ksp scatterer menu

In the table below, the default Modkey is mapped to the following keys (to use a different key, edit the entry in the"MODIFIER_KEY" section of the settings.cfg file): 1. ... ksp, kerbal space program, mod. Added a new setting extinctionThickness, setting it works on localPostProcessing, scaledSpace and clouds. -Added potential fix for atmosphere halo (if it doesn't work, try switching it off), -Possibility to set name the main celestial body considered as the sun (useful for kopernicus), -Fixed ocean spazzing out when zooming out or rotating camera, 1.2 version of this release is also available on the forum, -Fixed lens flare compatbility with 1.1.3, -Godrays no longer cause black trails behind ships/buildings, -Fixed terrain shadow artifacts (adjust shadow bias and shadow normal bias if you still get issues), -Fixed 3rd sun flare ghost displaying image of 2nd ghost, -Doubled number of sun flare ghost instance slots and added a ghost texture slot, -Sun flare now fades out when zooming in on the sun so the sun surface is visible, -Added accurate sky reflections on the ocean, -Added option to enable light sources to work with the ocean (big performance hit at the moment), -Ocean now appears in supersampled screenshots, -Issue where ocean flickers and bobs around with camera movements appears to be fixed, -Moved fourierGridSize option to the main menu (option with the biggest effect on ocean performance), -Added a way to override rendertype tags (fixes rectangles in the sky when using EVE clouds or from rocket exhausts), -Updated the "render on top of eve clouds" option to match EVE's new renderqueue (gets rid of weird terminators with EVE), -Tweaked and recompiled shaders for unity 5 (should get rid of some rendering issues new to unity 5), -Terrain shadows are now disabled by default to avoid heavy artifacting in dx9. Problem solved. Can be toggled of from the main menu or for individual planets throught the planetsList.cfg file. Version 0.0300 for Kerbal Space Program 1.2.2 Released on 2017-01-22 -EVE cloud integration, scattering is now applied to clouds and they change colors at sunset (old shading still an option from main menu, useful for EVE 7-4 and visual packs that aren't reconfigured for the new system. Raw stats are from the beginning of time until now. -Option to ignore renderType tags, keep this on for the time being as rendertype tags seem to be gone in 1.1 and the postprocessing shader won't work without them. Brightness of underwater light rays can be adjusted. -Display scatterer button in KSC menu only-Improved shadow precision-Sunflare scales with FOV-Fix performance high performance hit of dithering in OpenGL on certain machines (thanks @soulsource)-Don't break stock underwater effect with stock ocean-Fix buggy ocean surface when lowering ocean resolution-Fix ocean pixel lights-Fix various artifacts This is normal, nothing is broken. -Fixed custom depth buffer artifacts (threshold of 10 is enough for all altitudes now). However, solar panels will say that they are blocked by the planet or moon in the way and not work. Install Near Future Propulsion By Nertea_01. This mod adds a bunch of visual effects to KSP, most importantly atmospheric scattering effects and improved water shaders to KSP. Hit F10 again to close the window. Hit F10 to bring up the scatterer menu. -Sunflare now shows correct extinction from all distances, previously all extinction effects disappeared when the PQS is disabled. -Fixed draw order issue where clouds on Jool render over Laythe's sky. Download. 1.) . All rights reserved. An icon used to represent a menu that can be toggled by interacting with this icon. -Gui keys are rebindable through the config file. -Ocean fourierGridSize restored to 128 as default for Kerbin, -Fixed compatibility with planetary rings, -Fixed lens flare not occluding correctly on bodies without atmosphere. -Fixed weird and greenish coloration in postProcessing shader and sky shader especially visible near the horizon, both effects are back to being realistically blue. Linux: KSP 1.1+: Right-Shift (e. g. Right-Shift+L) Don't confuse this with Left-Shift, which will fire your engines!KSP 1.0.5 and earlier uses a different key, which can cause issues in … I have a wierd atmospher on top of my atmosphere can somehelp. Really its still doing it i hit it a few times too. The config format used in Kerbal Space Program is NOT a Unity class, but specific to KSP. -Added an ocean offset reset when it gets bigger than 20000, avoids floating point precision issues resulting in artifacts or a blocky-looking ocean when traveling a large distance over the ocean such as doing a sub-orbital hop or doing a fast re-entry. -Fixed ocean reflections and foam being very faint. -Added ocean alpha setting to configPoints to fade out the ocean nearing orbit. Godrays use shadow information so the quality is directly tied to shadowmap resolution and shadow distance. 14 mods featured, including Scatterer, EVE, Distant Object Enhancement, PlanetShine, and more. -Added godrays: Early WIP, disabled by default, these work best with good terrain so turn up your terrain quality. -Ocean no longer disappears when you rotate the camera, do flips in IVA or get to orbit. It happened to me even when i didn't use hyperedit. Adds a new Material Science Pod part. Go to the tab at the top that says ocean settings. -Added sun flare ghost fade-out after a configurable distance. About; Blog; Projects; Help; Donate. http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering, Added volumetric shadows (godrays). -Better way to disable the stock oceans (thx to rbray89), gives a small performance bump. ... RealPlume and Scatterer... but I can't get all the configs working so lots of weird things are happening. Sometimes KSC will appear flooded. Near Future Propulsion by Nertea_01. That's the ocean bugging out, actually. Windows: ⎇ Alt (e. g. ⎇ Alt+L) 2. Ship Parts and PartModules¶. About; Blog; Projects; Help; Donate. This mod is not known to work with the latest version of Kerbal Space Program. -Much faster, nearly instantaneous loading, reverting a flight you no longer have to wait 10 seconds, effects enabled in map view for planets other than the active one and will load on demand, -.raw format replaced by .half format, which enable faster laoding and smaller filesize, if you created your own .raw files, they will be converted automatically to .half the first time the planet is loaded (make sure to delete any existing .half files when you copy over new .raw files), -Option to disable scaledSpace ambient light (celestial bodies appear realistically lit and will display as crescents in the sky). Fixed the animated Croypod glass on the CRY-300R. The default shadow Cascades setting of 4 seems to work quite well. Removed EVA visor and menu logo textures from TextureReplacer to allow for better compatibility. -Added kopernicus ring shadows, rings can now cast shadows on planets (if using the new EVE integration, the shading may not look right, it's better not to have clouds on a planet that has rings ATM, old cloud shading works fine). An icon used to represent a menu that can be toggled by interacting with this icon. This is normal and also because of Scatterer. For all your gaming related, space exploration needs. To install simply extract to your KSP install. Fix log spam "RenderTexture.Create failed: width & height must be larger than 0" when godrays are enabled but terrain shadows and custom shadow resolutions are disabled, Fix forced ship recovery from ocean working on non-homeworld planets, Fix atmospheres not loading with kopernicus planets on the first load outside the home system and requiring a scene change, Renamed scaled space scattering object to "Scatterer scaled atmo" for Tilt Unlocker. KSP Interstellar Extended aims to continue in providing a realistic road to the stars. -Fixed atmospheres wobbling when observing far away planets in map view, ie planets that the active vessel is not orbiting. Removed defunct space center grass retexture. The Console drop-down menu has six subscreens: Debugging, Input Locks, Performance, Flight Info, Version Info, and DeltaV Info. -Fixed whole screen being tinted with color of sunflare when being very far from sunflare source, -Fixed rectangular artifacts on sunflare ghosts. -New option to draw the atmosphere over EVE clouds: Fixes strange-looking terminators when using both EVE and scatterer and looks smoother in general, however it makes the transition from PQS to scaledSpace more problematic and introduces some new issues. Only compatible with Directx 11 (requires the unified camera setup), Added underwater light rays, derived directly from the caustics textures and config. Light rays are volumetric and respect shadows, Added craft-wave interactions. -PostProcessing blending mode changed from alpha blending to soft additive, basically it blends better and feelsless foggy during the day and more foggy at sunsets/sunrises. Version 0.9.97 for Kerbal Space Program 1.7.3. A quick scene change will fix this. -Fixed issue with gas giants giving abysmal fps, -Fixed rim exposure settings resulting in pixelated planet edges, -Fixed atmosphere drawing over planets in map view, -Fixed sunsets/sunrises looking like eclipses, -Cleaner depth buffer and postprocessing in dx11 and opengl (edgeThreshold now obsolete), -Main menu window for enabling and disabling features. Telemetry addon for Kerbal Space Program. Assets 3. scatterer0.0600.zip 38.2 MB. It works as (1-extinctionGroundFade), Mapnode removed, map mode just uses the highest config node, Created a repo for stock scatterer config, to track config and syntax changes, you can sue it like this: https://github.com/LGhassen/ScattererConfig/compare/acbda29a...master, Fix not being able to add sky effect to atmosphere-less bodies, -Fix stock sunflare appearing on top of custom sunflare, -Add mod button to toolbar and remove intrusive mod menu from main menu (new icon by cratercracker), -Fix issues with B9PartSwitch resulting in invisible water and weird sky shading, -Fix some issues with banding in the sky and underwater, -Fix issue where space is black and planets are invisible, -Fix flipped post-processing without AA on direct3D, -Fix gas giants visible through other planets, -Fix refraction and post-processing effects not applying to new mk1-3 pod, -Fix postProcessing effects not applying to trees (atmospheric scattering) or fairings (underwater), -Fix/Minimize white aliasing around objects when in front of the ocean, -Fix ocean "stuck" in the screen and visible on the moon and other bodies, -Fix black sky in KSC view when reverting mission, -Fix halo issue and remove alternateSQRT option, -Fix atmospheres visible through other planets, -Fix nullref issue on planets without PQS, -1.3 compatibility: fixed flying tiles issue, -New water effects: Water refraction, depth-based transparency, contact foam and underwater surface and underwater "fog", -Fixed "break" in the postprocessing effect very close to the camera, -NearClipPlane parameter is back in the config file per popular request, not recommended to mess with it unless you know what you're doing, -Fix some issues with disappearing layer2d (used for spectra glow effects), -Changed config file structure to improve ModuleManager compatibility, -Added option to disable planet config auto-saving on scene change, -EVE integration: option to preserve cloud colors, prevents "bleached" clouds when using EVE integration, -Fixed a few EVE integration issues causing clouds to appear black on some configs. Released on 2020-02-11. -Sunflare changes intensity and color when seen through Kopernicus rings. It only happens to me when I hyperedit myself into orbit, but I suppose it can happen other times as well. Useful for multi-star system mods. Kelly Simon Team - Powered by KSP, Houston, Texas. I was able to get EVE and SVE installed (no Scatterer yet), and I got some nice clouds, but they disappear if I exit to main menu and the only way to get them back is to quit and relaunch the game. KSP reads .cfg files into config nodes. Version V0.28.0.0 for Kerbal Space Program 1.9.1. Or you can go to the main menu … -Added terrain shadows: These depend on the unity shadows, if you see shimmering or artifacts turn up your shadow quality through the "render quality level" slider in KSP. Each follower and download entry represents one hour of data. In this video I’m gonna show you how to install Stock Visual Enhancementsin Ksp 1.11.0. A patch is included to toggle this off when SVE is also installed (as SVE enables this option). User account menu. The sunflare component of scatterer … What was changed / added since Unofficial Release 1.2? All trademarks are property of their respective owners in the US and other countries. Mac OS: ⌥ Option (e. g. ⌥ Opt+L) 3. The Kerbal Space Program subreddit. Kelly Simon Team - Powered by KSP, Houston, Texas. -Moved all render modes to the custom depth buffer. An icon used to represent a menu that can be toggled by interacting with this icon. The console outputs the current states of many of the processes running in the loading and playing of KSP. Download (399.04 MiB) ... ksp, kerbal space program, mod. Version 1.2.4 for Kerbal Space Program 1.9.1. Scatterer is ok. Shadows look bad. About; Blog; Projects; Help; Donate. kOS has the ability to access the functionality of Parts’ actions, and right-click context menus. Scatterer Mod For KSP 1.0.4 September 3, 2015 by Anh Thanh Leave a Comment Scatterer Mod will give you a mystery planet, in this planet you can fly and do anythings you like. Eclipses are possible in KSP because the Mun, like the Earth's moon, isn't in an offset orbit. -EVE cloud integration, scattering is now applied to clouds and they change colors at sunset (old shading still an option from main menu, useful for EVE 7-4 and visual packs that aren't reconfigured for the new system. Only compatible with Directx 11 as it requires async GPU readback, Added override for ship recovery velocity when splashed and wave interactions are on (by default 5 m/s vs 0.3 m/s for stock), to allow ship recovery in wavy oceans, Added overrides for water drag and crash tolerance when wave interactions are on, to make ships and seaplanes experience better (3x less drag and 3x less crash tolerance than stock by default). -Fixed "experimental viewdir offset" flipping directions sometimes, this should fix the band over the horizon. Fixed scatterer's configs so they play well with other mods and don't repeatedly add OPM body configs to other body's ones. 334 likes. See the C# class documentationin the KSP API Documentation for more details. Contribute to LGhassen/Scatterer development by creating an account on GitHub. For all your gaming related, space … Ocean waves are now interactible/collidable. -FakeOcean removed, regular ocean stays all the way to high orbit. Released on 2019-10-23. v0.9.97 [15 Sep 2019] Recompiled for KSP v1.7.3; fixes a possible crash when using Scatterer and Chatterer together; Download (6.62 MiB) Didn't have time to redo Duna so it probably loooks really bad. -Quick fix to effects disappearing in scaledSpace for RSS At the botom will be a button that says "rebuild ocean". Source code (zip) It should also work in every version that is newer than 1.8.0.If you have questions, write them in the comments and I will answer them. Seaplanes are workable but require some care and timing, it's still possible to take off with the stock gull from by going in the same direction as the waves, Fix scattering effect getting cut off in the distance for RSS/Rescale, Fix bleached/white mountains in the distance when ascending to orbit, Fix caustics, extinction lighting, long-distance shadows and ocean shadows not working on Kopernicus suns, EVE clouds have correct scattering and extinction based on their altitude and no longer behave as if at ocean level, Fix EVE clouds having dark side appearing lit in some cases with EVE integration on, EVE clouds + Sunlight extinction respect extinction thickness, Fix some cloud flickering issues with EVE, mostly noticeable with spectra when using EVE integration, Fix sunflares being offset from their star/planet in some cases (when the body is small), Fix reflections disappearing from ships when using cameraTools after 250 meters distance, Fix ocean secondary lights causting artifacts/squares on the planet from orbit, Fix sky reflection on the ocean not respecting sky exposure and alpha settings, Added configurable skyReflectionStrength setting in ocean config (can be changed from UI but need to rebuild ocean to apply), Fix occasional black screen when reverting to KSC, Compatibility with EVE-Redux's volumetric particle fading near camera, Small performance improvement when using ocean shader (CPU usage reduction), Ocean builds/loads faster if compute shader support is available, m_variance variable is hidden from user, Added option to disable dithering from sky and scattering effects, Support for performance-enhanced EVE version: https://forum.kerbalspaceprogram.com/index.php?/topic/196411-110x-eve-redux-performance-enhanced-eve-build/, Fix stock sky and scatterer sky drawing on each other in 1.10, Fix z-fighting and scattering rendering twice on stock ocean, Fixed compression method for netkan bot (otherwise same as release 0.0621), Fixed file paths causing white atmospheres for users (otherwise same as release 0.0621b), Fix issue with VesselView mod resulting in black ship view screens, Display effects in main menu for modded planets other than Kerbin, Fix for 1.9.x (Maintain compatibility with 1.8.x), Fix for flickering shadows in Dx11 (stock game bug) (with option to disable it just in case), Temporary fix for EVE clouds sinking into planet in 1.9, Temporary fix for EVE clouds being visible in plumes (thanks @R-T-B), Handle long-distance shadows on 1.9 Dx11 with a custom method, Separate shadow settings for new unified camera mode (1.9 Dx11) and other modes using dual cameras, Added options to override shadowMap resolution with long-distance shadows (defaults to 8K in unified camera mode, can be lowered along with shadows distance for saving performance), Added options to override shadowCascadeSplits with long-distance shadows, Fix compatibility with stock reflection probes, Fix planets and scaledSpace scenery being visible through other planetSurfaces in stock reflection probes (stock game bug), Fix foam/whitecaps becoming invisible in some situations, Fix shores having weird scattering (mostly RSS/rescale bug), Fix Kopernicus ring shadows broken since Kopernicus refactor (only linear rings supported, tiled rings will not cast shadows), Fix issue with some cargo bays (stock drag cubes) causing low framerates and errors, Added new setting to partially flatten scaledSpace mesh geometry, to be used when "naked" scaledSpace geometry is visible behind localSpace scattering and terrain (Kerbin needs this in 1.9), Better logging when initializing Scatterer celestial bodiesbodies, Add possiblity to change sun color for atmospheres (possibility for colored suns, coloring atmospheres differently), Fixed issue with oceanRefractions setting not getting saved, Fixed crash due to atmosphereProjector destructor, Fixed some issues when starting unity in debug mode, Disable dithering on sunflares because of pronounced artifacts, Fix refraction/transparency artifacts in the ocean at altitude (swirly appearance), Fix unnaturally bright scattering on the ocean and a small pop while transitioning to orbit, Add trailing zero in version number for CKAN, Fix z-fighting (flickering black squares on terrain when high in atmosphere), Fix overlay/atmosphere visible on ships in orbit, Anti-aliasing on atmosphere effects (fix black edges on horizon, sea and terrain), All effects compatible with camera mods (rasterprop etc...), Removed godrays to add the previous two points, Sunlight color is tinted by extinction (objects receive red light at sunset instead of white), Fix tsunami/flood bug in KSC scene, and with Kerbal Konstructs, Automated and improved transition to orbit with less pops/discontinuities, Ocean ambient light (ocean visible at night), Shadows visible on the ocean (may be buggy in dx11), Sunflare visible in supersampled screenshots, Display scatterer button in KSC menu only, Fix performance high performance hit of dithering in OpenGL on certain machines (thanks @soulsource), Don't break stock underwater effect with stock ocean, Fix buggy ocean surface when lowering ocean resolution, Moved settings that change every time to pluginData, Merged local and scaled settings (scattering+extinction), to reduce clutter, Removed mapSkyExtinctionRimFade, mapGroundExtinctionFade and _mapExtinctionScatterIntensity.
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