---------- Post added at 22:07 ---------- Previous post was at 21:31 ----------
UPDATE:
I've fixed bug with exhaust transparency. Now it works just the way it's supposed to. Please download latest & check it out.
That did it! Now the exhaust looks like it always has.
---------- Post added Apr 29th, 2012 at 00:21 ---------- Previous post was Apr 28th, 2012 at 22:07 ----------
I know it took a long time :tiphat:, but today I've fixed that bug - now "inline" bases are also being read from planet config file.
Oh noooo - This one makes it crash on startup without any hint in the log, even if I disable all the modules - it just says "Orbiter has stopped working". I replaced the DX11client.dll in "plugins" with the previous one and now it works fine again.
The changes you made helped with the post-processing, but really only toned it down - it's less likely to immediately jump to blinding brightness but still jitters quite a bit, though sometimes it settles on what I assume is the intended value and just flickers like a poorly wired dimmer switch, and now looking away from something bright like the horizon in LEO or the sun or stars i.e. straight towards the ground will cause it to dim back down. Rotating the view also seems to pause or slightly reverse the increase a little.
It seems to have something to do with the way meshes are rendered in the external view, leading to some kind of feedback. It still happens even with all the effects turned off in the launchpad, as long as you're in the external view and a mesh is being drawn. Here's a list of things I noticed that might help narrow it down:
- In the cockpit view it quickly wobbles down to a steady, solid level that's actually duller and darker than the unprocessed effects. This seems to be the "default" level it wants to rest at, but it's much duller than the shots you posted. It looks like a vaseline filter instead of light, but it's the only time it doesn't flicker, except in a VC, where it's subtle because the outside is still at the solid, darkest level.
- In the external view, if you zoom out till the mesh is just a dot, it dims to the stable bottom level.
- Even in the cockpit view, having another mesh onscreen will cause another brightness explosion, but more complicated or numerous meshes kept it from reaching the same extreme levels.
- The only exception I noticed in the external view turned out to be because the brightness had invisibly latched onto the VC of the XR2, and when I switched back into it, I saw it glowing white then dim back down.
That's all I was able to figure out, hopefully it's helpful.
You've probably seen this already, too, but something else I noticed with the post processing are these aliased little sparkles around a planet with an atmosphere when seen from far away, like this:
Awesome to hear you're working on new clouds, too - That's been something we've needed for a while.