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  1. Apologies if this has been posted before, but it would be nice to have the ability to have our AP/PE altitudes shown in meters. Having synchronous orbits set up with only km being shown is hard to ensure they are properly aligned and won't move at different speeds over several in game years.
  2. On some bodies altitude/terrain details can be quite difficult to make out from orbit. Like, orbiting Vall I passed from Lowlands to Mountains and couldn't even see the mountain how ever carefully I looked... It's all a grey blur. Which is probably perfectly realistic, it's just not super helpful when trying to spot a good landing site. So I'm thinking some kind of map overlay where different altitudes show up as different colours/shades would help?
  3. As from 2021-0930 and under @TheDarkBadger agreement, I'm the New Management forDOE. From now on, it's all officially my fault! (again) In a Hurry: Current Release: 2.1.1.15 for KSP >= 1.3.1 (2023-0718) Works from KSP 1.3.1 to 1.12.5. really! IMPORTANT read this post before updating! Announce for 2.1.0.0. (2.1.1.1 to 2.1.1.4 were experimental releases) Announce for 2.1.1.5. Announce for 2.1.1.6. Announce for 2.1.1.7. Announce for 2.1.1.8. Announce for 2.1.1.9. Announce for 2.1.1.10 (Experimental). Announce for 2.1.1.11. Announce for 2.1.1.11r2. Announce for 2.1.1.12. Announce for 2.1.1.13. Announce for 2.1.1.14. Downloads on GitHub (and KSP-AVC users). on CurseForge . on SpaceDock . Description: Distant Object Enhancement /L is a visual enhancement mod that makes objects realistically visible over large distances. BASIC FEATURES Flare effects for planets and nearby satellites, properly calculated by size, distances, phase angle, etc. Flare effects are colored for each planet, which makes for easy identification. On-rails vessels up to 750km away are visually rendered (no intensive physics calculations necessary) Background stars dim when looking at the bright surface of a nearby planet, just like in real life! If you have blizzy78's Toolbar plugin, a settings window is available with several options to improve performance or tweak visuals. Full compatibility with custom planet mods -- with flare color definitions included for Real Solar System, PlanetFactory, and Alternis Kerbol. It is the follow up from TheDarkBadger's Distant Object Enhancement Continued, that by itself is the follow up of MOARdV's Distant Object Enhancement bis, which is the follow up of Rubber Ducky's Distant Object Enhancement. Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support:
  4. Celestial Glow A simple KSP2 mod to change ambient lighting Source: https://github.com/WiS3/Celestial-Glow Spacedock: https://spacedock.info/mod/3553/Celestial Glow License: MIT Available on CKAN The goal of this mod is to tweak the ambient lighting when you are on the dark side of some planets and it is pitch black. Just tweaking the Global Night Intensity does the job. Provides global settings and body specific overrides: Ambient Intensity: Only affect the vessel and some objects on bodies Day Intensity: Used when you are close to the body/landed and on the day side of the body Night Intensity: Used when you are close to the body/landed and on the night side of the body Scaled Intensity: Used when you are far away from the body NOTES: Does not work in Map Mode, only Flight Mode Gas Giants and Water/Oceans are not affected
  5. VNDvolumetrics is patch for RSS-Reborn, gives extra detail into RSS-Reborn. Goal of this mod is to contribute and adds small detail to @ballisticfox0's RSS-Reborn such as: Cirrus Cloud City light Fogs Rain Aurora And outer world beyond Earth! Currently this mod works as a separate patch from Ballisticfox's one to provide more frequent updates, but eventually it will gradually be integrated into RSS-Reborn. Download: Google Drive MOD DEPENDENCIES: True Volumetric Clouds release 3 by @blackrack RSS-Reborn by @ballisticfox0 and its dependency Module Manager Stock Volumetric Clouds's IVA rain sound, duna textures due to license issues. you can erase other files. Current progress -Add GGE integration as placeholder(will be reworked to volumetric cloud later) -Venus rework Planned work -Gas Giants rework: -Aurora for Gas Giants -Volumetric clouds -Scatterer rework Known issue Loading time problem on few PC Lot's of syntax error, will be fixed very soon Patch note License:
  6. P L A N E T S H I N E ----------------- Download Latest version: GitHub: 0.2.6.6 for KSP 1.12.x Source Code: https://github.com/PapaJoesSoup/ksp-planetshine ---------------- NOTE: @Valerian has not been active for awhile and has given me his blessing to adopt this fine mod and keep it alive for the community in his absence. I've cloned his OP and updated it to reflect changes in support. All credit for this mod belongs to the original author, and licensing will continue to be Apache 2.0. Should he return, I will gladly relinquish the mod and provide any assistance needed by Valerian to resume support. Further, @prestja was kind enough to keep this mod alive during my absense. After discussions with him, I will be resuming support, and accepting any help he wants to throw my way. prestja's support thread: Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, Valerian transformed KSP into something really good looking, and he was really happy with the result, but felt that something was still missing. When in low orbit of a planet, the side of his ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! Valerian decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! Valerian spent a lot of time trying to make this reflected light to behave as consistent as possible, and thinks it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod supports version checking using the KSP-AVC Plugin. to take advantage of this feature download the plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits First and foremost to the original Mod Author @Valerian for creating this great mod. Original Mod Forum Thread: Valerian copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that is used at the beginning A lot of thanks to the people who helped Valerian over IRC, such as Thomas, Rbray89, and a few others Copyright 2014, Valerian Gaudeau, Apache license 2.0 Mod maintenance now supported by @Papa_Joe
  7. What is Community Planet Enhancement? Community Planet Enhancement (CPE) is a planet modding project opened to the KSP community. It aims to remake all stock planets to make them more aesthetic and more interesting to explore, without changing any physics parameters of the stock system. Who can participate in this project? Anyone with good knowledge and skill of KSP planet modding. How can I participate? Step.1: Join the CPE discord server. Step.2: Show us your skills of planet modding. It means to make sure all team members have the ability to make good stuffs. You can show your published/WIP mod, or simply some screenshots of your work. For new modders, we encourage you to join Kopernicus server instead to learn and improve your skills. You are always welcomed after you have learned enough. Step.3: Pick (a) planet(s) you want to remake. Step.4: Announce your plan in the corresponding channel under the CELESTIAL BODIES category when you start working. Showing your progress is always encouraged. Step.5: Submit your work to moderator(s). What if I want to make a planet but someone else has already started/finished? You can either: Ask the person whether he/she is willing to work together. Go ahead and make your own version. Later the final version is chosen by voting of the judging committee. Who can be a member of the judging committee? Anyone who has submitted their work. Anyone with good planet modding skills and elected from KSP forums. Note: Judges cannot participate in voting related to their own work. What is the requirement for submission? Keeping the main features of stock planets. For example, the main color of stock planets, main biomes, Kerbin and Laythe’s land distribution, Duna’s ice caps, Dres’ valley, etc. Without changing any physics parameters of the stock system. Radius, mass, orbit, atmosphere, temperature, etc. File lists Kopernicus config (Only edit the following nods unless necessary: ScaledVersion, PQS, Ocean, Biomes) Height map Normal map Scaled-space color map PQS color map Biome map EVE config and cloud maps if needed Scatterer config if needed Other things you can make Sunflares Skybox Planet Icons TUFX Profile Any other things related Gallery
  8. RealPlume, originally developed for Realism Overhaul enables great looking plumes that display realistic behavior by expanding with lower atmospheric pressure. This mod brings RealPlume to stock parts and to various stock-alike mods. With @Nhawks17 blessing, this is a continuation of RealPlume-Stock. RealPlume-Stock was previously maintained by Nhawks & DerpyFireworks and was originally created by Felger. Since its hosted with the RO organisation this is a direct continuation, not a fork. How to Install: Dependencies: These are REQUIRED in order for RealPlume-Stock to work. These files are included in the download if downloading from spacedock or the packaged github release and do not need to be installed separately. If installing via CKAN these will be selected for you. Module Manager RealPlume SmokeScreen DOWNLOAD HERE (GITHUB)(PRIMARY) SpaceDock (mirror) CKAN-Indexed Licensed under CC-BY-NC-SA Please note that the bundled mods are under their own license and particle libraries by different authors within RealPlume are each under their own license in particular. How it works A brief explanation since its not always clear to everyone what's doing what. 1. Smokescreen is a plugin created by the one and only Sarbian which allows us to replace the stock particle system with the much more flexible shuriken particles. This more advanced system is what enables the expanding plume behaviour. 2. RealPlume. However smokescreen doesnt do anything by itself. Its a plugin. Enter RealPlume which contains a library of particle models and textures (and some cool sound FX too). RealPlume also has a number of "prefabricated" plumes built using these particles which needs to be applied to the desired engines via Module Manager configuration patches. 3. RealPlume-stock. Again, RealPlume although it contains the prefab plumes, it doesnt apply them. Some mods like BluedogDB or CryoEngines carry their own configuration patches and so will get realplumes if you install just 1&2. However most mods, as well as stock parts, get their configuration patches from RealPlume-Stock. That's all RealPlume-Stock is, a set of Module Manager patches to apply the prefabs from RealPlume to various engines. 4. RealPlume also comes with its own library of sounds and will change the engine running sounds. This thread is primarily concerned with RealPlume-Stock although since I am now one of the maintainers for RealPlume we can discuss it here too. Known Issues: Thrust limiting on engines get reset upon install. BEWARE IN THE KSP TUTORIALS Switching to a vessel with an engine as a root part will cause the plume to not show. Due to a stock audio bug, the engine running sound will not reduce when zooming out your view. Does this work with WaterfallFX? Yes RealPlume-stock and Waterfall should work together. RealPlume-Stock now has a patch that detects and removes RealPlume configs from individual parts if a Waterfall plume is detected. Thus Waterfall plumes take priority but RealPlume-stock can still configure parts that dont have waterfall configs. If you see any problems please report them to me and not the Waterfall dev as I am taking the initiative to remove conflicts. Performance: If you are suffering from a FPS drop, set the particle limit in the SmokeScreen settings to a lower number. You will need to use the toolbar mod Toolbar continued and press the smokescreen button (make sure you use the drop down menu to enable the Smokescreen button) or press Alt+P to access the SmokeScreen in game GUI. You can also change it in the configuration file inside the SmokeScreen folder after running the game with SmokeScreen once. Note that plumes will start to look ugly if the particle limit is too low so its about finding a balance that works for you. If you find the defaults make the plumes look too "thin", because you are clustering lots of engines or are using solid rockets, feel free to bump up this value much higher if your GPU can handle it. While KSP in general is CPU bound for performance, RealPlume/Smokescreen does benefit from a good graphics card. Contributing: Contributions from the community to apply plumes to new engines and submit fixes is always appreciated. I certainly dont have the time or inclination to go after everything; RealPlume has always thrived on community support. Please open a pull request on github and target the development branch. See the following wiki pages for how to add plumes to a new engine, its quite simple. https://github.com/KSP-RO/RealPlume/wiki/Adding-a-Plume-to-an-Engine Check this page for previews and sample configs for the PLUME node. Note that many of the new prefabs I have added to RealPlume v12.0.0 have new parameters for individual effects, so its best to check the sample configs. I am in the process of updating the wiki. https://github.com/KSP-RO/RealPlume/wiki/PreFabbed-Plumes-and-Screenshots Changelogs: RealPlume-Stock RealPlume RealPlume-Stock Contributors: Felger - The original maker of the mod @sarbian - Created smokescreen @Nhawks17 - former maintainer DerpyFirework -former maintainer Community contributors to RealPlume-stock configs: @woeller, @Rocket Witch, @Gordon Fecyk. @Scialytic, @coyotesfrontier, Prefab Contributors to RealPlume core @Katniss218, @Scialytic FX (particles and sound) contributors to RealPlume core @Nertea, @JadeOfMaar, @Beale Additonal credits: Nazari1382, ferram4, Dragon01, Kickasskyle, Probus, Svm420, randazzo, nanuschao, amo28, NoMrBond, jsolson, politas, Andrew2448, OhioBob (from the old thread, apologies if I missed anyone). Special thanks to @blowfish for encouraging me to take this on and helping me get set up. UPDATES RealPlume RealPlume has been updated with 17 new prefabs built using new particle FX from @Nertea (orginally from near future launch vehicles, cryoengines & reStock) and @JadeOfMaar (originally from PlumeParty). Huge thanks to both of them for allowing me to upstream them into RealPlume and for providing a few customised effects for my needs. I hope you agree they look nice, some of them are also more particle efficient than many current prefabs for instance some of the new Kerolox plumes. These are all added as new prefabs, it doesnt replace anything so new configs are needed to apply them. Please note that most of these have new adjustment parameters, please follow the link in first post to the wiki to obtain sample configs. I am looking into new NTR plumes built using new Kerbal Atomics FX in the future. List of newly added plumes: https://github.com/KSP-RO/RealPlume/issues/47 RealPlume-Stock What many of you have been waiting for, official support for ReStock! ReStock engines are configured mostly with the new plumes mentioned above. They are seperate from the normal stock engines and the plume type matches the fuel type of the IRL engine they are inspired by so the configs are very different to regular stock. There are also a number of other updates, please see the changelog above.
  9. This page is no longer being updated! @Lisias has continued development here KSP 1.12.x Distant Object Enhancement Continued [2.0.3.1] Last updated September 24th, 2021 Distant Object Enhancement Continued is a visual enhancement mod that makes objects realistically visible over large distances. It is an update of MOARdv's Distant Object Enhancement bis v1.9.1.1, which is a update of Rubber Ducky's Distant Object Enhancement. I have adopted the mod with permission of MOARdv Downloads CKAN SpaceDock GitHub This version keeps Ducktopia's CC Attribution 4.0 International license. Source code here: Github source
  10. Hello! This is my first publicly released TUFX config and my first topic on the forums so bare with me here. This config aims to have a realistic neutral tone without looking blown-out or bland. Here's what it looks like Alright you probably get the idea now. Looks good in RSS, KSRSS, as of 1.3 stock beyond home, etc look good now! There are currently 3 configs with HDR variants of each, Cold (The standard config), Warm (A cozier warm config), and Bright (Designed for Lunar expeditions). Non-HDR vs HDR? HDR gives parts a far better shines, increases the color range and adds some sweet engine plumes, it can cause some serious graphical artifacting though so I have one of both. If you know that HDR causes artifacts with your visual set-up go into Gamedata/Fox's Profiles and delete Fox-Neutral-V1.2-HDR.cfg If you want the vintage config head over here. Download (Spacedock) or CKAN. Requires TUFX and Module Manager. Exploration is really the essence of the human spirit. -Frank Borman License: CC BY-NC-SA 4.0 Upload your changes as you wish as long as you credit me and indicate changes were made. Do NOT use for commercial purposes. If you build upon or remix the config it must also be under CC BY-NC-SA 4.0. Suggestions and Feedback are always welcome feel free to leave a review in the replies! Big thank you to @SovPenguin, @TruthfulGnome, @ZombieZilla, @apempathy, and @AmateurAstronaut1969 for testing and feedback!
  11. This is PALETTE. A set of customized, TUFX-based color profiles for KSP to spice up your game's visuals. This is a continuation/expansion/replacement of my original mod, the KASA Flag Pack and TUFX Profile. THE PROFILES! There are 10 profiles in total. They are: Lighthouse V2: An improved version of Lighthouse, with boosted contrast, color saturation and improved auto exposure. A map-friendly version is included. Aperture: A black-and-white color config designed to resemble such images taken with modern cameras. Lighthouse: The standard profile. An updated version of Orbit with a slightly warmer, more natural tone. A map-friendly version is included. Spheres: A VERY intense, VERY bluish profile. Meant for use in cool environments. Luna: A muted, more neutral tone meant for environments such as the Mun or Dres. Kerbosawa Mode: A black-and-white profile meant to emulate Ghost of Tsushima's Kurosawa Mode. Baldwin: A reddish profile, meant for use in places like Duna or deserts. Orbit: The mod's old standard profile. It has a bluish tone and bright lighting. Heisenberg: A gritty, yellowish tone based on Breaking Bad. The Really Old One: My very first profile, the one included in the original mod. HOW TO INSTALL: Download and install TUFX. Delete any previous versions of PALETTE. If you also have the original "KASA Flag Pack and TUFX Profile" mod, delete it. The contents of that are now bundled here. After downloading PALETTE, move the "Palette" folder into your GameData. Enjoy! DEMO IMAGES: Kerbin. (Lighthouse) An Orion orbiting above the Mun. (Luna) An Orion and ICPS during a trans-Munar injection. (Luna) An Orion capsule hanging from its parachutes. (Lighthouse V2) A crew posing for a photo with their lander. (Aperture) An SLS launching to orbit. (Kerbosawa Mode) A lander preparing to descend to Duna's surface. (Baldwin) A fighter pilot flying over an airbase. (Baldwin) A shuttle flying to orbit. (Heisenberg and Lighthouse) It is HIGHLY RECOMMENDED that PALETTE be used in conjunction with other visual-enhancing mods. The demo screenshots were taken with EVE Redux, Scatterer, Planetshine, Distant Object, JNSQ and Waterfall. Download from Spacedock v3.3, 27 November 2022 Licensed under CC BY-NC-SA 4.0 License TLDR: You are free to share, copy, modify, and redistribute this mod as long as you credit the original author (in this case, me). It CANNOT be used for commercial purposes. Changelog:
  12. KSP Version: 0.1.0.0.20982 Operating System and version : Windows 10 CPU and GPU models: Intel i5 10400F / GTX 1080 8gb Description of the bug. On the VAB while the sun is rising if the orthographic camera is activated one side of the vehicle it's gonna shine really bright (i think it happens too while the sun is on the top). Steps to Replicate Wait until sunrise > Activate orthographic camera Other Notes / Screenshots / Log Files (if possible..) Video: https://imgur.com/HSuNWgL
  13. Every time I launch a rocket, at about 30 km, this weird glitch starts appearing. All my mods are up to date and I tried checking the file integrity on Steam but that didn't help. Can anyone help? The problem.
  14. First, I just want to say I'm pretty new to KSP and modding the game So, I was opening KSP and thought about one of the loading screens and I always thought it looked really good. I was wondering if anyone knows how I can make my game look like this? I really like the colors the lighting and the shaders. Just the whole look in general. If anyone knows how to make my game look like this I would be happy. And if I need any configs maybe someone knows them. https://imgur.com/a/xUAGlEG (The image) Thanks!
  15. Originally released on github back in November/December 2021, I finally came around to making a KSP forum post for it! PRVE is a visual enhancement mod for Real Solar System. Components of the mod are derived from RVE64k, EVO, RSSVE, KSRSS, GGE, and much more. COMPONENTS: 32k Cloud texture with even higher quality detail 4k detail clouds texture 43k Earth city texture 64k Ground texture and shadows addon if desired Newest scatterer configs Wavy auroras GGE integration and optimization (Big thanks to @ballisticfox0) Custom TUFX and KS3P config (Use both for most optimal looks) MOD DEPENDENCIES: Scatterer (v0.0835) Environmental Visual Enhancements (v1.11.6.1) Real Solar System (v19.0.2.0) KSP (v1.12.3) PC REQUIREMENTS: This mod has been created with a computer rig of these specs running Windows: AMD Ryzen 5 1600 32gb RAM (Maybe a bit excessive, unless you use the 64k addon) NVIDIA GeForce GTX 1060 6gb Dual fans This pic uses a custom 16k color map for Earth's surface which may be available soon: Earth's Aurora: Sunset in Earth orbit: You may download this mod via CKAN or github Licensing:
  16. In the main menu I get ~300fps (with a 300Hz screen), and in "Space Center" view, I get ~140fps. When in a craft on Kerbin surface/flying trough Kerbin atmosphere I get ~30fps, and when in Kerbin orbit, with camera pointed away from Kerbin I get ~65fps, and when looking at Kerbin I get ~50fps When near Mun, I get 100fps when looking away/85fps when looking at the Mun, so I'm thinking it has to do something with either Scatterer or AVP's atmosphere components Near Eve it's 60fps looking away/~43fps looking at. Thing is, I'd be more than happy with these FPS' if I didn't get 100+ yesterday Specs: Ryzen 9 6900HX RTX 3070 Ti Mobile 16GB 4800Mhz RAM (Visual) Mods: AVP with 8k textures DE_IVA Extension EVE Redux (as AVP dependency) Parallax Scatterer TUFX (default profile) Waterfall Settings: Terrain detail: High; Terrain Scatters True; (Terrain) Scatterer Density: 100% Render Quality: Fantastic; Texture Quality: Full Res; Aerodynamic FX Quality: Normal; Reflection Refresh mode: Every frame; Reflection Texture resolution: 2048; Terrain Shader Quality: High Resolution: 1920x1080; Anti-Aliasing: 8x; V-sync: Every second V-blank; Frame Limit: Default (Changing it doesn't do anything); Pixel Light count: 64; Shadows Cascades: 4 Mod settings: Scatterer: High; Kopernicus: All default Again, I'd be happy with these FPS' if yesterday they weren't some 70fps higher
  17. To put it briefly, here's my TUFX profile. Now, I know what you're thinking- "oh no, he's just trolling, it's not the real thing" Well guess what? Here it is, the actual, real, config. Here’s what it looks like: DEPENDENCIES TUFX Module Manager DOWNLOAD FROM SPACEDOCK Licensed under CC BY-NC-SA 4.0
  18. Think you Chubby Hampster for continuing WindowShine! Logo courtesy of @Teflon_Mike Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Pictures: Album on imgur, Gif in VAB Downloads: WindowShine is dependent on TextureReplacerReplaced managed by @HaArLiNsH (TextureReplacer maintained by @RangeMachine for 1.2x) and ModuleManager maintained by @sarbian. Make sure to install them both first. KSP 1.3+ WindowShineTR-v16 TextureReplacerReplaced latest ModuleManager latest KSP 1.2- WindowShineTR-v12.4 TextureReplacer v2.5.4 ModuleManager 2.7.6 Mod Support packs (for KSP 1.3+) Thank you @miromed! Dropbox folder Mod support pack installation: Check the Dropbox folder and make sure your mod is supported Install your mod Install WindowShine Install the mod support pack How to add reflections to your own mods License: Link Shameless plug: If you've enjoyed this mod you might also like the other stuff in my signature! - I hope you enjoy.
  19. Hi, I'm looking for a all in one visual mod pack for version 1.11.2 that looks stunning ( I have a strong pc), but leaves gameplay vanilla (I'm a noob). Thanks
  20. So I was looking for TUFX presets the other day but it seems there is not a place to share there configure files so I decided to make this thread. Please share your custom TUFX profiles if you would like to HERE.
  21. When I load up KSP and go to my save it shows the menu looking like this: At first I thought it was a sunrise thing so I time warped to noon: I also had problems in the MK-IV parts where it was completely black but didn't get screenshots of that Here are my settings for this game: I don't believe that it is a mod problem, just a settings problem.
  22. Hey KSP People! First Post, so I hope this is the right place. Lately i've been trying out some graphics mods like "Spectra", "Astronomers Visual Pack", "Environmental Visual Enhancements", "Stock Visual Enhancements", "Scatterer", ... as well as different Skyboxes. However, sadly, they all looked absolutely terrible. Especially the terrain on Kerbin was so awful thaat I just instantly quit. Some of them looked worse than the Vanilla game. I've installed all of them via CKAN, trying out their different configurations on different versions of KSP, but there's just not been a single mod that really convinced me. I'm currently on KSP 1.9.1 Am I doing something wrong? Are there any better mods that I don't know of? Do I need special configurations for those mods to work properly? I really hope somebody can help me with this, I've seen KSP look better in some YouTube videos and just can't achieve that level of visual realism it seems
  23. This is a continuation of Felger's amazing RealPlume - Stock Configs mod. Without his amazing work, this would not be possible. Felger has handed over the upkeep of this mod to @DerpyFirework and myself (see here). RealPlume is a mod most well known among RSS users that is now been brought over for non-RSS users to enjoy! This mod adds realistic engine exhaust plume expansion to engine parts in stock KSP as well as other part mods (if supported). IMPORTANT ANNOUNCEMENT How to Install: Dependencies: These are REQUIRED in order for RealPlume-Stock to work. These files are included in the download and do not need to be installed separately. Module Manager Real Plume SmokeScreen Supported Mods: The following lists all of the mods that currently have support for these effects. The listed mods may or may not be compatible with the latest KSP version. AB Launchers Antares & Cygnus - Joint Project Atomic Age Bluedog Design Bureau Cryogenic Engines D.I.R.E.C.T Eve Optimized Engines FASA Home Grown Rockets Jool DIRECT Kerbal Atomics Kerbal Stock Launcher Overhaul KOSMOS URM KSPX KW Rocketry Redux Missing History Moar Mk1 Modular Rocket Systems Near Future Technologies Porkjet's Part Overhaul Planetary Base Inc. Procedural Parts Real Scale Boosters RLA Stockalike SDHI Service Module System Space Launch System Space Station Parts Pack SpaceY Expanded SpaceY Heavy-Lifters Squad Squad - Making History SXT Continued Taerobee Tantares Tantares LV Taurus HCV Tundra Exploration - SpaceX Stoackalike Umbra Space Industries Ven's Stock Revamp VX Series II Engine Pack Download Here SpaceDock Mirror Licensed under CC-BY-NC-SA Known Issues: Thrust limiting on engines get reset upon install. BEWARE IN THE KSP TUTORIALS Switching to a vessel with an engine as a root part will cause the plume to not show. Smoke effects looks strange, will fix eventually. Contributing: Since we don't support all the mods that add engines, we're always looking for contributors to help attach plumes to engines. The process itself is very easy. Start out with a regular RealPlume install, with Blizzy's Toolbar installed as well. Make a .cfg file for your engine with this text in it: Performance: If you are suffering from a FPS drop, set the particle limit (bundled with a default value of: 5000) in the SmokeScreen settings to a lower number. You will need to use the toolbar mod to access this or change it in the configuration file after running the game with SmokeScreen once. Compatibility: This is fully cross-compatible with HotRockets, however RealPlume will overwrite HotRockets plumes where both configure the same engine. Because of the way ModuleManager works, any other mods that add effects to engines will either be overwritten, or potentially overwrite RealPlume configs depending on where they fall in alphabetical order relative to RealPlume. Changelog: v1.3.1: Updated Module Manager to v3.1.3 Updated Making History configs Updated Sounding Rockets config Updated .version file v1.3.0: Updated Module Manager to v3.1.1 Updated Squad configs Updated Making History configs Updated Ven's Stock Revamp configs Re-added .version file v1.2.0: Updated Module Manager to v3.0.6 Updated SmokeScreen to v2.8.0.0 Added engine configs Fixed configs missing various syntax v1.1.0: TweakScale support added Updated Module Manager to v3.0.1 Updated SmokeScreen to v2.7.6.1 Added engine configs All dependencies are included with their own license and are separate from the development of RealPlume-Stock Older changes can be found here RealPlume-Stock Contributors: Felger - Made the mod, we wouldn't be here without him <3 Sarbian - For giving us the gift of scaling our engine plumes DerpyFirework - Co-Maintainer alongside myself DaZeInBok - Thread header Nazari1382, ferram4, Dragon01, Kickasskyle, Probus, Svm420, randazzo, nanuschao, amo28, NoMrBond, jsolson, politas, Andrew2448, OhioBob
  24. I have stopped maintaining this mod, which is now being continued by @Papa_Joe on this thread: ---- P L A N E T S H I N E Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, I transformed KSP into something really good looking, but I was really happy with the result, but I felt that something was still missing. When in low orbit of a planet, the side of my ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! I decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! I spent a lot of time trying to make this reflected light to behave as consistent as possible, and I think it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits I copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that I used at the beginning A lot of thanks to the people who helped me over IRC, such as Thomas, Rbray89, and a few others ----------------- Support the author If you like this plugin, please consider donating, it will be greatly appreciated: ----------------- Download standard versions: 0.2.5.2 for KSP 1.2 0.2.5 for KSP 1.1 0.2.4.2 for KSP 1.0.5 or older ----------------- Download experimental version 0.5 for KSP 1.0.5 or older: details in this spoiler: Copyright 2014, Valerian Gaudeau, Apache license 2.0
  25. SPC - Spaceplane Corrections Hello everyone! Personally I've been pretty annoyed that a number of stock parts don't have matching colors or shades. There are two generic white coats used for splaceplane or rocket parts, and there are at least five different shades of gray used for trim (Mk1, Mk2, Mk3, Spaceplane, Airliner, etc...). This really bugs me when building intricate craft so I decided to fix this with FireSpitters texture switch plugin (FSTextureSwitch2) to add a widget to swap between textures and trim colors, as well as fix a number couple of misaligned textures and add a few aesthetic changes along the way. I hope they suit your fancy This mod is dependent on the Firespitter plugin maintained by @RoverDude and ModuleManager maintained by @sarbian. Thank you all so much for making this mod work. Make sure to download and install the latest ModuleManager.dll! Firespitter is bundled with the download. Example image: Trim change gif example: https://i.imgur.com/GrJgIwL.gifv Flap retexture gif example: https://i.imgur.com/5ebwtVz.gifv More images: http://imgur.com/a/KjyV5 -Embed links seem to be broken There's a lot more that isn't mentioned or shown in those images (I.E. retextured the blue nosecone and small decoupler, etc). Check the SpaceDock version history for a much more complete list. Download: SPC v0.19 (Spacedock) License: This mod is published under the MIT lisense. View it here. Well, that's all for now folks! Thanks for the read, and I'll see you all later. - Avera9eJoe
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