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Re-entry Flames drawing distance?!


fatjoe2015

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I noticed that, while re-entering, the flames and effects are only visible to a fixed distance.

If you zoom out far nuff the flames disappear, wich is bad cause it would look way more awesome if it didnt.

Here are the normal Re-entry effects, flames and everything.

xnsjpdup.jpg

Maximum distance the flames are seen.(Imo way to less)

hxgsok8c.jpg

And if you Zoom out further the flames just vanish (kraken ate it)

bdib7fdu.jpg

Someone on IRC said its propably Hardcoded and needs some srly skill to fix.

So if i may ask, if someone has the skillz and the time, i would be glad for a fix wich increase the drawing distance of the re-entry effect to infinite :D

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I'm not sure if that's possible. During a presentation Felipe said KSP uses a light for heat glow, a shadow mapping technique to figure out where the plasma trails should be and finally a 'fur shader' to draw the plasma trails.

If the distance check is within the shader it is basically hard-coded and you can't change it. Shaders are like little programs running on the GPU. They are compiled before use either when KSP is compiled or at startup of the game - I don't know how the game handles that. That means you can't change the way it works afterwards, you'll have to replace the shader. It's not a trivial task.

Second, the drawing distance could be set by a LOD (level of detail) system. It's purpose is to replace game objects by less detailed ones the farther they are. This decreases the workload. The physics range is part of this system. Modifying how it works should be doable while the game runs but you'll have to be careful as the increased workload can easily overload your computer.

(I would like to see a mod which messes with it to alter the physics range by complexity of your craft. Higher part counts shrinks the range, lower part counts extends it.)

Third, it could be just a little value somewhere which tells the game to de-/activate the fx. It could be hard-coded, then you can't change it or it's soft-coded and you can change it as you like.

Maybe NathanKell knows something about it. His Deadly Reentry mod changes the behavior of the re-entry fx.

Re-Entry FX starts @ 24m 37s.

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