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Update 11/06/2023: Uploaded a fix for OpenGL (mac/linux) for Jool clouds getting cut off before the horizon from some altitudes. Also made some tweaks to Scatterer wave interactions that make boats and sea planes work much better and slow down a lot less on contact with waves.

Update 07/06/2023:
 I've uploaded a new version that fixes engine/rocket sounds getting cut off when there is lots of thunder, and jool clouds disabling in map view when you go under the surface. I've also been working on load on demand to reduce memory and vram usage but will release it soon in a separate update due to deeper changes.

Update 28/05/2023:
 I've uploaded a new version that fixes Kerbal IVA flashing on screen + some crashes and "invalid scenehandler" log spam.

This is the new version, with rain, lightning, snow and volumetric Jool. You can go much deeper inside Jool than -250m. Also the top cloud layer for Kerbin has been adjusted to be wispier, although it's not quite cirrus yet.

Going forward I'm going to make much more frequent smaller updates.

Documentation is updated, summary of changes here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Release-2-additions

Seizure warning:

Lightning inside Jool can be very flashy especially with timewarp.

Warning to youtubers/steamers:

Lightning sounds are licensed and may get flagged, in practice though youtube hasn't detected them for me on a dummy video.

Recommended specs:

GTX 970/1060 for 1080p.

Linux and Mac are supported.

Steam deck is also supported and gets ~40 fps at 720p (thanks @isaquest for testing)

Install instructions: Remove any existing config packs for EVE  (BoulderCo, AVP, SVE, Spectra, 64k clouds, KSRSSVE, etc) then overwrite  your GameData folder with the one included (you need to overwrite your  EVE and Scatterer plugins with the new ones as well).

Download:
Check out the included readme/changelog and have fun.

https://drive.google.com/file/d/1Fp2dMWcQBG_1i84zyBI28VpdHi1vTsIY/view?usp=sharing

Performance-heavy config for 3090/4080 class GPUs (requires ModuleManager, drop in your GameData): https://drive.google.com/file/d/1M1jU0thYYt89okCZySFL-f9lnZW22oN0/view?usp=sharing

KSRSS Configs:

RSS Configs:
Both of these configs only have raymarched volumetrics for earth

BallisticFox's RSS config (has weather):

1- Install RSS normally

2- Go to BallisticFox's Patreon https://www.patreon.com/ballisticfox/about and click RSS-Reborn, click the download button next to clone.

3- Extract the downlaoded folder and merge RealSolarSystem with your RealSolarSystem folder. Done.

JRodgriv's RSS config:

1- Install RSS normally

2- Install EVO but use only the EVO folder from inside (don't copy the old included EVE and Scatterer versions): https://github.com/Its-Just-Luci/EVO/releases

3- Install JRs_RSSEVO, replace the existing EVO folder https://onedrive.live.com/?cid=919faaedb82e592c&id=919FAAEDB82E592C%2143845&authkey=%21AGvQK73M7Re6iv4

Comments

Anonymous

!!!!!!

Anonymous

congrats on the release!

Anonymous

YESSSSSSSS

Mr SkW3rL

Loading up now! Thanks!!

etzabo

Can’t wait to get my 40 series. Gonna run everything on max with this.

Anonymous

Looking forward to giving this a whirl :D

Anonymous

Awesome work! Can't wait to give it a go.

Anonymous

About to give this one a run! Really love it, keep it up!

Anonymous

Will I need a new save on my career mode? Lol just started it today

Anonymous

I quite literally checked here for any updates the exact minute this came out. No notifications. I am god

Anonymous

looks incredible!

D S

No fair I'm at work (not working). SNOW TOO?! Also loving the intent for small updates.

Anonymous

I'm back!

John Alexiou

Wow! Thanks Blackrack!

Anonymous

WOOOOOO YEAH LIGHTNING

blackrack

Yeah snow is only on the poles of kerbin though for now (since it'd look out of place elsewhere).

Anonymous

I had some problems a few months ago but since this dropped I decided to keep paying for this work of art

Anonymous

I was tweaking my clouds to test out new features but lost all my clouds in kerbin. How can I reset the clouds? Using KSRSS

Anonymous

Tried adding clouds and it seemed to have removed the clouds. I am unsure how to revert back

Anonymous

I went to the cloud painting and chose Earth-clouds2 and pressed paint selected layer, chose coverageAndCloudType, put cumulus 1 and painted. Clouds disappeared. I zoomed out and there is a white translucent layer. If you zoom out more it acts like there are 2D clouds

Anonymous

https://drive.google.com/file/d/17qpWRLMQW-cMaS5K_ogWw9Ma0eqwXFs-/view?usp=share_link

Raikkappa23

Joined the Patreon for this! Only issue is having to give up AVP..... Hope later versions can have AVP slapped onto it!

Anonymous

I agree, AVP loss (auroras particularly) would be nice to have back.

Anonymous

Amazing work! How do I find the storms (lightning/rain etc?) and is there a way to make it more frequent?

blackrack

AVP will update at one point to support them, since proper aurora support is planned too.

Anonymous

YESSSS!!!!! It looks FANTASTIC!

John Alexiou

Just noticed a bug when going under 0 meters on Jool, the upper part of the sky turns black.

Anonymous

Looove iiit!! <3 <3

blackrack

What do you mean? There is not supposed to be a visible sky there. Do you have a screenshot?

John Alexiou

Sure, here it is. The audio from the plane also glitches out too. I can still hear the thunder though. https://i.imgur.com/76FvkbJ.png

blackrack

Can you send your KSP.log file? For the audio that's the limit of Unity when playing many sounds. I'll try and put a limit on active thunder sounds.

Anonymous

Awesome! nice work

John Alexiou

Here you go. https://www.mediafire.com/file/gnrhfe3tmmv7y54/KSP.log/file

John Alexiou

When you have a chance to answer, how would one create a config for a planet such as Sarnus from OPM?

Anonymous

I don't know if its intentional. but when entering Jool and the music cutting out randomly, the fact that you cant have any external lights on just heavily makes this so good! I love that "creepy" factor to it! Even if its not intentional

Anonymous

amazing!

Anonymous

WOOOW, FINALLY!

Anonymous

Wonderful! I have to see about getting this fully working in RSS, you're a wizard - I fear I must also become one to create a good RSS config though, we shall see :D

Anonymous

Pumped! been waitin for this! Thnx Blackrack

Anonymous

Wow. Jool is absolutely terrifying.

Anonymous

Whoa! What a nice surprise to cap off the weekend. I'm loving it.

Anonymous

i need mod pack with this and the other best visual mods to go with it :D. this is amazing tho!

blackrack

You can timewarp it's the easiest, alternatively look for anvil clouds. To make them more frequent you have to edit timesettings, but make sure not to overlap them for the different rain layers https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Time-settings

POPCAT

I HAVE TAKEN SO MANY SCREENSHOTS MUAHAHAHAHHAAAAAAAAAAAA

blackrack

Just use this + Parallax for the stock system and you're good. You can add TUFX on top but the configs are really up to personal taste.

blackrack

Which music is cutting out randomly? For the external lights do you mean on the craft or on the clouds? Anyway I intentionally made it dark down there so that it is only lit by lightning.

Anonymous

Hey, so I read some of your other replies, and it may be because of too many sounds being played at once, but that's fine. For the lights, whenever you right-click (in my case) landing gear and select light on, it does so for 1 frame, before automatically turning off. Also, is there supposed to be a render for the lighting? I don't seem to see any.

blackrack

That may be something the game is doing disabling the lights below 0m but I'm not sure. What do you mean with render for the lighting?

Anonymous

Like other then the sound it makes, is there supposed to be a any visible lighting? I see in the images there are some in kerbin-although I have yet to see any (I haven't been looking for them specifically) but yea, just wondering if there is a visible render other than sounds

blackrack

Yes they are there, but you have to have no or little cloud occluding it for you to see the bolt. Otherwise you may just see some diffuse flash.

Anonymous

Alright, thanks. Also, the original issue with external lights was that I didn't have any craft power and didn't even realize it, sorry about the confusion.

Anonymous

Just wondering, will the particles be visible while your in the KSC screen? And also, how do you use the cloud painter tool?

blackrack

Start by copying my Jool settings and adjusting the colors. Then follow the steps here to create a basic flowmap from the 2d texture (if it has detail): https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-Clouds-Overview#flowmaps-upcoming-in-release-2

blackrack

Then you'll have to touch up individual aspects of the config you don't like, touch up the flowmap and cloudtypes with the in-game painter etc. The wiki explains most things in-depth but it's not a simple process.

Anonymous

Bringing my space plane in to land from a Mun/Minmus orbital tour, to find that the KSP was covered in rain clouds with poor visibility, had me on the edge of my seat - and then the thunder and lightening just made it perfect! Thank you so much.

POPCAT

https://imgur.com/a/iwIAAUf link. not sure if it works

blackrack

Yep it works, looking good! In the future I'm going to add a lot more storms to that top layer, I've experimented with some but for now their distribution looked weird.

Anonymous

I will maybe be tempted to go back to stock KSP from RSS/RP1 just to check Jool...Phenomenal work!!

POPCAT

sounds cool! my fav feture so far is the great green spot. also i built the cloud city. works great! E X E P T . I . D O N T . H A V E . A I R P A R K

blackrack

Now I want to see it, did you build it on top of that layer or in the layers under the surface?

POPCAT

top layer. without airpark controlling it is a pain in the grass. https://imgur.com/a/Rp9FBLN

blackrack

There are some errors in the log about some of the configs not being valid (notably Earth-Rain1 Earth-Rain2 Earth-Rain3 Earth-Fog etc). These are probably breaking something in the painter. I sugges cleaning up your install until you no longer get these errors in the log. The errors look like this in the log: "[EVE CloudsManager]: Unable to parse config node:"

Anonymous

Would it be possible to add a _MinLight setting to the volumetric clouds (or inherit the 2d clouds setting)? I like to have a bit of ambient light at night, but the volumetric clouds are pure black.

blackrack

I'm gonna work on that, a flat minlight looks awful so I'm probably going to have it receive light from the mun

Anonymous

Awesome. It would definitely be cool to have a subtle highlight that makes sense, but ideally also a minimum ambient level so it matches better with the 2d layer. This is what I have now https://imgur.com/a/pr7sNi4

Anonymous

This is amazing this surely would be great for my HSP series!

Anonymous

In order to install volumetric clouds v2 on RSS, what do I need to do? Just overwrite volumetric cloud mod files with existing config files from previous version?

Anonymous

I love this!

POPCAT

hey btw whats this big line across jool? weirded me out a bit https://imgur.com/a/cj6GuXM

Anonymous

LETS GOOOOO!

Anonymous

How can I make the rain particles bolder and more visible?

blackrack

A math issue in the shader last I checked, I'll double-check to see if it's not a seam in the texture I missed

blackrack

Crl+alt+0, navigate to particle field manager or something like that, choose the particles you want (Kerbin-Rain for example), find the color field, it should be something like color = 255,255,255,45, increase the last number (that's the transparency), apply then save if you're happy.

Anonymous

I just brought my first Patreon so that I can use this mod. EDIT: just tried it amazing work did more in a couple months on your own then the ksp 2 devs in years. ksp 2 pales in comparison to this

Anonymous

Just bought the patreon, gonna try it with RSS. If this works, I might not have to buy KSP2 at all.

blackrack

RSS and KSRSS configs are (to my knowledge) not updated to support the new rain particles and lightning (which I released yetserday) so keep that in mind.

Anonymous

would it be possible to run the KSRSS configs, and add the rain and particle effects in myself? And if so, could you maybe make a guide on how to do so

blackrack

I assume that the KSRSS configs don't delete my configs and textures. If that's the case find the configs for earth-rain (maybe earth-rain-1 and earth-rain-2 ) and add to them these nodes under layeRaymarchedVolume (where there is coverageMap and raymarchingSettings): particleField { particleFieldConfig = rain-Kerbin } lightning { lightningConfig = lightning-Kerbin } ambientSound { soundName = StockVolumetricClouds/Clouds/Sounds/rain-looped } They should then have rain and lightning. If they delete my configs then go in my configs and copy over particleFields.cfg and lightning.cfg, the lightning and rain drop sounds and the textures. Make sure to fix the paths in the .cfg files if you change them.

Anonymous

Is there a way to get this working with AVP without the weird clouds?

Anonymous

Nm, I'm an idiot. I forgot it was Parallax that gave me those cool visuals and not AVP.

Monkey Wrench

how does one edit a truecolor image without matlab?

blackrack

It is just a .png renamed (that way the game doesn't compress it so it won't have compression artifacts). Check here for the reasoning on that and other flowmap info: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-Clouds-Overview#flowmaps-upcoming-in-release-2

Anonymous

Hmm... I see, the clouds themselves work fine in RSS, and they look beautiful, the rain and thunder wasn't really a selling point for me in the mod anyways, I just wanted some nice clouds, performance is surprisingly similar, compared to spectra which I was using before, good job.

Monkey Wrench

Thanks for the fast response! ive been tinkering with making workflows in blender for creating assets for this, this is a very cool project!

Anonymous

incredible

Monkey Wrench

Now this is a strange one, for some reason i can float on jool as if theres water( edit: apparently kerbals can walk on it), i quite like that

Anonymous

nice one!! thanks bud!

Anonymous

Wow it's so cool!

blackrack

That's really not supposed to happend. You don't have any mods like JoolSurface or something that mess with Jool?

Anonymous

Painting with the edit tool doesn't seem to activate rain particles.

blackrack

Yep, lightning and rain won't update until you save the texture and use the new texture in your config. I'm going to put that in the wiki.

Anonymous

Blackrack, played stock KSP and I am just speechless, you are a wizard! The issue is with RSS/RO configs, I use the RSSEVO one from jrodrigv and horizon/low clouds/shore at Earth flickers like CRAZY.Is there a solution for that??

blackrack

Not sure as I've not tested those configs myself. You could probably turn down/disable temporal upscaling and that should fix it but it will be much heavier on the GPU. Check here how to do it: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling

Anonymous

Love it! Blackrack, YOU ARE APPRECIATED! <3

Anonymous

Imagine combining it with a wind mod, that would make Jool even more nightmarish !

blackrack

Yeah, that's something I might do, getting pulled and thrown around by a few swirls before being sucked into the depths would be hilarious.

Anonymous

hi blackrack whenever i try to download this it tells me I have a network error (which usually happens) but when I try to restart it it says I am forbidden to download the file do you know anything I could do to fix this thanks EDIT: just had to pray that my wifi wasn't bad whilst downloading it now I have it thank you so much for making this mod

Land Hemi

My antivirus keeps on thinking its a virus

Anonymous

Thanks, Blackrack, the stroms and clouds are really beautiful and I love it! But I think there's a bug with the south great storm of Jool: looks like the storm is flying above other clouds. Is it ok or it's bug?

John Alexiou

Where did you get the jool texture?

blackrack

I did but there wasn't any issues. So I'm not sure how you got that. You didn't edit the scatterer configs or have any mod that does?

John Alexiou

No, I don't think so. I am reinstalling all of my mods now, so it should be fine. Thanks for making this amazing mod though!

Anonymous

oh my days this is insane! jool is absolutely terrifying now. thank you so much for making this!! here are a couple of images i took, and a short video of jool at around -73000m. the video is at real speed, no timewarp. beautiful! https://imgur.com/a/5SjClij

blackrack

I took some details from jupiter and repainted them in my own way, I also used stable diffusion to add detail.

Anonymous

do you plan on adding support for the gas giants in OPM?

Anonymous

I am also having this issue, did you figure out what causes it? EDIT: i figured it out. it seems to be distant object enhancement that causes the bug

Anonymous

ohh i thought you had to add support. Thanks for your fast reply! Also i didn't have time to check Eve out, did it also receive storms and flowmaps?

Anonymous

So I tested out the latest build on a KSP (Lastest Build with Both Expansions) instance that just has this mod installed, sandbox mode. Technical Feedback (Kerbin): Planes/Rockets - Works well, looks good close up, high altitude the clouds flicker/shimmer/look like popcorn or fabric. At planet curvature they do look a bit sharp/thin. Kerbal(seat)/Eva - Kerbal Face can flash on the screen (1 frame) several times. To test Parachute out around some lightning or try flying a craft with chairs in it as the pilot seat (the kerbal is also rendered in those cases). I've also started testing with other mods and the game did crash on me as a kerbal a few times, but trying to figure out which combo causes that. Immersive Feedback (Kerbin): Rain seems sparse, I can be surrounded by lightning and thunder but not have rain (it IS around but very isolated places). I have not tested out snow yet, its on my To Do list. Duna Feedback : (had to install Hyperedit to get there for testing) Flew around the planet and landed, overall I do like the dust storms, no issue so far with Kerbals walking around or being in the storms themselves. Could be a bit heavier/opaque IMHO. Later when I do "Eyes through a Kerbal" test I'd like to barely see the ground at my feet in the most intense part of a dust storm (please and thank you!) EVE/Jool: Seems to work but I was in high orbit... I'll test those later as I expect 99% of everyone else is already and I didn't have the right type of craft to fly around and not get destroyed on entry.

Anonymous

Well it seems that it is a config issue unfortunately...That flickering is annoying! Anyway, I hope that RSS proper support will be available.The stock KSP part of it is just UNREAL though :)

blackrack

Eve and Laythe are unchanged in this verion, but improvements will come for these as well, as I plan to do smaller frequent updates I will do them incrementally.

blackrack

Yeah I personally obsessed over every aspect of those stock configs and making them look as good as I can. RSS presents some challenges due to the scale.

Sam

I'm using the EVO config on RSS, and all the landmasses are white.

blackrack

Please share some screenshots and the KSP.log file (on google drive for example).

POPCAT

Anonymous

Do you have ridgit attachment installed as a mod? There are two copies and I read that one of them causes anti-aliasing issues with the game.

Anonymous

Really awesome update! Now when are you gonna add wind and tornado's/dust devils lol?

blackrack

Yes, there are some dust devils on Duna already, for tornados on Kerbin and other weather features on Eve I'm going to add them as I go.

blackrack

Go to KSC menu and press the blue orb icon to bring up the scatterer menu, then there is a button that lets you edit individual settings instead of presets. Find the temporal AntiAliasing setting and disable it. Other than that you can disable temporal upscaling in EVE but it will hit performance hard, see here how to do it https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling

blackrack

I'm very happy with how it turned out, I feel that the big scale and lack of stability in extreme timewarp (20x plus physical warp with hyper warp mod etc) is hurting people's enjoyment of it though.

Anonymous

Is this compatible with JNSQ?

Anonymous

JNSQ isn't updated for newer versions of scatterer and I don't think there are any volumetric configs for it either, so unfortunately it's stuck in the past unless there are a bunch of updates.

Anonymous

yeah it looks really great! by the way, i didn't have any lightning on jool when i was using physical timewarp, is that intentional?

Anonymous

Absolutely stunning blackrack, good work.

Anonymous

I can't get it to work, I dunno what I did but it isn't working.

Daniel Lewan

This looks stunning, thanks Blackrack! Now we need to ask Vulkan to release their windshield droplets shader as a mod for ultimate rain vibing 🤤

Anonymous

I need some help. Scatterer and EVE is behaving as if I have the volumetric clouds but it can't see them. I have downloaded the link and put it in my gamedata and extracted it but it doesn't show up in game. This is my first time so I am unsure how to install it. Please help me.

blackrack

Can you post your KSP.log file and a screenshot of your gamedate folder contents?

Jakoby1835

I love your mod. But i discovered a small bug with scatterer. When you zoom in or out in IVA the atmosphere and ocean is not alined anymore

Anonymous

I just want to ask if you are okay with me showing off this mod in a youtube video (@curious_ksp_)? (i'll link to your patreon)

ProximaCentauri

This is amazing work, great job!

Anonymous

Here is an example of what I'm talking about. You can see that eventually a lightning strike stops it, but then the game freezes a short time later so something is up... https://youtu.be/CaN3l4oIA0M

Anonymous

Linuxgurugamer here. I'll be also showing this mod off in an upcoming Twitch stream. I'm working on a KSP install with maximum graphics. Beyond this, I'd be interested in hearing what others consider necessary for great graphics

blackrack

Parallax 2, TUFX with a good config (Ballisticfox's and invaderchaos are popular), maybe TURD or magpie for parts.

Anonymous

Absolutely amazing work, I can't thank you enough. I've seen tons of screenshots on the subreddit but it looks even better when playing it. Has anyone had stability issues with the most recent release? I'm having loading screen crashes and I was thinking of going to the last stable release but it might be a mod conflict or something.

Anonymous

I haven't been able to see lightning, snow, or rain at all and I did the install process. If anyone could help with a fix that would be great!

Anonymous

do you plan to add hurricanes? that would be awesome!

Anonymous

I was time warping for probably an hour, no rain or lightning or snow

Anonymous

They are sporatic, look for dark clouds and Cumulonimbus clouds for higher chance of finding lightning and rain etc. Snow is in the south/north pole regions.

Anonymous

Yes but I did all that and no rain or lighting. I think I installed it wrong but I dont know how.

Anonymous

It would be nice for hurricanes and tornadoes when different cloud structures collide. Although this is only visual, it would be cool if there was wind/turbulance associated with it.

Anonymous

Magpie is nice, but turn it off in the VAB as it makes the parts in the editor selector a bit too dark for my liking.

Anonymous

Yeah I am in a cumulonimbus right now. No thunder or rain or lightning. I have tried reinstallling it 3 times now and I don't know what to do.

D S

I don't think this will be very satisfactory as an answer, but in some cases it's because of other mods being interdependent. In which case the reason this mods not working for you might be that you in fact need to reinstall or more likely uninstall other mods? I feel like parallax and eve/scatterer related mods are most likely to interact and conflict. I'm sure there's a better answer though

Anonymous

I do have Parallax, but others have it too and it works fine from what I've seen.

Anonymous

im just wondering, how does one license the sound of thunder? that seems like katy perry trying to say she owned a musical scale

blackrack

Thank you. I think it's memory related, this version has more textures. I will compress/reduce them and reupload. I'm also going to add on demand loading.

blackrack

Yes both are sets of configs for TU: https://forum.kerbalspaceprogram.com/index.php?/topic/174188-112x-textures-unlimited-recolour-depot/page/6/

blackrack

Send your KSP.log file just in case. Check if you have the dust storms on Duna.

blackrack

I messaged their support about it before buying the files and that's what they told me. Maybe a cookie cutter answer but I thought I'd put a warning for streamers just in case. Seems to be all fine so far and honestly sounds much better and more coherent than the free sounds I used at first to prototype it.

Anonymous

so, if I'm using restock, will that conflict with TURD/Magpie mods?

blackrack

It should be there but since the lightning is very brief I'm not you'd be able to see them much.

blackrack

Can't say I do, maybe you could look up the maintainer on the forums and message them?

Anonymous

hey ive just encountered a bug while being eva in foggy conditions where the screen switches to the texture of whatever kerbal is eva for a split second. not sure if this has something to do with the smoke effect but i havent encountered this bug until now

blackrack

I finally reproduced this bug tonight after multiple reports, I'm working on fixing it, seems to be caused by the rain splashes.

Anthony Alessi

Seconded, experiencing the strange texture tearing and flickering on EVA every time. Thankfully it only lasts a minute or two. Having a very strange issue where the game randomly toggles between IVA and external view at arbitrary intervals too. Can't say if it's related but it started after the update. Otherwise, this is spectacular.

theoneGalen

Well, you can't copyright the thunder itself, but you can copyright the recording of the thunder. Just like I couldn't copyright a musical scale, but I could copyright my recording of that scale.

Anonymous

No, I think restock (and+) is covered by Magpie and there are defaults/configs.

John Alexiou

This would be nice to have, I tried looking into creating a config, but it is a little complicated. You need to have a nice texture for the gas giants and all that jazz. It’s up to the mod creator, Pood’s, or anyone who wants to make one.

Imaan Nodem

Will we still be able to get auroras?

Anonymous

If you could link up with the Kerbal Weather Project guy and work on some climactically accurate maps for the mod...damn that would be wild. I know some weather and climate stuff but I think that's way out of my depth.

Anonymous

Do I need any dependencies? I just installed the mod for the first time but my craft looks grey (like a flat texture) in Jool and I see some spheric shapes on where its surface would be. Also I couldn't find any clouds in Eve (I only see a blurry area)

Anonymous

Hey there, for me, I install EVE Redux first with CKAN and then drop Blackrack's mod on top of it. If you get unusual fog/clouds first time around, usually restarting the game once will clear that. EDIT: Make sure you don't Install any of the additional Recommended Default Configs for EVE when CKAN prompts you.

Anonymous

You can find more info in his forum: https://forum.kerbalspaceprogram.com/index.php?/topic/196411-19-112x-eve-redux-performance-enhanced-eve-maintenance-v11171-09092022/

blackrack

You can skip installing it through CKAN. There are no dependencies and make sure you only use the versions of EVE and Scatterer and their configs that are included here. Also some screenshots of the issue you're seeing and the KSP.log file would help.

Anonymous

Just wondering, is this mod causing the flickering of the IVA portraits? Or is it another mod?

blackrack

Looks like you still have some config packs like BoulderCo or spectra installed, make sure you remove them.

viper

how do i spawn rain clouds?

viper

i think i found a bug lighting is kind of broken for me in first person it looks very off from the third person one every single light source is just off place

Anonymous

Great work so far! A huge upgrade from what EVE was before. Keep it up my guy!

Anonymous

absolutely incredible work on jool

viper

how would i send screenshots? and also are you okay with me giving this mod to one of my friends?

Anonymous

you can get auroras(aurorae?) right now,just combine the volumetric clouds pack with any other EVE pack like AVP,when I installed it I kept AVP for the OPM visuals, you can make them compatible by deleting any configs from AVP that duplicate with those of volumetric clouds(its a couple files in the AstronomersVisualPack/AVP_Configs/Stock folder, look which ones have identical names to the ones in volumetric clouds),with that you get the other AVP effects like the auroras but with the volumetric clouds.

blackrack

Not a good solution, they'll draw behind the volumetrics when they are in front, which will look very weird.

Anonymous

The current license agreement does not allow you to share with others. It's not allowed to redistribute the mod. Your friend can make a one-time $5 Patreon purchase though and receive the current version of the mod.

Anonymous

Do you plan to add support for the Outer Planets Mod?

blackrack

I don't plan to at the moment (that's more for OPM/OPMVE maintainers), but I have to say that additional gas giants are tempting.

Anonymous

When i go below 0 on jool the top half of the game just goes black whyy?

blackrack

It has been reported to be caused by Distant Object Enhancements, I've not investigated why yet

Anonymous

Beautiful, just simply beautiful. Honestly I think my only proper critique of this (before playing) is the lightning bolts themselves seem quite dim, compared to the light they emit through the clouds. Is the lightning still a work in progress?

Anonymous

Thank you so much!!! I would have never known. Completely unrelated but what if you could make certain spots on the planet eve where its all clear skies, cuz like it would be cool to have some scars of clear sky amongst the total fluff lol

blackrack

Not really, imo that's just how it looks in screenshots because it's bright at first and very quickly dims and it's hard to capture the exact moment it's at its brightest. But feel free to adjust the color of the bolt to make it brighter in the lightning.cfg settings and let me know if that works for you.

blackrack

I plan to do that for Eve, as well as add some more variation and some rotating areas.

Bio_Bionix

the dust storms on duna don't look like they do in videos online can anyone help me pls

Anonymous

is there a config for making the lightning sound have realistic delay?, love the update btw!

blackrack

Ctrl + alt + 0, use the arrows to find lightningManager, set realisticAudioDelay to 1.0 for all the configs or just for the Kerbin one, apply and save

Anonymous

Im having an issue where at around 100-150km above kerbin the clouds are super glitchy, low res, and grainy. Other than that this is an awesome mod and was definitely worth the 5$

Anonymous

do either of the RSS configs work with PRVE?

Anonymous

Would also love to see support for OPM if possible :) Unfortunately the OPM-VO (Visual overhaul) looks like it's been sitting unchanged since 2017, so it might be up to the community to create a dedicated pack for these awesome new elements. Would be amazing to see the dark side of Neidon and Urlum lighting up with lightning from orbit! P.s. Love your work Blackrack!

Anonymous

Do you have a discord server blackrack?

blackrack

That's a limitation of temporal upscaling, you can reduce/disable it but it will become more performance intensive. Check here how to do it: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling

Anonymous

The KSRSS config is out-dated, I'm trying to update it

blackrack

I don't have an official Discord because I don't want to manage one. But I usually hang out in the EVE and scatterer channels of the kopernicus discord so you can find me there, although this server is mostly for planet modders: https://discord.com/invite/uA69S3zZqf

Anonymous

There are some png files' name has been changed, such as 'KerbinCloudTypeLow.png'->'KerbinCloudTypeLowAlt.png', and the KerbinRain.png is removed, so when using KSRSS config, some exceptions are thrown. Also, those newest effects such as snow and Jool things are not supported in KSRSS yet, I tried to update it but failed since I don't know how to make clouds dds file. Perhaps you or someone else may fix these things?

Anonymous

Also, the 'PerlinFog.png' is also removed and causes an exception since the KSRSS config still using it.

blackrack

Ah makes sense, I'll just remove them and say they are outdated for now, and ping the owners to fix them.

blackrack

Btw you could probably reuse the old StockVolumetricClouds configs with the new Scatterer and EVE plugins and have KSRSS configs work

Anonymous

I replaced those removed png in the config, I'm not sure whether that will work, I haven't seen any fog or rain, but the cloud is always normal.

Anonymous

Please tell them that the CloudShadow in KSRSS-64K/land.cfg is not compatible with this volumetric mod, it makes shadows without the corresponding cloud, I deleted this object from the config, I'm not sure whether the shadow looks correct now, it seems has no cloud shadow when looking from space.

Anonymous

Oh, these is another problem, the Jupiter in KSRSS looks really dim/dark, someone on the KSRSS's forum said this is a bug from scatter, an I can use the old version scatter since I have to use this volumetric cloud mod, so I don't know which one I have to report this bug to, you or the KSRSS guys.

Anonymous

Question from a viewer of my channel: Does this work for OP / Infinite Discoveries? I assume that you haven't had the time to make this mod suitable to every other mod, but still wanted to ask. Further more they asked if they can use the mod to make the clouds for those planets from other mods.

blackrack

I can't make configs for every mod indeed, so it won't work for those other planet mods out of the box. They can make volumetric clouds for any other planets and distribute their configs (as long as they distribute only their configs and not my mod files). The wiki basically covers all aspects (https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki) and the included configs can be used as learning examples. However making good configs can take some time and some getting used to.

Anonymous

unfortunately im still being jumpscared even while im in space, i assume the rain doesnt render in space so something else must be the culprit.

Bio_Bionix

how do i install the volumetric clouds for rss

Anonymous

I could help set up a server for you and get a few people here with experience to volunteer to moderate if you want, but you call the shots

Anonymous

https://drive.google.com/file/d/18jp0HCjw1_OZThKMJg8g8mLFA8JPnuHa/view?usp=sharing

blackrack

You didn't update :) In fact I'm not sure what you did but you're back on the version from the previous release. Make sure to fully delete Scatterer, EnvironmentalVisualEnhancements and StockVolumetricClouds, download and extract the link above and merge it with your GameData.

Anonymous

Thanks for fixing the flashing/crashing :)

Anonymous

when i head into jool surface, i see alot of circles, is that a bug that needs to be fixed, giving feedback

D S

The only problem Im finding is that the frequency of rai on Kerbin was less than I expected...Im calling for more rain!

Anonymous

Just wanted to say thanks to your mod (followed by waterfall effects) has made me start playing KSP again after a long lull. Great work!

POPCAT

i think varying ammounts of rain could be really cool. like light sprinkle to RAGING HURICANE lol

Anonymous

you're a psycho, amazing achievement!

Anonymous

Does Eve-Redux disable the SCREENSHOT_SUPERSIZE = 2 option in settings.cfg? By default, and with old Eve, that setting will render screenshots at higher than native resolution within the actual game engine. With Eve-Redux, it seems like that option uses a bilinear/nearest-neighbor upscale instead of actually re-rendering the screenshot. Is it because Eve-Redux uses a different rendering method than vanilla? Is there a way to make Eve-Redux respect the SCREENSHOT_SUPERSIZE = 2 setting, and natively render screenshots at a higher resolution? It's a really useful and unique feature for a game, and it's always been in KSP. It helps for creating nice screenshots, which your mod has plenty of! Cheers!

blackrack

Yes it does break it and I belive scatterer breaks it too. This option in general isn't compatible with temporal effects and although it'd be nice for screenshots, to me it's not worth the effort of making it compatible.

Anonymous

Tested it with my Main KSP Instance with +270 mods, everything seems to work on Kerbin (no more flashing EVA/IVA JumpScare).

Anonymous

I got a lot of errors like this when open SpaceCenter for the first time: Error thread group count is above the maximum limit 65535, and the FPS is only like 2. When I zoom out from KSRSS-Earth, the log shows that the scatter effect is unloaded from kerbin and my FPS is back to normal.

Anonymous

Also, when I use F9 to load, there is a chance that the Earth split to two (double vision, seems scatter atmosphere effect is at the wrong position in some angle of view, so does the sun), also, anything that close to the camera is 'cut'( just like when you move the camera into the object), I assume that this is the problem of your version of scatter?

blackrack

Can you provide the KSP.log file? Have you tested it without KSRSS and without any other visual mods apart from Scatterer+EVE?

blackrack

I never heard of this, probably caused by whatever else is breaking scatterer first in the error above. Include the KSP.log file and I'll take a look. Also some screenshots would help.

Anonymous

Ok, I have to launch my game first, I have disabled the log file to test whether it can boost my fps. And I haven't test it without KSRSS

Anonymous

Sure, but you need to wait for me to reproduce this bug, I have too many mods lol.

Anonymous

Is there any place for suggestions? I had an idea for this (I don't know how feasible it would be) regarding the storms. Is it possible to create a science experiment that requires being IN a storm to run? I would love to send a Kerbal storm chasing in the name of weather science. Obviously this is all if you want to, just thought I'd share the idea.

blackrack

Suggestions are fine, unfortunately I don't like both science and career and how they are implemented, they are both meaningless to me so this won't be a feature I'm interested in. The good news is that if anyone else wants to implement it, this feature can be added on top of the public plugin code that is available on my github.

Anonymous

Completely understandable. Thanks for the quick response and wonderful mod!

Anonymous

I can't install it for the life of me, can you please help

blackrack

Downloaf the zip from the google drive link above. Unzip it, inside there should be a GameData folder, take the contents of that GameData folder and put them inside the GameData folder inaide your KSP install. Which of these steps are you having trouble with?

Anonymous

I've tried this but it's not working. Should I have put the file I downloaded into the gamedata folder?

blackrack

No, send me your KSP.log file, you can upload it on google drive (make sure to make it public)

Anonymous

I just removed the file from the gamedata folder and finally got it to work, thank you! Great mod BTW, well worth the $5

Anonymous

This looks absolutely fantastic!

Anonymous

Looking at the config files and the textures, am I right in assuming if I wanted to add another cloud layer to kerbin (Noctilucent cloud @ 60km) I'd just have to make the texture map and add another segment of the cloud code in clouds.cfg? Follow-up, in thoery one could then add clouds using this mod to any planets they wanted correct?

blackrack

Yes, there are some gotchas regarding volumetrics, altitudes of the volumetric clouds of different layers must not overlap for example (these are described in the wiki https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki) but yes you got the gist of it.

Anonymous

Cool, I'm going to attempt to make the Noctilucent Clouds on Kerbin and a intermittant FireStorm on Moho.

blackrack

You'll have to give moho a thin/empty scatterer atmosphere though, the clouds on this build only load on scatterer planets.

Anonymous

I just need to ask, how come you aren't on KSP2's dev team? This is such a fantastic mod is easily worth the money!

Anonymous

Thank you, love your work :)

Anonymous

You rock, man!

ProximaCentauri

Amazing! So I've been wondering how I could make the volumetric clouds match a custom 2d layer (like a modded planet for example)?

blackrack

That's the coverageMap, see here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-Clouds-Overview

Anonymous

holy shit haha. Jool descensions are honestly a bit terrifying. you eventually reach a black lair of constant lightening strikes.

blackrack

Absolutely, the lowest layers being lit only by lightning is something I wanted to do from the start

Anonymous

Anyone elses game crashes now after the newest update?

Anonymous

is it possible to add the city lights back in from the public EVE , I've noticed its missing when overwriting it with true volumetric clouds

blackrack

Yeah you have to copy the citylights cfg and the associated textures from BoulderCo

Anonymous

Hi blackrack, I would like to ask if weather such as sand and dust affects the efficiency of solar panels in generating electricity is still on the to-do list?

blackrack

Hey it's still on my list but it's not a priority item so I can't say exactly when I'll be trying it or if it will work well.

ProximaCentauri

And i've been wondering, is it the same process for custom gas giants? I've tried doing it but it's really messy

blackrack

Yes but the coverageMap only tells you where the clouds appear. You need to tune/configure everything else as well and honestly a bit of work is needed for good results.

Anonymous

I think anything that would effect the game like that should be a toggleable option

Daniel Lewan

Have you managed to get city lights to appear? I tried to copy cfg and textures, but they do not show up.

Anonymous

Just a dumb issue with me trying to get this to work with KSRSS. I'm still seeing black eve clouds with the volumetric clouds. They are only visible from orbit or in the tracking station.

Anonymous

Yes I did , I used astronomers visual pack city lights , deleted everything in AVP folder besides the city lights textures and .cfg , you might have to edit the citylights.cfg in AVP to remove “REQUIRES PARALLAX!” for the true volumetric clouds version of EVE to recognise it

Anonymous

no problem. here is the dropbox link: https://www.dropbox.com/s/jq3vxawy2vwwoau/KSP.log?dl=0

blackrack

Can't really see any issues. Does the stock system work fine? If so try using release 1 with the KSRSS configs. It may be that the configs are more broken that it seems.

Anonymous

yeah stock works great. I'll just go back no bother. thanks tho

Anonymous

Hi! In the tracking station, I have a visual issue with the sunflare of the sun. When I move my camera, it's like the sunflare "moves" from the sun a bit. The sunflare and the sun aren't "superposed" anymore as they should be. It's a minor visual bug because when I stop moving my camera, everything is back to normal. It's just a bit odd for immersion. Is it normal, or is there a fix? I tried to recreate the bug on various fresh installs, and it definitely comes from the volumetric clouds (or the version of EVE/Scatterer that comes with it). This bug is also present in every planet pack with a star in it. Anyway, thanks for the work. The mod is phenomenal!

blackrack

It seems to be a new issue, it has been reported recently, i haven't fixed it yet

Anonymous

hi blackrack there is a problem with my ksp which makes it so the sun has no flares I have no idea what mod caulsed it I was just wondering if you know what did it thanks

Anonymous

no i didn't all i have installed for visuals is your mods parallax and AVP

blackrack

Send me your KSP.log file and a screenshot of how your sun looks in-game. Open the scatterer UI with ctrl +alt +f11 in flight, press sunflares, click sun and take a screenshot of what it displays.

Anonymous

ok how do i send the pictures to you I'm just loading up ksp now

blackrack

https://imgur.com/ for the pictures, google drive or dropbox for the KSP.log file

Anonymous

https://freeimage.host/i/H6fSm0b https://freeimage.host/i/H6fSie2 https://freeimage.host/i/H6fSpgj images of the sun and scatterer ui

Anonymous

https://drive.google.com/file/d/1L4I_X5j0hD5M9JZ1G5oNSZ-vUn943_mD/view?usp=sharing ksp log file

Anonymous

https://drive.google.com/file/d/1L4I_X5j0hD5M9JZ1G5oNSZ-vUn943_mD/view?usp=sharing log

blackrack

You have config files from Kcalbeloh, GU and GPP which seem to be overriding the sunflare. One of those is breaking/disabling it. Also you seem to have 2D clouds in addition to the volumetric ones (at least by AVP and maybe GU) applying to the stock planets. This doesn't really work and you end up with weird 2D clouds that appear both in front of and behind the volumetric clouds, with rendering errors and looking weird in general, I suggest removing these.

Moods Moodd

Bonjour merci pour votre travail tres qualitatif. Comment puis je etre sur de bien desinstaller tous les fichiers configuration des tous les add ons pour ne pas parasiter votre mod . cordialemernt

blackrack

Hello, tu supprime BoulderCo, AstronomersVisualPack, Spectra, Scatterer et EnvironmentalVisualEnhancements avant de copier les nouveaux fichiers et normalement c'est bon.

Anonymous

I'm not very familiar with graphic design, could someone explain what an RSS configuration is? Thank you.

blackrack

It's a config for RSS the real solar system mod which replaces the stock system with the real one.

Anonymous

i know its not Kcalbeloh because the problem didn't start when I downloaded it so it has to be one of the other 2 but the thing is I don't have gpp installed and I have no idea what file to remove from gu edit: think I found it

blackrack

I was going to suggest deleting the whole mod first to see if that fixes it and if it does look for the exact file, but if you found it there's no need I guess.

Moods Moodd

Magnifique ! En effet j avais laissé eve pensant que c'était nécessaire.... maintenant il n y a plus de conflit,le ciel est vraiment magnifique . Merci !

Anonymous

For some reason, the clouds on jool look really dark and pixalated, is this normal?

Anonymous

https://imgur.com/a/cptn2Kl I know I said pixalated, and it does not look exactly like that in the screenshot, but it still does look really dark and just "weird," this is taken from a 1,000 kilometer orbit

blackrack

Looks like you have AVP or Spectra or something else installed that messes with the atmosphere configs. Remove that and it should look fine.

Anonymous

hey does this work with 10x kerbol system

blackrack

It works but it won't look good, it'd need maps and configs tailored for that scale.

Anonymous

when i move my camera around when close to jool it becomes pixel-ish for a few seconds, is that natural or are my mods affecting the quality?

blackrack

That's normal, you can reduce temporal upscaling to improve it but the performance will get worse, see here how to do it: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling

Anonymous

thanks, i set it to 2x and got similar quality as 1x with much higher performance.

Anonymous (edited)

Comment edits

2023-06-23 11:21:17 Trying to use this along with the RSSVE config but have no clouds at all rendering. Is the correct installation order EVE -&gt; RSSVE -&gt; Raymarched Clouds (from here) -&gt; RSSVE config (from here)?
2023-06-20 17:08:30 Trying to use this along with the RSSVE config but have no clouds at all rendering. Is the correct installation order EVE -> RSSVE -> Raymarched Clouds (from here) -> RSSVE config (from here)?

Trying to use this along with the RSSVE config but have no clouds at all rendering. Is the correct installation order EVE -> RSSVE -> Raymarched Clouds (from here) -> RSSVE config (from here)?

blackrack (edited)

Comment edits

2023-06-23 11:21:18 RSSVE -&gt; Raymarched Clouds (from here) -&gt; RSSVE config (from here) don't install EVE or Scatterer externally. With that said I've not tested them myself so I can't really say, only what I saw reported. If they still don't work you might want to give them a try with release 1
2023-06-20 17:16:58 RSSVE -> Raymarched Clouds (from here) -> RSSVE config (from here) don't install EVE or Scatterer externally. With that said I've not tested them myself so I can't really say, only what I saw reported. If they still don't work you might want to give them a try with release 1

RSSVE -> Raymarched Clouds (from here) -> RSSVE config (from here) don't install EVE or Scatterer externally. With that said I've not tested them myself so I can't really say, only what I saw reported. If they still don't work you might want to give them a try with release 1

Anonymous

Redoing the mod install with this order didn't seem to help, maybe I'll just go for a clean reinstall of everything and pray

Anonymous

OK, so I launched the game multiple times with the latest configuration and now the clouds have appeared. Very strange

Anonymous

Hi blackrack I still love the work ur doing even if I missed my last payment, things have been chaotic getting ready for college but my birthday was recent :')

Anonymous

Will this mod be compatible with more planet packs in the future? (e.g OPM or Galaxies Unbound)

blackrack

It will, but it won't be me who provides those configs, it will be the planet pack's authors/maintainers.

Bryan Olaya Garcia

hello, i really love this mod looks fantastic!!! just a question how can i increase the rain prob? ty

Anonymous

Man this mod is stunning!

blackrack

For now you can edit the time settings of layers weather1 and weather2 but it's not super simple (you'll then have to copy the same settings for snow1 and snow2 they are synced). You have to make sure activation times for the 2 layers don't overlap though or you'll have issues. Check here how to do it: github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Time-settings

Anonymous

I'm not sure, perhaps it's my settings, but why do the coulds look so bad for me when in low orbit? https://drive.google.com/file/d/1hntCZog2vYTAqNkPS9J21jCkkrQalAO9/view?usp=sharing

blackrack

That happens to everybody from orbit and it's a rendering limitation, especially if timewarping or getting low fps. You can fix it by lowering temporal upscaling (setting it to 1x) but that will hit the performance really hard, with your gtx 960 (iirc) it will probably make the game too slow. See here how if you want to do it anyway: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling

Anonymous

As always, you're terrific in replaying (like me hehehe) I'm going to be getting a new rig one of there days, I know I'm pushing the 960 (hmmm OC'ing may be in its future ...) Thanks so much for what you have done for the community!

Anonymous

How would I convert standard, flat EVE clouds to work with this? Or would I have to bother the planet pack author?

blackrack

It needs a bit of work, you need to make a coverageMap and a cloudType map from the original cloud texture and then configure the rest of the settings. You can see what each map does here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-Clouds-Overview#coverage-map The settings are explained here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-cloud-configuration In the simplest case you can make a coverageMap as described in the wiki and reuse the settings for Kerbin.

Anonymous

Hey just checking is duna meant to look really dark without clouds? it appears to no have a atmosphere.

kirill

Any suggestions on how to get citylights to show up again?

blackrack

Reinstall boulderCo, then delete everything from it apart from citylights .cfg and citylights textures

Anonymous

I have two questions. One. What do You mean by deeper than 250m? Two. Is your mod optimized for TUFX because i have 15 FPS looking at sky with EVE+AVP (my config for vol. clouds) + TUFX

blackrack

1. You can go down to -75km inside Jool. 2. Tufx is fine, likely you have a nullref spam or something like that if you get 15 fps looking at the sky, maybe remove mods one by one until you find the issue

蒼月

Questions regarding the clouds on Kerbin: 1. after installation I can only see one layer of cloud at ~2700m, and there seems to be no weather change around the KSC. Do you have any presets that give more varied clouds and weather changes? 2. if we don't have such presets, which pannel should I be editing on the EVE menu to achieve this? I saw a lot of options on the GitHub page, but I am struggling to find all these options. questions aside, amazing job you have done here!

blackrack

There should be two layers on Kerbin, have you timewarped but never saw the 2nd layer? If so post some screenshots of what you're seeing and your KSP.log file. You will see weather changes if you timewarp for a while as well although I'm going to make them more frequent in the next update. The UI is accessible via ctrl+0 and all the settings are explained in the github wiki, keep in mind the settings are complex so you need to put in a lot of time to get good results.

蒼月

Thanks for replying, I did try time wrapping in the KSC before, but this time I time wrapped for a few days in flight mode and did start to see the second layer this time. However, when pressing ctrl+0 I cannot see any pop-up windows, does clicking the blue "EVE" icon show the same setting menu as the one you were talking about with ctrl+0?

Mr SkW3rL

This really is awesome. Such a great job! Curious for a couple of things: We’re you able to create a performance heavy config? What are your plans for the future of this mod? What would you like to see the mod do?

Anonymous

Hey i was wondering what settings to go to and what to change to get lightning to have a realistic sound delay. I remember doing it somehow but forgot

blackrack

ctrl + alt + 0, navigate to lightning manager using the arrow buttons on the top of the window, find lightning-Kerbin or lightning-Jool or whatever you want to edit, set realisticAudioDelay to 1, apply and save.

blackrack

I have, note that this doesn't change the look of the clouds, it cleans up noise and upscaling artifacts mostly and is very GPU heavy so use it if you have like a 3090/4080: https://drive.google.com/file/d/1M1jU0thYYt89okCZySFL-f9lnZW22oN0/view?usp=sharing It needs ModuleManager btw. Here is what I'm working on now and what will probably be in the next update: - Load on demand (ram and vram usage reduction, lower load times and slight perf improvement): This is mostly ready I'm just making sure it's stable - Droplets and streaks on windshields/cockpits from rain: In progress, I will show something when it looks/feels right - More frequent rain on Kerbin (by popular demand) - Weather configs for Eve and Laythe - Other small fixes After that here's what the next update will probably contain: - A drastic performance improvement for skipping empty space while raymarching (much higher fps in theory) - Aurora - Light from multiple sources, think planetshine and clouds+atmo being lit by moonlight, lit by Jool on Laythe etc And longer term: - Volumetric mach and re-entry effects - Volumetric rocket plumes - Other wacky experiments like weather simulations or global illumination, to be determined when I get there tbh

Anonymous

a few observations: the clouds appear a bit like a kind of dome because they are all flying at the same height and having a pretty flat z height on good weather, there are too many small clouds.... in real life, most of them would also have a high degree of transparency (at least parts of the cloud) i'd generally love to see bigger clouds (in all 3 dimensions) of course i have no idea what techniques are underlying these effects, so feel free to ignore my feedback if it's way too complicated to implement

blackrack

There are some big clouds (like the anvil clouds on Kerbin, cloud on Jool, the Duna dust storms), on Kerbin though they look out of place if I make them bigger than they are now, it was one of the earliest feedback/complaints on my first screenshots in development. For how the clouds are raymarched it's expensive to mix high density and low density clouds to get the transparency effect you're describing, for now I do it only on Jool (because on there only the clouds are rendered so performance is ok). It's on my list to revisit though.

Anonymous

Here's a link to an awesome screenshot I made today. Just out of the thick lower level of clouds, Kerbin is having an eclipse. My spaceplane is blasting upwards towards towards a wispy second layer of clouds. No, it didn't have enough power and fuel to make it, but this screenshot before the carnage looks pretty amazing. https://drive.google.com/file/d/19FJbZcxvki2Gyhh1jEmYmvFPuFa5bOz3/view?usp=sharing

blackrack

Looking good. Is there a reason you don't delete your old 2d clouds though? Do you like how they look?

H Cat

Will there ever be a fix for scatterer rendering above flags that have a flag with transparent parts? It is extremely annoying for me as I built an entire concorde out of flags. The only solution to have flags render above scatterer is to have a flag image on a flag part that is not transparent. However KSP is bad at figuring out the layering then, so if I try to use further flags over the previous flags for a livery, ksp often renders the white flags in front of the livery, despite physically being behind it. The only solution to that is to have the structural flag parts of the concorde have a flag image on them that is fully transparent. But in any area where a flag does not have a image texture and no other part behind it, scatterer will render above the flag, https://media.discordapp.net/attachments/772485444570316831/1129211872684540096/screenshot1298.png see here I would really appreciate it if this was fixed. it's been driving me nuts working on this replica for a long while now.

blackrack

Hmm I could probably fix this for next version if the shader doesn't do anything special, I'll let you know how it goes.

H Cat

That would be extremely appreciated if you can make it work! This has been driving me nuts pretty much ever since flags have come into existence. I would love to see that fixed. Also, if it isn't too much too ask, if you're already looking at the shader for flags, could you maybe have a look if there might be a simple-ish fix for this issue: https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/136

H Cat

Not expecting any promises. But if you happen to find something, I would be very grateful. Thanks for even having a look. And good luck finding the issue!

blackrack

Anyway quick question: can a flag ever contain a repeating image (I haven't used them in forever)? And btw for your fix attempt, I'm not sure if you can load a .dds file as flag? If so add 1 pix transparent to every mip level, or save the dds without mipmaps.

H Cat

Flags can not contain a repeating image as far as I know. But if there is a normal .png file that has pixels on one edge of the flag, but no pixels on the opposite edge, there is this weird line that appears on that side. I do now know whether flags can load a dds image. I only know for sure they load pngs. I am also not familiar with how to generate a dds image, so I cannot test this hypothesis. On the bug report I did include a demo craft for that though, so you can test it if you know how to generate a fitting .dds file. Flags in KSP are utterly cursed and poorly implemented... Just look at these two more issues that have been driving me mad: https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/135 https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/126 Their shader seems to be unlike any other part, and it is not handled well at all. Same goes for their phyiscs.

blackrack

I can't help with the dragcubes (jesus how have they botched this so badly) but I think the z issue is easy to fix, just by setting the flag as transparency (in shader type and renderqueue) they will start getting sorted automatically, I can look into that as well if I end up replacing the shader.

H Cat

yup, flags are utterly cursed. Perhaps if you come up with a fix to flags you could pull request that into KSP Community Fixes? Otherwise if it remains in only the dev builds here on patreon, all people using normal scatterer will find my concorde to be broken, and have to deal with the pain of these broken flags even without scatterer. Either way, I am quite happy that you're willing to look at this. The amount of workarounds I have needed so far to circumvent this is... sizable.

blackrack

Will do, I hope kspcf has a mechanism for easily replacing stock shaders (probably they do).

H Cat

Figured I'd open a seperate comment for a different issue: Recently, whenever I load up ksp, scatterer has forgotten it's settings and defaulted to low, which looks god awful with no AA. The only potential weird things I have recently done is replace the clouds.cfg with a custom one, play luna multiplayer (where modded save infos generally aren't stored, only vanilla save options are governed by the server), and with the most recent scatterer update I just overwrote the folders instead of deleting them and extracting. No idea what of that would cause scatterer to fail to remember the settings I made.

H Cat

Awesome! I really appreciate you looking into this. Thank you!

blackrack

Default settings are included in Scatterer and they default to low. Although that has TAA enabled, but TUFX includes a MM patch to disable scatterer TAA if you have that.

H Cat

I am well aware of that. My issue is just that I go into my save, set the preset to high, then close ksp, and the next time I open it again it's back on low. It doesn't save the settings in a normal save, not only in lunamp. I also prefer to use scatterer TAA as to me it looks better (read: sharper) than the TUFX TAA

blackrack

That just means you have a ModuleManager patch somewhere overriding the settings. I can't tell you where though, do a search in your GameData

H Cat

Huh. I am not aware of any patches that I intentionally put there. What would a patch need to modify to cause this? What line of text do I need to search for?

blackrack

Search for "Scatterer_config". I remember Jade had this issue at some point but I can't remember the mod that came with the patch.

H Cat

https://cdn.discordapp.com/attachments/772487528614854658/1129401031294468256/image.png Issue found and eliminated. Thank you for the tip!

H Cat

Another issue I was reminded of with the flags. They don't receive shadows at all. see here: https://cdn.discordapp.com/attachments/772485444570316831/1129406026337235024/screenshot1302.png the fairing is in shadow, but the flags are not. looks a bit odd sometimes while flying, though it is less obvious than the other issues. Further investigation shows that they indeed receive no shadows at all, neither from the craft itself, nor from static buildings. https://cdn.discordapp.com/attachments/772485444570316831/1129407616527913001/screenshot1304.png Neither the VAB nor the fairing is making the wings less bright.

blackrack

If you want the flags to support transparency btw they can't support shadows, it's one or the other

H Cat

Fair, unity issues. at the moment KSP flags do support partial transparency, not only alpha cutoff. This is used by multiple people for cockpits etc, hence removing that would break crafts. not a good bugfix. Thankfully them not receiving shadows is not a major issue as it is near invisible in well lit environments. There may be a mid solution though: don't make the flag images themselves cast shadows, but if a flag part variant is selected that is solid, aka a thin or panel flag, all except the transparent background, they can receive and cast shadows. They are always non-transparent after all. Like this flags used structurally with an empty image on top of them would receive shadows properly.

Anonymous

Does this mod work with other configs such as Spectra at all?

Anonymous

Does this mod work with any other configs like spectra?

Anonymous

What will the droplets on the cockpit end up looking like? Any similar games or references you can point towards? Really looking forward to that feature, sounds super cool.

blackrack

I don't want to set expectations because I'm still not happy with the effect I have, but I really like how it's done in drive club (at 5.37 here) : https://youtu.be/Fx6tsEBzB7U&t=5m37s

Anonymous

That's really cool. It looks like it simulates the individual particles. Looking forward to what you come up with! I'd imagine the engine won't be too cooperative with what you are trying to do.

Anonymous

Hello, I've just downloaded this and love what I've seen so far. 2 things though that I could use some help on, when I go to the map, kerbin appears to be half dark and half light, and glitches between them. (See link) I also only get 10 fps, although this could just be that I'm running RP-1 along with it. Thanks! https://imgur.com/a/u80hjXD

blackrack

Does this flicker or it's always like that? Can you post your KSP.log file?

Anonymous

It flickers, here is a link to my log file. https://drive.google.com/file/d/1SCdyW8ckqxcw5MaWsbtSv5qFa2N6Ix3L/view?usp=sharing Looks like I didn't reply, oops.

blackrack

If it flickers it's likely TUFX TAA (temporal antialiasing). Disable that from TUFX. Then to be able to re-enable the one from Scatterer you need to delete a setting in the default config of TUFX, go to /TUFX/TexturesUnlimited.cfg and delete the part that says @scatterer_config

blackrack

Oh btw your log file isn't public, if you can make it public I'll look at it later

Anonymous

Thank you for the quick responses. I understand the second part of what you said, but where do I disable TUFX TAA? Also my bad, it should be public now

blackrack

In the .cfg file for the TUFX profile you're using, there should be a TemporalAntiaAliasing entry you can delete. I don't know which profile you're using but the default profiles are under TUFX/Profiles, if you installed a custom profile though you'll have to look there.

Anonymous

I guess I don't know what you're asking. I thought I installed everything correctly

blackrack

You didn't delete what looks like BoulderCo, Spectra or astronomers, it looks very odd

Anonymous

Okay, well, I'll do that when I get home tonight. I thought I took care of that stuff, but I guess not. Thanks!

Anonymous

Hello there, I am wondering? Is it enough to just dump the "Performance-heavy config" into Game Files and Module Manager will take care of the rest?

blackrack

Yes, in GameData though. You should notice the effect in-game with the framerate going down.

Anonymous

This is mind-bogglingly stunning. I thought you were a genius before. You have reached god status in my book m'lord.

Anonymous

Hey I think I'm having some problems with Scatterer? In the tracking station and in the map view the sun flare behaves weirdly and in the map view the planets kinda flicker but im not sure if that's related to Scatterer. But most importantly while in flight the atmospheres of bodies don't align with the objects themselves and kinda follow the camera when zooming in and out with the ALT + scroll FOV change. This seems to only happen when the camera is above a certain height and only after going into the map view and back out. I made a video to show what I'm talking about since it's kinda hard to explain: https://youtu.be/-23ygdNGEl0 Here's my log file: https://cdn.discordapp.com/attachments/1126321817691365489/1130706075251900436/KSP.log

Anonymous

I'm having a weird issue where the clouds have lines that pop in and out every second or so. It goes from being normal to having lines Here is what the 'lines' look like: https://imgur.com/a/IH3drtW I'm using TUFX without any anti-aliasing, planetshine, parallax, Shaddy, Shabby, some IVA mods, and textures unlimited.

Anonymous

I cloned my KSP instance and removed all my mods except yours and everything worked fine. There must be some sort of conflict with one of my mods. I'll go through one by one and see which one is causing the issue.

blackrack

I saw that this is caused by setting temporal upscaling lower than 4x in the newest release, I think I know why, I'll have a fix out soon. If you're getting this probably you used the HQ config which sets the upscaling to 2x?

Anonymous

If you find the solution i would be happy to know what mod cause the problem 🙏

Anonymous

sorry for asking, why i never meet rain, snow and thunder?

blackrack

I'm working on rain droplets on cockpits, load on demand, more frequent weather, weather on Laythe and Eve. I'm going to try and release everything together.

blackrack

In the current version it's not too frequent (will be more frequent in next version). For now you can just timewarp until it starts raining.

Matthew Lysenko

Hello. I have signed in to this Patreon, as unlike some people in the forums I believe you do deserve reward for this incredible work and I of course wanted the volumetric clouds. That works fine, no problems here. However, upon transitioning from Astronomer's Visual Pack + EVE Redux to this version of EVE Redux, I have noticed that there is a significant difference with the water physics that renders it far more difficult to construct viable boats with electric propellers. The issue is that this isn't a bug, this is some sort of design decision that affects these physics. Whereas with AVP + EVE Redux, propellers were structurally stable to an extent, with volumetric EVE they are prone to tearing themselves apart and boats travel significantly slower, indicating some sort of altered drag. I have observed the files in AVP (the most obvious difference) and see nothing that can alter the water physics. In the config file for the variant of Scatterer installed with volumetric EVE, I have found the following line, which is different from the config file of "normal" Scatterer: buoyancyWaterDragScalarEndOverride = 0.0500000007 An additional drag constant - deleting this line seemed to do nothing. I understand that this would be an extremely low-priority issue (if it is even an issue), but I would like to ask if there is anything known about what causes this behaviour.

blackrack

Thank you. You can disable them, open scatterer menu (ctrl +f-11) in KSC menu, look for customize options -> ocean -> wave interactions. Or you can just reduce the wind speed (from the UI in flight, ocean tab) or you can just reuse the ocean config from avp if you like that.

Anonymous

is there any way to increase the frequency of lightning storm and rain and decrease the amount of clouds because kerbin is mainly clouds

Anonymous

That might be what is messing up the water on "Habital Gilly" mod... as the wind speed is insane for such a tiny moon and the ocean has gone crazy.

Matthew Lysenko

So after following these instructions, I have found out the following: 1. Copying the old config into the provided Scatterer doesn't seem to work. 2. Deleting the provided Scatterer and replacing with CKAN-installed default Scatterer removes the clouds, and also doesn't work. It seems the issue is either something to do with EVE Volumetric itself (I have no idea how that can be), or the game's physics simulation granularity somehow changes with increased cpu/gpu load, and this is somehow causing drastically increased water drag. Nevertheless, thank you for your help.

blackrack

Why don't you just disable it as suggested? Everything will work as stock.

blackrack

For now you can edit the time settings of layers weather1 and weather2 but it's not super simple (you'll then have to copy the same settings for snow1 and snow2 they are synced). You have to make sure activation times for the 2 layers don't overlap though or you'll have issues. Check here how to do it: github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Time-settings For the clouds you'll have to edit the coverage maps in photoshop, see here what the coverageMap does: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-Clouds-Overview#coverage-map

Anonymous

What's up, i'm the guy from discord, my question is how can I disable the volumetric clouds in-game without remoing the mod? Also you talked about a new update that will reduce VRAM usage, how's that going?

blackrack

Sorry man I didn't realize your subscription expired, you don't have to renew it to ask me a question, I will refund you. For the RAM/VRAM usage reductions it's basically finished, I'm going to try and finish a few other things and release them together. You just want to disable them temporarily or something? Or you want to remove them from a planet? Not sure what you're trying to do.

Anonymous

Hi, blackrack, when I use the main mods such as RSS, RO, and Principia, it significantly increases the chance of crashing. However, crashes rarely occur when volumetric clouds are not installed.

blackrack

If you already downloaded the latest fixed version which fixes crashes, then I'm guessing it's your memory. Next version will reduce memory usage but other than that not sure what else you can do.

Anonymous

Perhaps adding more memory can also slow down the occurrence of this problem. May I ask, when will the next version be updated?

blackrack

Within 1-2 weeks or so, but take it with a grain of salt in case it doesn't go as planned.

Moods Moodd

Hello , Ksrss scale 1 eve and parrallax are they compatible ? in what order install them thx. Since have install eve "patreon" have withdraw scatterer and spectra . that's what needed to be done ? planetshine brings somethings

blackrack

It's still a wip but here's how it looks currently: https://cdn.discordapp.com/attachments/717082994657067090/1132379111499771994/Desktop_2023.07.22_-_20.20.45.01-1.mp4

blackrack

For KSRSS there are install instructions here: https://github.com/atmosphericbeats/atmosphericbeats_eveconfig_ksrss/releases/tag/v1.1 Planetshine is compatible as far as I know

Matthew Lysenko

Apologies for the late reply: it's just that I recently figured out shipbuilding in KSP and I came to realize that (a) having wave physics adds depth to ship design that isn't there with flat water, so that was kind of the thing I wanted to work with, and (b) it seems that stock KSP water physics are even more intense, to the extent that large vessels simply break up when dropped into the water via VesselMover. Needless to say, I only asked about this because I initially thought the fix would be a bit more trivial than it seems. I don't want to impede any further progress with this mod, and this issue isn't game breaking, so I won't be bringing it up again. Thank you for the help, and stellar work on the mod.

Anonymous

That looks incredible! Will the particles change as you move around?

Anonymous

Hi, are there city lights?

Anonymous

I have a question, is it possible to make custom volumetric cloud configs for planet packs like Outer planets? If so, how do I do it?

blackrack

I detail the configs and how to use them in the wiki, it's quite a lot though, you can use the included configs as examples: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-Clouds-Overview

blackrack

I don't like how the city lights look (quite 2d) so I don't include a config for them, however you can put them back from the old default config or AVP. Redownload boulderCo, delete everything in there apart from the city lights config and textures and that should do it.

Anonymous

That's true but I like to see some life down there when I am in orbit at night. And what about northern light? Thanks for your reply. Your mod is awesome!

Moods Moodd

is it possible to play with volumetric clouds and avp ? in what order must be install plz ? you say in instruction to erase config file... but we can use mod ?

etzabo

How can I maintain a high FPS on a first gen M1 Mac with this?

blackrack

Not really, any AVP configs left will not be volumetric but 2d, and their look will clash with the volumetric ones. So yes I recommend deleting them.

blackrack

From what is said online it is equivalent in performance to a gtx 1650, that should in general still get a good fps at 1080p. Which resolution do you use? If you use a higher resolution consider increasing the temporal upscaling setting, see here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling

etzabo

Yeah. M1s have their own proprietary ARM GPU and CPU. Does increasing temporal upscaling increase FPS?

Anonymous

When MSFS2020 was launched, I didn't expect to be able to have something that looks similar in KSP. Well, I'm glad your mod and awesome work have proven me wrong ^^ Can't wait to see what's next !

blackrack

Sorry I only just saw this comment, I'm currently fixing the sunflare bug and it will be fixed in the next version. For the other issue with planets in the video, it looks like it's due to the planet's scale exceeding the far clip plane of the local camera, whoever maintains those configs needs to make the planets transition to scaled space mode before that issue appears.

Anonymous

I have noticed a small problem with the cloud patterns. The poles on every (atmospheric) world are covered entirely with a nearly fully solid cloud cover with only a few small holes. This makes the poles very badly lit, everything looks sort of grey-ish. Part of it is probably because KSP bodies dont seem to have axial tilt but ive seen some videos where the poles were well-lit. And when Aurorae will be implemented you will never be able to actually see them from the surface with this. Im guessing this is unintentional and caused by the cloud patterns being made on a map projection which then gets squished together at the poles on the actual planet? I think changing this would improve the poles a lot, with the current lighting they dont look very good.

blackrack

This is intentional and the projection accounts for it, this is just how I painted the cloud maps or how the cloud map base I exported from Nasa are. When I add aurora I can lighten them up as much as I want so that's not an issue. In the meantime you can lighten the poles up yourself using the painter or by modifying the coverage maps if that's what you prefer: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/In-game-Cloud-Painter https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-Clouds-Overview#coverage-map I'm in the process of lightening up the cover on Laythe's poles because that's the best spot to observe Jool, but other than that I don't consider it an issue for the other bodies.

Anonymous

ok and thank you for those links, I haven`t found those features before

Anonymous

Somehow I gained 15 fps with this mod what

blackrack

That happens if you were using a lot of layers of the old volumetrics especially with cubemaps, they scale badly

Anonymous

This is kindof a random question, but what graphical mods do you think work well with the volumetric clouds mod? I'm trying to make my game look as nice as possible.

blackrack

Parallax 2 for sure, TUFX with one of the popular configs (BallisticFox's, invaderchaos or others)

Anonymous

I moved the scatterer file that was included in the raymarchedvolumetrics file into my gamedata folder yet the atmosphere scattering effects do not load for me, as if there were no config. The volumetric clouds do load however. Edit: It is fixed now

blackrack

Upload your KSP.log file to google drive and make it public then send me the link and I'll check it out, it will be in your KSP directory.

Anonymous

https://drive.google.com/file/d/1yJzCD5rBuLWgJcSe12EMfBZBAhJIwJjD/view?usp=drive_link Here is the log. Some more info: Clouds (but not atmospheric scatter nor sunflare) load in in the map view. However in the flight view nothing loads in at all, not even the clouds. There are also no scatterer logs. I have also tried installing and reinstalling all of the mods. Edit: I have reinstalled it again and it seems to work. Seems like a install error on my behalf. Thank you too for helping me as well as making arguably the best mod in KSP at the moment.

Anonymous

this is kinda a dumb question but how do i install this with the EVO config with RSS?

Monkey Wrench

are you planning on allowing volumetrics for planetary rings?

blackrack

No not something I want to do. Imo planetary rings aew better done with instanced rendering and LOTS of tiny rocks than volumetrics.

Monkey Wrench

what about from far away? but close enough that a 2d image isnt sufficient? also will you add at least limited support for these in any way? like a cloud layer ridiculously high

blackrack

I think you just install Stock volumetric clouds, install EVO, then install the provided RSS config

Anonymous

are you planning to add hurricanes?

Anonymous

Do you happen to know what settings I need to change to make Kerbin a little less hazy from space? I'd like to be able to differentiate between the water and land masses more easily. This might not be your stuff at all that adds the haze, and if it's not, I'm sorry for asking. It's just that you know about these things way more than I do. I'm using Planet Shine and E.V.E. as well as Scatterer. I don't think I have any other mods that would affect the blue haze. Here's a screenshot of my Kerbin from space... https://drive.google.com/open?id=19VihGln8J2QYy49XLRhAAdo6CQcr2TtL&usp=drive_fs

Anonymous

Is there a setting that changes the intensity of Duna dust storms? They're probably my favourite part of the mod, however I don't think that they are as strong, as loud, as dense and as dark inside them as I would expect.

blackrack

Are you looking at the big ones or the diffuse ones? I suspect you are looking at the diffuse ones since the big ones are quite dark inside. With that said the big ones are designed to have a thick front then kinda thin out. There's not a single setting though, you'll have to dive in and edit the density setting or curves for multiple cloud types. See here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-cloud-configuration#cloudtypes

blackrack

The real issue here is not that it's too hazy, it's that the terrain is too dark and will get easily covered up by the atmosphere, I don't have a good fix for that. If you still want to reduce the atmospheric haze, keep in mind that this will affect how the whole atmosphere looks, and it will look a lot less nice from the ground and when flying around clouds. Press ctrl+alt+f11 in flight to bring up the scatterer menu, find the rayleigh settings where it says "thicken", set a value lower than 1 like maybe 0.9, press GO multiple times until you're happy with how thin it is then save.

Anonymous

What are the best graphics mods to add that are compatible with this?

blackrack

Parallax 2, TUFX with a custom profile (the popular ones are ballisticFox and invaderchaos iirc), waterfall

Anonymous

Is there OPM configs available?

Anonymous

When I load the KSC overview scene, i get a spam of these two errors, and the volumetric clouds aren't there at all: [EXC 16:49:31.846] ArgumentNullException: Value cannot be null. Parameter name: shader UnityEngine.Material..ctor (UnityEngine.Shader shader) (at <12e76cd50cc64cf19e759e981cb725af>:0) Atmosphere.DeferredRaymarchedVolumetricCloudsRenderer.Initialize () (at :0) Atmosphere.DeferredRaymarchedVolumetricCloudsRenderer.OnPostRender () (at :0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 16:49:31.861] [EVE] Could not find shader EVE/ReconstructRaymarchedClouds I've tried reinstalling both EVE and StockVolumetricClouds from the .zip file i got from the github, but still get this problem. The clouds are, however, visible in the ScaledSpace version of kerbin

blackrack

Start over with the install and make sure you also only use the scatterer included in the download, you probably have an external/old version of scatterer.

Anonymous

still cannot comprehend how a mod made on a 12 year old game can do better than a full game studio on a sequel of one of the most succesfull space game. Impressive man, keep up the good work !

Anonymous

Hyped for the next update! When it releases, is updating as simple as dragging files into the gamedata folder?

blackrack

You'll have to delete the old files then drag the new ones in and that's it! Deleting the old files will be important for the next update to reduce memory usage

Moods Moodd

and the release date ?! :D

blackrack

Soon (tm) In all seriousness I'm aiming to have the cockpit droplets + load on demand + some weather and config improvements out in 1-2 weeks, but take it with a grain of salt in case things don't go as planned.

Moods Moodd

recently i play with avp + volumetrics clouds 2 ... it s work well

Anonymous

I made a configuration for RVE2.0 to support volumetric clouds, referenced the assets of EVO and RSSVE, fixed the failure of RVE2.0 water body reflection, transplanted part of the code of @jrodrigv for EVO, and fully optimized it. Make RVE2.0 the unique high-quality volumetric cloud effect in RSS at present. And fix the city lighting problem of RVE2.0, and increase the resolution of all assets to 64K. Still waiting for the author's inquiry request to satisfy the redistribution agreement

Anonymous

would be sweet if vc had aroura borealises (boreali?)

Anonymous

Just absolutely great work

Anonymous

The KSRSS and RSS configs are perfect

Anonymous

will there be storms and tornadoes in the mod ?

Anonymous

Do you plan to add volumetric clouds to laythe? (As far as I know there is only the volcano clouds?)

blackrack

There's already storms though some more will be added. Tornadoes look a little weird last I tried them, there are already some dust devils on duna though.

Anonymous

Is there anything planned to be done about the clouds looking a little blurry in timewarp?

blackrack

You can reduce temporal upscaling, but it will be more performance demanding. See here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling#temporal-upscaling

deimos_19

is there any way to fix the bug where the atmosphere sort of detaches from the planet when changing fov in iva?

Anonymous

i might be missing something, but how do you get it to storm on kerbin or jool?

blackrack

On Jool it's always stormy. On Kerbin just timewarp for a while since it's not super frequent right now. Next version will make it more frequent.

Anonymous

Do you plan to make the clouds variable with altitude and size?

Anonymous

Sorry, I meant if you planned to make the clouds vary in altitude as allowed to having 2 bound layers

blackrack

You mean clouds moving from one altitude to another seamlessly? No it can't be done right now with this system. Could be done one but sounds quite complicated and I want to work on other things first.

Anonymous

Is there any way to change the graphical settings of the volumetric clouds?

Anonymous

I'm not entirely sure yet. The mod runs fine on my PC but I would love to increase performance if possible. Any setting that would have a big impact on performance while having a low impact on the visuals would be great.

blackrack

Sadly I've already set it at the level where it looks good and runs optimally. Try setting temporal upscaling to 16x but it will get blurrier, see here how: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling#temporal-upscaling

Anonymous

Does this work with RSS? I tried following the install instructions, but my game keeps crashing at the end (when it says "loading expansions"). It only crashes after I installed this. I have KSP-RP1 express installed

blackrack

It does work, you're probably running out of memory or of the disk swap thing.

blackrack

How much system RAM? Monitor the memory usage when the game is starting and when it crashes

Anonymous

Thanks. Turns out my RP1 install was faulty. I am reinstalling now. This still works with BananaMans config right?

Anonymous

Thanks for your help. I got it working. However, the volumetric clouds looks a little boxy? Is there any setting I can tweak to make it higher quality? i.imgur.com/fpofaaU.png

blackrack

Do you mean the square artifacts or the general shapes of clouds? For the square artifacts reduce temporal upscaling: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling#temporal-upscaling

blackrack

There is also RSS-Reborn if you want to test it: https://gitlab.com/ballisticfox/RSS-Reborn read about it here: https://www.patreon.com/posts/volumetric-and-84435214

Anonymous

Thanks, will try this. Awesome mod btw. The transition when your vessel bursts through the cloud into the upper atmosphere is 🤌

Anonymous

Sadly the RSS Configs are not working for me :(

Anonymous

The two old-Ish ones. I couldn’t find out how to get ballistic foxes installed. Whenever I run the game with them there’s just zero clouds. And no water with evo. Which may or may not have killed a kerbal.

Anonymous

I had to hit the "apply" button on the ingame EVE settings to make things work, otherwise clouds didn't showed up (Did work with EVO, can't remember if that worked too with RSSVE) Since then, everything's fine I hope that'll work for you too

Anonymous

Can I use the performance heavy config with the RSS configs?

Anonymous

is this compatable with Kopernicus?

Anonymous

I’ve noticed there is occasionally clouds on duna, is this a bug or intentional?

deimos_19

when do we get a new update?

blackrack

This week-end or beginning of next week. It's going to be mostly technical and incremental improvements: Lower ram and vram usage, better upscaling, less flickering and graininess from orbit, cockpit droplets, ozone layer support, some bug and artifact fixes, more frequent rain.

Anonymous

Sorry for another "help it's not quite working" comment but firstly i just wanted to thank you for this mod, it's honestly phenomenal and when i got it working and started flying a plane around i was amazed, it felt like I was playing KSP for the first time again. But on with my issue, I noticed that using rescale made the clouds look kind off weird(i hope you know what i mean here, because i just cant quite find a word to describe it, but i can send a screenshot if need be) also i found a older comment asking about rescale too and you mentioned tailored maps and configs in it. So i am just wondering if making them would be something hard or would it be possible for a person like me who can do basic editing of configs. But again thanks for this mod, i love it.

blackrack

Yeah making them is hard, you need to make new high-res maps and tune them just right for the scale, then tune the settings. Easiest is probably to use one of the RSS configs for rescale (assuming 10x rescale).

Anonymous

Well i had hopes for it but thanks for the anwser, also personally i run 3.5x because 10x is just too big for me and i like keeping things stock(-ish). But again thanks for the anwser and cheers

Anonymous

Is there an ETA for public release?

ProximaCentauri

Hi, so I'm currently working on a config but i'm encountering a weird issue I never had before, when I press *Apply* in the In-game editor the clouds of the object i'm editing completely disappears and even when I cancel my change it stays like this, only way to fix this is restarting the game after every changes. Any ideas?

AtmosphericBeats

I notice a huge frame drop in the start screen, no problem at all once in game. VRAM usage reduction is very appreciable

blackrack

It's probably throwing an error or breaking something, check logs when it happens

Anonymous

How do I add Auroras? But overall, the volumetrics look awesome!

Anonymous

You can use the spectra volumetrics config (search it up, not on ckan) which just removes the 2d clouds and still leaves the auroras

Anonymous

Is this version 2? I'm trying to get the clouds for KSRSS.

Anonymous

I tried following the instructions for that, and I was stuck on the loading screen where the planets kept orbiting the star

Anonymous

I figured out what happened. It was related to parallax causing the error.

Mofigogamerboy

Question, how deep can you go into jool now, because I tried to send a probe down there and it got crushed from the pressure at -2250m (I have other mods that add that sort of realism)

Mofigogamerboy

… I’m intrigued, time to skip school and design the ultimate probe 🥶🥶💀😎👀👀

blackrack

Make sure you install a physical warp mod (like hyperwarp) because the descent is super slow

Mofigogamerboy

Good point, also I realise there aren’t any videos showcasing things like Jool’s or eve’s atmosphere so I’m thinking of filling that gap.

rtyyy yb

what happens to the clouds on other planets? like with the kcalbeloh mod

Lachlan Thorne

Does this work with jnsq or is there a config I’d have to download?

blackrack

Kcalbeloh has volumetric configs (on kcalbeloh's discord iirc). Sorry for late response, I got the notification but didn't see the comment because it was on an older version.

blackrack

Afaik someone made a volumetric jnsq config, I can't comment on the quality as I haven't tested it. I'll try to find it and link it.