adopt this mod, they'll have something to do other than recompile it. :)

As far as the number - I had to go look it up in the source code to figure it out:

renderMode = 0 means "only render my target".  renderMode = 1 means "render all ships", but it also only loads one vessel per FixedUpdate, so if you've got a crowded airspace, it'll take a couple of seconds for everything to show up.

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Hi @MOARdV,

 

If this mod hasn't been picked up by anyone yet, i would be more than happy too.

Edited by TheDarkBadger
Added @
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This appears to work fine on 1.8 as is from just some basic testing

@MOARdV I did go through the effort of compiling DOE against .NET 4.5 and Unity 2019 assemblies if you're interested, it was pretty straightforward so i'm not sure if it's PR worthy. I could throw in a version bump as well, all you'd need to do is compile it yourself and create a release if you're up for it.

Edited by Twinki
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This mod now seems to turn off the skybox for me in 1.8.1, anyone else have this issue?

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  On 11/14/2019 at 10:39 PM, mcwaffles2003 said:

This mod now seems to turn off the skybox for me in 1.8.1, anyone else have this issue?

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FYI there is a 1.8.1 compatble version of this here 

 

But even then you might run into the same thing, this is likely caused by the dynamic sky dimming setting. If you set the max sky brightness higher you should get your skybox back. (This setting is responsible for skybox dimming when looking at a solar light source or a body reflecting it)

 

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  • 2 weeks later...

Or you could simply change the value for "changeSkybox" from true to false (in file \GameData\DistantObject\PluginData\Settings.cfg). The black default setting (0 max brightness - seriously?) for the Skybox was bothering me as well. Especially since Distant Object Enhancement is recommended by other visual mods which have a dedicated and beautiful skybox.

It's still a great mod and I love it! Been using it since forever and I wouldn't miss it. Thank you for the mod and the maintenance! :)

 

/Edit: oops, obsolete thread. Sorry. I was troubleshooting the issue for my black skybox, found out it was distand object enhancement, googled for the mods release thread and didn't notice there is a newer thread for the current version.

Edited by caipi
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  • 1 year later...
  On 11/23/2019 at 4:11 PM, caipi said:

/Edit: oops, obsolete thread. Sorry. I was troubleshooting the issue for my black skybox, found out it was distand object enhancement, googled for the mods release thread and didn't notice there is a newer thread for the current version.

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And by now that one is now obsolete too. ;)

DOE is under new Management:

 

Edited by Lisias
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