True Volumetric clouds Release 2
Update 07/06: Fixed engine sound issues with thunder. This is the new version, with rain, lightning, snow and volumetric Jool.
Update 07/06: Fixed engine sound issues with thunder. This is the new version, with rain, lightning, snow and volumetric Jool.
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:
Go to the bottom of the post for the download.
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:
KSRSS configs made by @AtmosphericBeats (updated with rain, snow and thunder): https://github.com/atmosphericbeats/atmosphericbeats_eveconfig_ksrss/releases/tag/v1.1
KSRSS configs by @SartinMax (not updated with rain, may only work with release 1 or need some fixes for release 2): https://forum.kerbalspaceprogram.com/topic/215669-ksrss-volumetric-clouds-development/#comment-4263267
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 (341)
For supersampling - do I use F2 to take the screenshot? Or do I take a screenshot while the UI is hidden.
Wrong post, but yeah
Hey! Great mod! Is it possible to have wind affecting the trajectory?
There is a separate mod for that, look for "CPWE - Configurable Planetary Wind Effects"
howdy, I don't mean to be "that guy", but how do I turn on the rainstorms?
The easiest way is really to timewarp until they appear (this is better on releases 3-4 btw, not sure why you are commenting on release 2).
Does this work with jnsq or is there a config I’d have to download?
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.
what happens to the clouds on other planets? like with the kcalbeloh mod
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.
… I’m intrigued, time to skip school and design the ultimate probe 🥶🥶💀😎👀👀
Make sure you install a physical warp mod (like hyperwarp) because the descent is super slow
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)
You can go to -75km and there is some hidden layers to explore in there
Is this version 2? I'm trying to get the clouds for KSRSS.
Go to version 3 man, there is a patched version for ksrss there
How do I add Auroras? But overall, the volumetrics look awesome!
You can use the spectra volumetrics config (search it up, not on ckan) which just removes the 2d clouds and still leaves the auroras
I notice a huge frame drop in the start screen, no problem at all once in game. VRAM usage reduction is very appreciable
Was it before the clouds appear?
Is there an ETA for public release?
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.
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).
when do we get a new update?
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.
I’ve noticed there is occasionally clouds on duna, is this a bug or intentional?
Intentional, they come and go like the dust storms
is this compatable with Kopernicus?
Yes
Can I use the performance heavy config with the RSS configs?
You can
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
It does work, you're probably running out of memory or of the disk swap thing.
Is there any way to change the graphical settings of the volumetric clouds?
What do you want to change? There's a lot of settings
Do you plan to make the clouds variable with altitude and size?
Not sure what you mean, they already are
i might be missing something, but how do you get it to storm on kerbin or jool?
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.
is there any way to fix the bug where the atmosphere sort of detaches from the planet when changing fov in iva?
Don't know what causes it yet
Is there anything planned to be done about the clouds looking a little blurry in timewarp?
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
Do you plan to add volumetric clouds to laythe? (As far as I know there is only the volcano clouds?)
There is regular clouds on Laythe
will there be storms and tornadoes in the mod ?
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.
The KSRSS and RSS configs are perfect
Just absolutely great work
👍👍
would be sweet if vc had aroura borealises (boreali?)
It is planned
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
recently i play with avp + volumetrics clouds 2 ... it s work well
Same here!
and the release date ?! :D
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.
Hyped for the next update! When it releases, is updating as simple as dragging files into the gamedata folder?
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
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 !
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
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.
What are the best graphics mods to add that are compatible with this?
Parallax 2, TUFX with a custom profile (the popular ones are ballisticFox and invaderchaos iirc), waterfall
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.
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
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
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.
are you planning to add hurricanes?
Yeah https://www.youtube.com/watch?v=irQPTVVGefk&ab_channel=blackrack
are you planning on allowing volumetrics for planetary rings?
No not something I want to do. Imo planetary rings aew better done with instanced rendering and LOTS of tiny rocks than volumetrics.
this is kinda a dumb question but how do i install this with the EVO config with RSS?
I think you just install Stock volumetric clouds, install EVO, then install the provided RSS config
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
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.
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.
Parallax 2 for sure, TUFX with one of the popular configs (BallisticFox's, invaderchaos or others)
Somehow I gained 15 fps with this mod what
That happens if you were using a lot of layers of the old volumetrics especially with cubemaps, they scale badly
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.
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.
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 !
How can I maintain a high FPS on a first gen M1 Mac with this?
What GPU does it have and which fps are you getting now?
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 ?
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.
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?
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
Hi, are there city lights?
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.
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
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
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.
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.
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?
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.
is there any way to increase the frequency of lightning storm and rain and decrease the amount of clouds because kerbin is mainly clouds
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
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.
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.
sorry for asking, why i never meet rain, snow and thunder?
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.
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.
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.
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
Did you found a solution ?
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.
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
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
Does this flicker or it's always like that? Can you post your KSP.log file?
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.
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
Does this mod work with any other configs like spectra?
Nope, Spectra would have to update for it
Does this mod work with other configs such as Spectra at all?
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.
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.
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.
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.
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
Looking good. Is there a reason you don't delete your old 2d clouds though? Do you like how they look?
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
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.
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
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.
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?
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
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!
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.
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
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
Any suggestions on how to get citylights to show up again?
Reinstall boulderCo, then delete everything from it apart from citylights .cfg and citylights textures
Hey just checking is duna meant to look really dark without clouds? it appears to no have a atmosphere.
Do you have a screenshot?
How would I convert standard, flat EVE clouds to work with this? Or would I have to bother the planet pack author?
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.
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
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
Man this mod is stunning!
hello, i really love this mod looks fantastic!!! just a question how can i increase the rain prob? ty
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
Will this mod be compatible with more planet packs in the future? (e.g OPM or Galaxies Unbound)
It will, but it won't be me who provides those configs, it will be the planet pack's authors/maintainers.
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 :')
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)?
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
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?
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
hey does this work with 10x kerbol system
It works but it won't look good, it'd need maps and configs tailored for that scale.
For some reason, the clouds on jool look really dark and pixalated, is this normal?
Screenshots?
I'm not very familiar with graphic design, could someone explain what an RSS configuration is? Thank you.
It's a config for RSS the real solar system mod which replaces the stock system with the real one.
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
Hello, tu supprime BoulderCo, AstronomersVisualPack, Spectra, Scatterer et EnvironmentalVisualEnhancements avant de copier les nouveaux fichiers et normalement c'est bon.
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
Did you install any external flare configs?
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!
It seems to be a new issue, it has been reported recently, i haven't fixed it yet
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.
Can you send your KSP.log file?
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?
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.
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
Yeah you have to copy the citylights cfg and the associated textures from BoulderCo
Anyone elses game crashes now after the newest update?
Since which version? Yesterday's?
holy shit haha. Jool descensions are honestly a bit terrifying. you eventually reach a black lair of constant lightening strikes.
Absolutely, the lowest layers being lit only by lightning is something I wanted to do from the start
You rock, man!
Thank you, love your work :)
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!
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?
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.
This looks absolutely fantastic!
I've tried this but it's not working. Should I have put the file I downloaded into the gamedata folder?
No, send me your KSP.log file, you can upload it on google drive (make sure to make it public)
I can't install it for the life of me, can you please help
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?
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.
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.
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?
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.
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.
Can you provide the KSP.log file? Have you tested it without KSRSS and without any other visual mods apart from Scatterer+EVE?
Tested it with my Main KSP Instance with +270 mods, everything seems to work on Kerbin (no more flashing EVA/IVA JumpScare).
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!
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.
you're a psycho, amazing achievement!
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!
The only problem Im finding is that the frequency of rai on Kerbin was less than I expected...Im calling for more rain!
Last release there was complaints about too much rain :')
when i head into jool surface, i see alot of circles, is that a bug that needs to be fixed, giving feedback
Screenshots?
Thanks for fixing the flashing/crashing :)
how do i install the volumetric clouds for rss
I think the jrodrigv one requires EVO to be installed.
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.
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.
The KSRSS config is out-dated, I'm trying to update it
In which way is it outdated? No rain/lightning or something is broken?
Do you have a discord server 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
do either of the RSS configs work with PRVE?
In general you can't mix volumetric configs with old 2d configs.
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$
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
is there a config for making the lightning sound have realistic delay?, love the update btw!
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
the dust storms on duna don't look like they do in videos online can anyone help me pls
Timewarp a week or two and wait for the big ones to kick in
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?
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.
When i go below 0 on jool the top half of the game just goes black whyy?
It has been reported to be caused by Distant Object Enhancements, I've not investigated why yet
Do you plan to add support for the Outer Planets Mod?
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.
absolutely incredible work on jool
Great work so far! A huge upgrade from what EVE was before. Keep it up my guy!
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
Screenshots?
how do i spawn rain clouds?
For now the easiest way is to timewarp
Just wondering, is this mod causing the flickering of the IVA portraits? Or is it another mod?
Yes, I'm currently fixing this
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)
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.
Will we still be able to get auroras?
Yeah in the future
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
I finally reproduced this bug tonight after multiple reports, I'm working on fixing it, seems to be caused by the rain splashes.
im just wondering, how does one license the sound of thunder? that seems like katy perry trying to say she owned a musical scale
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.
do you plan to add hurricanes? that would be awesome!
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.
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!
it took me a while time warp helps
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.
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.
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
Parallax 2, TUFX with a good config (Ballisticfox's and invaderchaos are popular), maybe TURD or magpie for parts.
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)
Yes of course
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
Can you send your KSP.log file and some screenshots?
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.
Can you post your KSP.log file and a screenshot of your gamedate folder contents?
This looks stunning, thanks Blackrack! Now we need to ask Vulkan to release their windshield droplets shader as a mod for ultimate rain vibing 🤤
Don't worry I'll have my own version.
I can't get it to work, I dunno what I did but it isn't working.
Absolutely stunning blackrack, good work.
Is this compatible with JNSQ?
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.
Really awesome update! Now when are you gonna add wind and tornado's/dust devils lol?
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.
I'm using the EVO config on RSS, and all the landmasses are white.
Please share some screenshots and the KSP.log file (on google drive for example).
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.
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
do you plan on adding support for the gas giants in OPM?
Nope, OPM/OPMVE has to do that.
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
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.
Where did you get the jool texture?
I made it.
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?
Not a bug
My antivirus keeps on thinking its a virus
Your antivirus is the virus (sorry I couldn't resist).
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
Imagine combining it with a wind mod, that would make Jool even more nightmarish !
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.
Love it! Blackrack, YOU ARE APPRECIATED! <3
Painting with the edit tool doesn't seem to activate rain particles.
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.
Wow it's so cool!
nice one!! thanks bud!
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
That's really not supposed to happend. You don't have any mods like JoolSurface or something that mess with Jool?
incredible
how does one edit a truecolor image without matlab?
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
Is there a way to get this working with AVP without the weird clouds?
Not really, wait for avp to update
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
How can I make the rain particles bolder and more visible?
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.
LETS GOOOOO!
I love this!
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.
I'm gonna work on that, a flat minlight looks awful so I'm probably going to have it receive light from the mun
I will maybe be tempted to go back to stock KSP from RSS/RP1 just to check Jool...Phenomenal work!!
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?
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.
Just wondering, will the particles be visible while your in the KSC screen? And also, how do you use the cloud painter tool?
Yes for both
I HAVE TAKEN SO MANY SCREENSHOTS MUAHAHAHAHHAAAAAAAAAAAA
Share some :)
i need mod pack with this and the other best visual mods to go with it :D. this is amazing tho!
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.
Whoa! What a nice surprise to cap off the weekend. I'm loving it.
Wow. Jool is absolutely terrifying.
Pumped! been waitin for this! Thnx Blackrack
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
WOOOW, FINALLY!
amazing!
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
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.
Awesome! nice work
Looove iiit!! <3 <3
Just noticed a bug when going under 0 meters on Jool, the upper part of the sky turns black.
What do you mean? There is not supposed to be a visible sky there. Do you have a screenshot?
YESSSS!!!!! It looks FANTASTIC!
Amazing work! How do I find the storms (lightning/rain etc?) and is there a way to make it more frequent?
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
Joined the Patreon for this! Only issue is having to give up AVP..... Hope later versions can have AVP slapped onto it!
I agree, AVP loss (auroras particularly) would be nice to have back.
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
What did you change? You can just revert your changes.
WOOOOOO YEAH LIGHTNING
Wow! Thanks Blackrack!
I'm back!
guess who's back back back back again
No fair I'm at work (not working). SNOW TOO?! Also loving the intent for small updates.
Yeah snow is only on the poles of kerbin though for now (since it'd look out of place elsewhere).
looks incredible!
I quite literally checked here for any updates the exact minute this came out. No notifications. I am god
Simply Spectacular!
About to give this one a run! Really love it, keep it up!
Awesome work! Can't wait to give it a go.
Looking forward to giving this a whirl :D
Can’t wait to get my 40 series. Gonna run everything on max with this.
Loading up now! Thanks!!
YESSSSSSSS
congrats on the release!
Thank you!
!!!!!!
😍
