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GeneralConfig

LGhassen edited this page Dec 19, 2020 · 30 revisions

This section describes the basic mod settings, it's aimed at end-users

Accessing the settings

Settings can be accessed from the KSC menu by clicking on the scatterer button

Or by editing directly the config file scatterer/config/config.cfg

Settings description:

Scattering tab:

Godrays (useGodrays)

Volumetric shadows. Godrays use shadow information so the quality is directly tied to shadowmap resolution and shadow distance. Godray strength can be tweaked and godrays respect atmosphere density and optical depth. Only compatible with Directx 11 (requires the unified camera setup).

Left: Godrays off. Right: Godrays on.

Ocean tab:

Ocean shaders toggle (useOceanShaders)

Set to True or False, when enabled will replace the game's ocean with a custom ocean system. One of the most performance taxing features in Scatterer. If you set this to False in the game menu, you have to restart the game for the stock ocean to re-appear.

Comparison (left stock, right scatterer):

Fourier grid size (m_fourierGridSize)

Set to power of two, max is 256. Size of the fourier grid used for the ocean surface. Basically 64 is faster but the ocean surface may look to be repeating, 128 is the sweet spot between quality performance, 256 is the highest quality.

Comparison (left 64, right 128):

Sky reflections (oceanSkyReflections)

Set to True or False, when enabled the custom ocean surface will reflect the sky, giving it a much more realistic look.

Comparison (left Off, right On):

When off, the ocean will take it's reflected color from the precomputed irradiance texture, which may look different dependent on setting.

Performance impact of this setting is negligible.

Surface receives shadows (shadowsOnOcean)

Set to True or False, when enabled shadows appear on the custom ocean's surface.

Secondary lights compatibility (oceanPixelLights)

Set to True or False, when enabled, secondary lights (ie ship, kerbal lights) will illuminate the ocean surface.

Underwater caustics

Set to True or False, when enabled, caustics appear on underwater surfaces.

Underwater light rays

Volumetric underwater light rays, derived directly from the caustics textures and config. Brightness of underwater light rays can be adjusted. Light rays respect shadows.

Waves interact with ships

The settings name is "oceanCraftWaveInteractions". If this is enabled, waves will be collidable and ships will be able to interact with them

The interactions will be applied to ships under a max altitude "maxWaveInteractionShipAltitude" defined per-planet.

If this is enabled, it will also be used to check when the camera goes under water and switch to underwater shading dynamically, whereas without it underwater will be switched on only under a camera atltiude of zero.

This isn't performance-intensive at all, but it requires async GPU readback support (Directx 11 only for now). The higher your framerate the better the experience will be, the lower your framerate, the more latency there will be between the wave moving and the interaction happening.

Sunflare tab:

Lens flare shader (fullLensFlareReplacement)

Set to True or False, replaces the stock sunflare shader with a custom shader (that can render on top objects).

Left: Stock flare. Right: Scatterer flare

Lighting tab:

Eclipses (useEclipses)

Set to True or False, when enabled will show eclipse effects on the atmosphere and clouds (sky and scaledSpace only, doesn't affect local haze effect for now).

Kopernicus ring shadows (useRingShadows)

Set to True or False, when enabled Kopernicus Rings will cast shadows on the atmosphere. Broken in some older versions, fixed in 0.0600 (only linear rings supported, tiled rings will not cast shadows).

Disabled scaled space ambient light (disableAmbientLight)

Disables the ambient light on scaledSpace planets (map/planetarium view only). The default ambient light of the game doesn't allow dark side of the planets to be properly dark, enabling this makes it realistically dark. Set to True or False.

Sunlight extinction (sunlightExtinction)

Set to True or False. When enabled, lighting will get realistically soft and change colors when filtered by the atmosphere, mostly noticeable on sunsets and sunrises, but can be noticed anywhere with thick atmospheres.

Left is disabled, right is enabled:

Dim light underwater (underwaterLightDimming)

Set to True or False, Sunlight gets weaker the deeper you go underwater, until disappearing.

Shadows tab:

1.9 Directx11 flickering shadows fix

Fix for flickering shadows in Directx11 on KSP 1.9+ (stock bug https://bugs.kerbalspaceprogram.com/issues/24995)

Long-distance Terrain shadows (terrainShadows)

Set to True or False, when enabled will enable the game's terrain to cast long-distance shadows (the game's terrain casts shadows in 1.9 but the distance is limited to 10000m), and increase the distance shadows are visible from.

Shadows distance (shadowsDistance)

Distance in meters at which shadows will be visible. Note: Increasing the distance makes shadows less precise, read more about shadow-mapping if you are interested to know why.

Shadowmap resolution
Shadow cascade splits
Shadow bias and Normal bias

Settings to fine-tune the shadows and fix artifacts. These are unity settings which are explained and detailed here Only applied if terrainShadows are activated.

EVE Clouds tab:

Integrate effects with EVE clouds

Camera tab:

Override Near ClipPlane

Settings not exposed by the UI:

autosavePlanetSettingsOnSceneChange

Whether or not to auto-save planet and configpoint settings made trhough the UI on scene change. Will not work if the planet is configured through a ModuleManager patch and may write settings to one of the stock configs. Set to True or False.

Menu scroll section height

The height of the scrollable section of the UI when editing config points in-game.