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JayS_NL

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Everything posted by JayS_NL

  1. If you run it through steam, you can set it as a parameter. If you run it standalone, you set it on a shortcut to ksp.exe. This is for steam: Set Launch Options Right-click on the game title under the Library in Steam and select Properties. Under the General tab click the Set launch options... button. Enter the launch options you wish to apply (be sure to separate each code with a space) and click OK. Close the game's Properties window and launch the game
  2. So how to get this working 1. Download reshade from https://reshade.me 2. Install and point to KSP_x64, select Direct3D 10+ as renderer 3. Make sure you launch KSP with -force-d3d11, as Reshade will not work if not. 4. Load in the preset settings 5. ?? 6. Profit. Be warned though; this will up the load on your GPU. Expect somewhere between 5-20% loss of frame rates, but YMMV. ------------------------------------------------- As i can't get comparison shots to work and i dont have any live footage yet; Compare them here: https://dl.dropboxusercontent.com/u/10987
  3. So, for all the shader lovers, i've updates the preset to work with the new reshade.me version 3.0.x. http://imgur.com/a/3JE0C Create a new file in your KSP folder, name it whatever you want .ini , and paste the following in it: KeyBloomAndLensFlares=0,0,0,0 KeyAdaptiveSharpen=0,0,0,0 KeyGP65CJ042DOF=0,0,0,0 KeyDeband=0,0,0,0 KeyClarity=0,0,0,0 KeyLumaSharpen=0,0,0,0 KeyDaltonize=0,0,0,0 KeyAmbientLight=0,0,0,0 KeyTonemap=0,0,0,0 KeyBorder=0,0,0,0 KeyCartoon=0,0,0,0 KeyColourfulness=0,0,0,0 KeyMode3=0,0,0,0 KeyCA=0,0,0,0 KeyTechnicolor2=0,0,0,0 KeySMAA=0,0,0,0 KeyColorMatrix=0,0,0,
  4. I haven't touched it in a very long time, nor do i know how ReShade 2.0 will work with these profiles. I'll have a look again at some point, but for now, the old reshade is the way to go (pre 2.0)
  5. Hey. Yet it works for the unofficial x64, that's what i run. You might need to crawl a bit more, it's definitely in there.
  6. Believe me. I'm running the x64 longer than just today. It's sluggish cause i dump too much mods in there (60+) and running it 1440P and stuff, wont make KSP any happier
  7. Let me back you up here. I7 4970k, 32gb ram, crossfire r9 290's; on kerbin 20-40, in space 50+. The again KSPRC isnt the only thing were running and its 1440p..
  8. ^^ This. I'll just wait out Proot's fixes tbh. TL;DR posts about higher fps and stuff. You'd reckon that - if it was that simple - @Proot would already have had a fix easy and done.
  9. do you see ReShade being started in the top left corner?
  10. Let me know how it looks on your ends with screenshots!
  11. In order: - Gaussian Anamflare - Levels (black/white) - DPX (contrast, gamma, sat, light movie-ish) - LiftGammaGain (darks, mids, highs adjustments) - ToneMap (color adjustments) - Vibrance (color saturation) - Curves (contrast) - ReinHardLinear (film-ish contrast curve) - FilmGrain - Gauss (advanced bloom-ish) See OP for comparison footage
  12. Still need to dump a lot more images. Any scene with (lots of) light will make it look best. Standing on a surface will only do so much But i will add more quickly!
  13. If you are like me and you want to give KSP that little bit of extra push - to make it look even better - you're in good luck! PRESENTING: JayS_NL's custom KSP ReShade presets for KSP I have struggled to find some up-to-date and nice looking presets for either SweetFX, GemFX, ENB, etc. I'm one of those guys that will take the eyecandy if possible - and run a mod or 60 too.. So i decided to take a look on the web to see if there are any tools to (re)create some custom presets for DLL-injectors like SweetFX. I found a nifty tool called ReShade which runs on .NET. It has a AiO programme ca
  14. Create a new file, i.e: boxsat_sfc_fix.cfg and just past that in there. Then drop that file in the boxsat folder
  15. If there's enough interest, sure. I might even redo it at some point. Still a personal thing though I'll see if i can pop a download-link somewhere - but again - it's more of a personal thing
  16. from what i've heared it wont be leaps ahead. Though the multithreaded code execution will help allot (parts/physics) and ofcourse the lifting of the memory limit. The rest? Guestimates... Update on the kerbin textures:
  17. That is true. This is just for us people who spend more time in space and/or around kerbin. Stay low enough and they'll see the default Kerbin texture. This is just that little bit extra when looking at kerbin from space.
  18. It's something im working on personally. It'll be one file you need to replace (it's the scaledspace texture )
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