Monday, September 5, 2016

Elite Dangerous

Elite Dangerous   Oct. 26 2016 Guardians Update**************************
Original fix by AndysonofBob.. I just added to his fix and updated the sun as they where broke.. so most of the credit for this fix goes to him ;)

Thank you Andy ;)

ELITE DANGEROUS HORIZONS and ELITE DANGEROUS 64bit
V16 updated 10-30-2016
V16 for Elite 64bit now available:

 
EDHorizonsv17win64bit.rar

[KEYBOARD SHORTCUTS]
  • "/"   If you think planets look too close press "/" to toggle the depths; you will need to do this again when accessing the system map or the planets won't show.  Default is standard depth.


UPGRADE?
Just dump and overwrite the files from the: ShaderFixes UPGRADE WITHOUT STARFIELD +NEBULA folder to the ShaderFixes folder.



STANDARD INSTALLATION

Elite Dangerous and Elite Dangerous: HORIZONS
You will need to extract all of the files into the elite-dangerous-64 folder: C:\Games\EDLaunch\Products\elite-dangerous-64


INSTRUCTIONS  Please read all of the following CAREFULLY

  • You will need to DISABLE SHADOWS in the game's menu.
  • Make sure you are in NOT in Compatibility Mode!  CTRL+ALT+F11 toggles CM
  • Make sure MOUSE CURSOR is set to SOFTWARE


YOU WILL NEED TO TWEAK CONVERGENCE TO ALIGN THE STARFIELD and NEBULA

You must first have the convergence keys unlocked in the nVidia panel
  • Go outside to where you can see the nebula and starfield;
  • Put this view to the center of the screen;
  • Hold down your lower convergence button until the nebula is a teeny tiny bit behind the starfield when looking directly in the middle;
  • Save the convergence setting ALT (might be CTRL) + F7

HAVE FUN!


Fixed:
Orbit lines haloing and occasionally only appearing in one eye
Many textures fixed
Object doubling with planets/star
Trail halos fixed
Found and moved 2 starfields to depth.  [There will be more! Please let author know where you are.]
Found and moved 2 nebula to depth [YOU MIGHT NEED TO TWEAK see below]
Added toggle for planets to correct dept: "/"
Deep space planets moved further back
Certain HUD elements tweaked slightly
Dodgy effects removed:
Bloom docking lights outside station and stars through Hyperspace (need to be checked)
****************************************************************************
The_Nephilim update Sept. 6. 2016..
UPDATE:12 Fixed the sun had 2 bad effects now looks fine.. I checked a few other things but did not see anything else wrong.. if you see something Please let me know.. just give me what it is and where you saw it especially any planets..
*****************************************************************************


The_Nephilim Update Nov. 13 2016
Update 17: fixed Starfields and they can be modified still.. Nebula should be good but can be modified to suit your needs..

108 comments:

  1. Thanks for updating this. Seems there's been a surge in Elite players recently, myself included. Was using this fix.

    I've been mining resources a lot, and the scorched trail the mining beams leave on asteroids aren't showing correctly in 3D. They look to be doubling and at screen depth.

    ReplyDelete
  2. I will try and get too look at this.. any particular setup I should use like mining laser, which ones??

    ReplyDelete
    Replies
    1. I am no expert, but I've only encountered one type, 1D Mining Laser. Will fit in any ship.

      Delete
    2. OK I will try and get a look at this over the weekend possibly tonight..

      Delete
    3. I had found the offending shader and tried a few things that might have fixed it but no good.. I think this bad effect is like a shadow effect znd they are really hard fixes from what I been told.. so the best thing might be to omit the trail from the laser.. Will look into it further tho..

      Delete
    4. Appreciate your efforts. It's hardly a deal breaker against playing it in 3D.

      Delete
  3. Well I have not gotten an answer to what is causing the effect to do what it does but I was wondering would it be best to just omit the laser trail shader or just leave it.. the sun was realy funky glad that is fixed now tho ;)

    ReplyDelete
  4. Thanks guys, now with ED 2.2 (Guardians), the Starfield shaders changes are not working, the starfield maintains a fix distance (closer than starts in the same systems or even planets), no matter what separation values is put. Nebula changes are working though, but starfield is too close to be comfortable.

    ReplyDelete
  5. Well I made a small updatge to the Starfields and inside the large stations light effects and the Sun's once again where broke.. so hopefully this is good. if not let me know..

    ReplyDelete
    Replies
    1. Oh man, thanks a lot!. I'll download the file tonight and try it out, will post results here. Exactly what you mentioned, in space stations with a lot of hologram billboards, weird double contour effects appear in everything you can see, also Stars were broken as you also mentioned with that weird halo around them. Another thing I noticed while playing yesterday is the lense flares effects, these appear in first plane and not at the right distance while in 3D vision. Lens flares are necessary to see the new "approaching star" animation during Hyperspace jump, and the approaching star seems broken as well as is too close to the front plane than it should be. So the file with the fix is the same right, V12 rar file above in this post?. Thanks again!

      Delete
    2. Hi, I just tried the V12 version posted here and still the same, Starfield is fixed to a close distance, and editing separation setting in 6c40a3a24123c6f6-vs_replace and b71f0c85a91aef37-vs_replace shader files in ShaderFixes folder does not do the trick anymore to push the starfield back.

      Delete
    3. Thanks, I see that V14 was published. I tried just now and still the starfield can't be push further. I noticed that in the .rar file there's no "FOR TWEEKING NEBULA" folder with the modified d3dx.ini file for twaking shaders, is ok to use the V11 one? (that was the last version that had that folder). I use that ini file to try to tweak the starfield distance, but still nothing happens when putting new separation setting, saving files and hitting F10 to reload shaders. Nebula changes are ok and they move, but starfield just stays at the same close distance no matter what number you put in the "o6.x += separation * XX" parameter. Have you observed this behavior too or am I missing something / did the process to tweak the starfield changed?. Thanks again guys!

      Delete
    4. please correct the starfield

      Delete
    5. starfield just stays at the same close distance,please correct the starfield

      Delete
  6. This comment has been removed by the author.

    ReplyDelete
  7. OK I added another code for the Starfiled to get it working it should be at infinity.. This is not adjustable.. the nebula still are tho along with the dust.. the reason the Starfiled did not adjust it was now set as a different Shader file.. seems it changed from before.. the new coder I Put in should have the stars at infinity.. I alos updated the files and readme.. curious tho to what you set the nebula at. I have it currently at 1.3?? will publish V15 in a second need to rar it and upload to the FTP..

    ReplyDelete
  8. The starfield still is not solved, it needs to be pushed back.
    thanks again for commitment. thank you

    ReplyDelete
  9. OK I still don't see what you see. can you explain why you say the starfield is not back far enough?? You are talking about the Sars in the heavens correct?? I set it too infinity but if you can explain why you say they need to be pushed back further maybe I can see what you see as I don't see it??

    ReplyDelete
  10. I refer to the starry sky, thanks again

    ReplyDelete
  11. OK I changed a few things. you can now modify the starfileds just see the readme. if you have any questions Please ask.. Hopefully this will work better for those who want a deeper starfiled..

    So get V16 and enjoy..

    ReplyDelete
  12. This comment has been removed by the author.

    ReplyDelete
  13. the view of the starry sky is always forward, while nebula is ok
    .Thanks for your patience.

    ReplyDelete
    Replies
    1. Post screenshots to the 3dvisionlive.com website. It's much, much easier to understand what is going on with a screenshot.

      Delete
  14. Yes Rho Please post a screenshot I do not see it being not to infinity.. besides you can adjust it now too but it is different it is all in the Readme ;)

    ReplyDelete
  15. This comment has been removed by the author.

    ReplyDelete
  16. I posted this image in 3d on the site 3dvisionlive.com
    http://photos.3dvisionlive.com/
    thank you

    ReplyDelete
  17. http://photos.3dvisionlive.com/rgp/image/5817356fe7e564fe35000164

    Well looking at that with the Big Sun in the foreground and the stars in the backround look correct to me.. I still am not getting what you are seeing.. the stars in the far distance seem deeper then the forfront sun?? but You can adjust this to your desired depth but this is already set way past infinity at 2.0?? did you read the Readme I updated??

    ReplyDelete
  18. the nebula remains at the bottom while the star field remains in the foreground, I wonder if you can push starfield aligning with the nebula.
    This happened after the horizons 2.2.
    I'm sorry for your trouble.

    ReplyDelete
    Replies
    1. Thanks for posting the picture.

      @Nephilim: if you look at the photo on 3dvisionlive, and set it to anaglyph, you can directly compare the distance for different objects. The horizontal distance between left(red) and blue(right), directly translates to visual depth.

      If you measure the distances, the starfield has less depth than the sun or the nebula. Both the sun and nebula seem right for maximum distance/infinity. Stars are too close.

      Delete
  19. Yes, the stare are too close, how to fit it ?
    thanks again.

    ReplyDelete
  20. Look for following Nebula/Dust shader and OPEN in WORDPAD or Notepad++ if you have it:
    df226b8076adab82-vs_replace
    fb66e38457882d4f-vs_replace

    You can change the Distance by setting the following Parameter:

    o1.x += depth*convergence*x.x;

    ||set the X.X to a to anything you want but I think above 4 or 5 it starts to look funky..

    To change the Stars distance find the following shader:

    0c3345e4f21bc6de

    then find the following line in it:


    o6.x += depth*convergence*X.X;

    Where you see x.x input a variable upto 3.5.. you can go higher but should not need too...


    I changed mine to 3.5 will check ingame to see what it looks like

    ReplyDelete
  21. well 3.5 was a bit too much for me as I like the depth to be set at the furthest distance to my pupil didtance with is 3.0".. I am going to set the distance to 3.0.. If you look at the ED Instructioins in the file I uploaded v16 it is in there.. if they are not too clear let me know I will revise it..

    ReplyDelete
  22. Well at 3.0 I had 4" of separation. I think I understand the difference in my set ve all the others.. I use a modded version of the driver that increases the Stock Sepeartion NVidia set in their drivers.. I have increased separation then others who do not use the hack.. it is a regedit that anyonce can do. I just use the batch file that was made and you only need to use it once after a new drivers install..

    This is not the old hacks where you need to run the batch file before every game.. this is a one time fix that fixes the depth issues.. so perhaps that is why I see increased depth at lower numbers in the file..

    But I think I am going to do a final setting at 2.5.. hopefully users can set to their own preference with the ablove instructions..

    ReplyDelete
  23. https://forums.geforce.com/default/topic/930853/3d-vision/monitorsizeoverride-depthhacks-obsolete-/


    there is the monitor override fix for those interested ;)

    ReplyDelete
    Replies
    1. 0c3345e4f21bc6de open with wordpad and saved

      o1.x + = depth * Convergence * 3.5; my settings
      unfortunately always starry field too close

      my configuration- asus VG278HR with built 3DVision 2
      asus 1070 graphics card strix

      thanks again!

      Delete
    2. look at my above post.. but onto the stars what is the distance of separation you have on other objects?? what is the distance of separation you have on the stars.. if 3.5 don't work try a higher number..

      Delete
  24. The starfield is locked can not move back.
    I tried with higher values without result.
    thanks for your trouble.

    ReplyDelete
  25. what is the distance of separation you have on other objects?? what is the distance of separation you have on the stars??

    ReplyDelete
  26. other items are ok, only starfield remains bifore all.

    ReplyDelete
  27. yes I am looking into why the code is having no affect on the stars.. IT seems to work ok for the dust and nebula?? I hope ED did not lock the stars to a specific depth or something???

    ReplyDelete
  28. yes, only the star field is not correct while everything else is ok!
    thank you.

    ReplyDelete
  29. Well I am unsure why you are having this issue.. the Starfiled on my PC looks fine so this is very strange.. Even tho I added a number for the starfiled it did not seem to go either way but I am going to do a test and make the number like 10. so I will see if it is fact moving a little or a lot..

    ReplyDelete
  30. Well looking back at the posts here Bo3b noted the stars separation is less then the Sun in the foreground.. so I measured them and they are 4" for the Close Sun and 3" for the stars. I am unsure why that happens for this users ans mine are all the same except for the closer objects??

    ReplyDelete
    Replies
    1. If this looks OK on your system, that suggests there is a setting difference between machines. Some settings will activate different shaders, so it's possible they are running some setting that changes the result.

      Other possibilities include you having a cached shader (.bin or nvidia cache) that works, but the code is now not working.

      Delete
  31. The stars always stays on top of all objects in the visual, I do not understand how can 'be possible.
    Thanks again for your time.

    ReplyDelete
    Replies
    1. Agree. Waiting for fix for the stars. They are too close for me

      Delete
  32. Hi All,

    For me, this convergence parameters worked and now starfield is pushed back, although a little curvy and nebula as well:

    df226b8076adab82-vs_replace : o1.x += depth*convergence*0.950

    0c3345e4f21bc6de: o6.x += depth*convergence*3.75

    This did the trick for me and now I see starfield and nebula at acceptable distance, although I play with high Depth (Nvidia control panel says almost 70% Depth).



    ReplyDelete
  33. Forgot to mention, still the lights inside space station and the ones around it , you can see double contours on shapes sometimes, maybe it has to do with light flares on?, although this is necessary to see the new hyperspace animation of the approaching star when reaching a system.

    ReplyDelete
  34. Well I will havew a look with the light halos but I had light flares off so I will turn it on and try it.. and Hector that is the thing I tried setting that shader 0c3345 with no fix the start still looked the same so I don't think whatever number you input there it will have no effect..

    I tried to tell you I think it is tied to the setting from NCP and since I did the monitor hack I had more separation then stock settings.. my sepertation on far objects is about 4inches so that may be it.. I am unsure why you said it changed as I tried a lot of different numbers and none of them did anything..

    ReplyDelete
  35. I followed the old instructions of substituting the d3dx.ini files inside the "FOR TWEAKING NEBULA" folder, changing this paremeters in those Shaders files as described above, hitting F10 to see the change, until this was fixed (starfield pushed back and nebula placed to an acceptable distance vs starfield). After changes done, I replaced again the d3dx.file with the original. So what I did was just standard procedure and it worked for me, it's curious you're not seeing any change.

    ReplyDelete
  36. I made many attempts without results, the starfield I can not move back.

    thank you...

    ReplyDelete
  37. I noticed that this shaders 6c40a3a24123c6f6-vs_replace.txt does not create the bin
    because ?

    thank you

    ReplyDelete
    Replies
    1. The .bin files will only get created when the shader is actively loaded. So, that shader was not used during whatever play you saw. Could be used in a different location, maybe different settings, or could be the wrong shader altogether.

      Delete
  38. This shader that does not produce the ".bin" can 'be the cause starfield not to push deep'
    thanks

    ReplyDelete
  39. 6c40a3a24123c6f6 this is the old starfiles file delete it.. here is the new one that are the bulk of the Stars: 0c3345e4f21bc6de.......df226b8076adab82 this is the dust and Nebula..

    ReplyDelete
  40. The Nebula you can change and it has an effect.. the Stars no matter what I set it it they do not move at all.. something is broke there and I tried 4 different codes none of them worked.. I think ED did somethong to them maybe for the Rift devices??

    ReplyDelete
    Replies
    1. No, if we have the right shaders, we can always do something with them. There is no protection mechanism, or way to keep our changes from having an effect. The way to fix it might change however, and our normal approaches may not work, depending upon what the game does. As an example, shadows are often done using Compute Shaders now, not Pixel Shaders. Unlikely to be a CS for this star field.

      Delete
  41. Have you tried working with FD to get it to work?

    Btw, I absolutely love your work!
    Just sayin'

    ReplyDelete
  42. I did what Hector said and starfield work fine now! But... not in steam version of game. Its work only for frontier ver.

    ReplyDelete
  43. It works for my Steam version. Did you put it in the right place?

    ReplyDelete
  44. This comment has been removed by the author.

    ReplyDelete
  45. float4 stereo = StereoParams.Load(0);
    float depth = stereo.x;
    float convergence = stereo.y;
    o6.x += depth*convergence*1.0;

    OK I used the code above and was asble to get the stars to move.. I will update the fix and instructions to this info..

    ReplyDelete
  46. x bo3b- exact your evaluation when we switched to version 2.2 that works on computershaders, you see the loading and maybe the problem is here.
    You can find an alternative to this?
    thanks again.

    ReplyDelete
  47. OK I think I found out what might be going on.. I just did a new update to v17. I just went back into the game and the fix was not working.. I then exited the game and reapplied Hunting mode and voila it seemed to have worked after I reloaded the fix..

    IT seems like the fix applies the first time after when hunting is enabled. but when I disable hunting and go back into the game the fix does not work..

    I am going to test this theory and see what happens when I reenable Hunting and go back into the game..

    ReplyDelete
    Replies
    1. Whenever you make a change, best bet is to uninstall the entire thing using uninstall.bat to cleanly install the new fix.

      When you are creating a fix, you need to watch the .bin files, which need to be deleted whenever you change something. There have also been some conflicts with the Nvidia shader cache caching old shaders.

      Delete
  48. I installed v17 but unfortunately does not solve the problem, I think that with 2.2 made static star field and adamant, now I do not know how you can 'solve. thanks for your hard work

    ReplyDelete
  49. no it is not you may need to check the number it is set at.. open this file with Notepad++ or wordpad:0c3345e4f21bc6de-vs_replace then look for line number 123 this is the entry: o6.x += depth*convergence*2.4; I set it tooo 1.0 but try something higher and delete the same bin file so it works correctly like Bo3b said ;)

    ReplyDelete
  50. I tried 2.4-3-4-5-8. I deleted all .bin, but unfortunately the star field has no depth.
    thanks again for your time.

    ReplyDelete
    Replies
    1. Did a .bin file get generated for the shader in question (presumably the 0c3345e4f21bc6de)? If the .bin did not get generated but others did, that would indicate that shader is not being actively used in your case.

      Based on the conversations here, it seems like there is some sort of mismatch in versions of the game, or releases on Steam versus Frontier.

      Delete
  51. @RGP,
    Do you have Shader Cache on in NVidia Control PAnel?? IF so try turning that off.. I had a similar problem and that could be it if not I do not know what to tell you it is working on my end tho..

    ReplyDelete
  52. Well that could be the case just to let others know I use the Frontier Version.. but others said it worked with Steam as well.. Probally user error..

    ReplyDelete
  53. This comment has been removed by the author.

    ReplyDelete
  54. Not sure what happened, but all was working well with v16 when suddenly starfield just appeared again at the forefront, so my settings were lost. I didn't do any change after I was able to push the starfield back the first time by changing file 0c3345e4f21bc6de as I commented above on Nov 9, but now is not working, my changes to that file are not taking any effect, starfield does not move. I downloaded V17 and installed it, same result, no matter what value I put in 0c3345e4f21bc6de for convergence, starfield just stays at the same close distance, closer than planets , closer than space stations on the same space. So not sure what else can be done, why suddently shaders changes decided not to work anymore after it was fine and nothing was moved since then until now?. Have this happened to you?

    ReplyDelete
    Replies
    1. Forgot to comment, yes I deleted .bin files , chaned .ini to hunting=1, etc, all standard procedure, but is not working anymore. Thanks for your feedback.

      Delete
    2. I use Steam version by the way.

      Delete
  55. // Stars to infinity
    float4 stereo = StereoParams.Load(0);
    float depth = stereo.x;
    float convergence = stereo.y;
    o6.x += depth*convergence*3.0;

    is that the code in your File 0c3345e...??

    ReplyDelete
    Replies
    1. Yes, those parameters are in my file. So not sure what the problem would be now.

      Delete
  56. It disabled shaders in the nvidia control panel, but the starfield and 'irremovibile.Ps- I noticed that the starfield in guardians 2.2' consists of two layers, this can 'be the problem?

    ReplyDelete
  57. Well the only layers I saw and yes they where 2 was the Stars and the dust & Nebulas.. They are both working on my end now.. I am unsure why it is not working for you something must be amiss but what it is, is the question??

    ReplyDelete
  58. Hi, thanks allot for this update! I noticed 2 problems so far: 1. Sun looks much better, but it doesnt seem completely fixed though and 2. Sometimes I see black horizontal bars left and right from the screen when in space. In any case this update makes the game awesome again in 3D! Cheers

    ReplyDelete
    Replies
    1. Vertical bars instead of horizontal, sorry was misstaken

      Delete
    2. Try using the Ctrl-F11 frustum adjustment. That changes the edges of the screen. If that doesn't seem to be it, look for resolution settings, especially aspect ratio settings.

      Delete
    3. Thanks, CTRL+F11 did the trick indeed!

      Delete
  59. Ok, this is an incredibly crazy question but I can't seem to get out of the 3D compatibility mode. I have tried CTRL+ALT+F11 and nothing happens. Is it because I'm in Surround Mode? Am I doing something wrong?

    ReplyDelete
    Replies
    1. Nvidia Control Panel ---> Stereoscopic 3D ---> Set Keyboard Shortcuts ---> Enable advanced in-game settings. Make sure it is ticked....

      Have fun!

      Delete
  60. @Paul Muskee can you post a screenshot of the sun and where you see the problem ?? thnx..

    ReplyDelete
    Replies
    1. sure, here are 3 screenshots:
      Sun 1: http://imgur.com/dZCqDfe
      Sun 2: http://imgur.com/7zVLJug
      Dark bars: http://imgur.com/KOM9PTZ (more or less fixed with CTRL+F11 though)
      Thanks, let me know if there is anything I can do. Not such a big deal by the way, but it might be easy fix for next update I dont know :D

      Delete
    2. Sorry I forget to mention were the problems are, well in the Sun 1 screenshot its obvious on the bottom right of the Sun and in the Sun 2 screenshot its on top of the Sun. Those are the original problems before you did this update (as far as I can see now), its much less pronounced though. So the fix does work for sure, but in my case not 100%. I hope its clear and again, let me know if I can do anything. Keep up the great work!

      Delete
    3. I figured out how to fix this a while back, when trying to make my own solution for ED. You need to adjust the v0.x by stereo.x. I can't recall if its + or -. Might even be stereo.x*0.5. It's what the pixel shader uses for clipping/depth detection. It's used all over the place, in shadows and other lights.

      Delete
    4. https://www.dropbox.com/s/t6qzpnd6zrydga6/ED-ShaderFixes-1611210741.zip?dl=0

      The fixes I could manage to get together thus far. I'm also working on a fix for shadows. I made some progress before, but lost it when ED patched last week.

      Delete
    5. Nice Jonathan, thanks! Will check it out tonight and let u know. A fix for the shadows would be awesome indeed, the shadows give so much more immersion and I had to turn them off at the moment.

      Delete
    6. @Jonathon, fix is perfect! Really adds to the immersion. Thanks

      Delete
  61. Hi guys, wanted to share something really strange that I observed. I found out that shader changes to push the starfield back doesn't work if you're in Maia system for some reason??. I mean, if I jump to any other system around, shaders can be reloaded just fine by pressing F10 and it recognizes my changes to file 0c3345e..., however, in Maia, starfield stays in the front of everything else in that system (planets, suns, etc) and you're not able to push back the starfield at all!. This is very strange, maybe there's some rendered texture or something in that system that's avoiding the shader to be reloaded?. This is weird.

    ReplyDelete
    Replies
    1. Interesting. That suggests that there is more than one shader associated with the starfield. That would explain why people are getting different results. If you are up for a challenge, you can enable hunting=1 in the d3dx.ini, and then use the hunting keys (described there) to find the shader for your starfield in Maia system.

      Delete
  62. I noticed in some system that Pulsars are not correctly. Unfortunately I don't have a screenshot. The star itself is fine but the 2 beams coming out from it are not showing in 3D. Just for information.

    ReplyDelete
  63. https://www.dropbox.com/s/wnvntv48403aaj6/ED-ShaderFixes-20161126.zip?dl=0

    Thought you all might be interested in the fixes I've been working on!

    They include a fix that allows for shadows!!!

    I would have liked to do more fixes, but unfortunately my internet has been crapping out today and it's become almost impossible to even log into the game.

    ReplyDelete
    Replies
    1. Wow 3d with the abilty to use the shadows, yes I want that. thank you ^^.

      Delete
    2. Thanks again Johnathon! It works great :D Keep up the good work!

      Delete
  64. This comment has been removed by the author.

    ReplyDelete
  65. this fix on shadows is ok.
    Starfiel not remain at depth
    thank you for your commitment

    ReplyDelete
    Replies
    1. Try deleting all the .bin files in the shaderfixes folder.

      Delete
  66. The starfield went ok for 10 minutes then again in the foreground, how is this possible?
    thank you.

    ReplyDelete
    Replies
    1. Are you running any other programs, such as EDFX?

      Delete
  67. no, I only have maximum graphics settings in the game options
    thank you.

    ReplyDelete
  68. Hi Jonathan and/or Nephilim, the beams from the pulsars are not showing in 3D. Would be awesome if anyone could fix this. I think they look really awesome in 3D! Have seen 2 pulsars now and they all dont show in 3D. Its only the beams coming out who dont show in 3d btw.
    Please see the screenshot: http://imgur.com/kiqP353
    Thanks, Paul

    ReplyDelete
  69. For Johnathon Warren. Your fix was a great job, thank you for that.
    Unfortunately my problem is only the starfield which does not move in depth.
    thanks again.

    ReplyDelete
  70. Paul do you have a location of a Pulsar or two?? I seen one a while ago but did not take notice to it to closely.. would .like to get another look..

    ReplyDelete
    Replies
    1. Hi Nephilim, they are called white dwarf in Elite. You can find them using the Galaxy map and applying a filter like in this screenshot: http://imgur.com/426BctN (its were my mouse cursos is at).
      Be warned: these stars will kill u! Don't stay to long in those systems and don't move too much when entering such a system (your heat will build up quickly). The problem in 3D is really obvious.
      The LB 2449 system has one for example, but I think its better that u use the Galaxy map filter to avoid long travels. U can find one close to your current location.
      Another note I would like to make is that Jonathan did some great fixes, for example he made normal stars look perfect in 3D and the black bars left and right on the screen are gone in his fix (no need for CTRL+F11 anymore).
      Maybe update the fix in this page with Johanthan fixes as well? It would help allot of players by putting the best fix on top of this page (which has them all).
      If you have any more questions or if I can do anything else please let me know. I would be happy to help!
      Thanks, Paul

      Delete