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  1. TUFX - Textures Unlimited Special Effects This is a mod for Kerbal Space Program that makes the Unity Post Process (v2) package available for use within the game. All supported effects from the package are available for use within KSP. The goal of this mod is to add the ability to use industry-standard image post-processing effects during realtime rendering of the game world, allowing for increased visual fidelity in general use, or for specific effects for cinematic purposes through specially configured profiles. TUFX allows for users to select a specific 'profile' to be used for each game scene. These profiles specify which effects will be enabled for the scene, and specify the values for each of the parameters for the effects. The included default profiles in the comparison images below have been setup to be low-impact, both visually and performance-wise. More aggressive post-processing is available through the creation of custom profiles, using the in-game profile editing tools. Before After Cinematic Effects (not default profile) Before After Requirements: Windows / DirectX11, required for single-camera setup in KSP ShaderModel 3.5 or later graphics hardware support (5.0+ recommended) KSP 1.9.0 or later, required for single-camera setup No exceptions. No OpenGL. No DirectX12. Definitely not DirectX9. Any other requirements of the Unity Post Process package (look them up if interested) KS3P will cause conflicts. Choose one or the other. Scatterer currently unsupported (it is not yet available for KSP 1.9+) EVE currently unsupported (it is not yet available for KSP 1.9+) Installation Releases of the mod will be available from GitHub: https://github.com/shadowmage45/TUFX/releases Download the most recent release for your version of KSP, open the .zip file, and extract the contents of the GameData/ subfolder from the package into your KSP installations' GameData/ folder (e.g. Your/KSP/Path/GameData/TUFX). Make sure to include any other dependencies and folders (e.g. ModuleManager) that were included in the release package. Pre-Release Note: Anything marked as a 'Pre-Release' on the GitHub page is exactly that -- a pre-release intended for testing purposes; if you install one of these releases, you are accepting the risks that come with its use (it may not work, may conflict with other mods, may have unfinished features, etc). Configuration The mod includes a default profile for each supported game-scene, and these profiles are included in the standard installation. Additional profiles can be added as KSP-CFG files anywhere in the GameData folder; the loading system will locate all installed TUFX_PROFILE configs, and load all detected profiles into memory for selection and use in-game. Configuration of the mod is best accomplished through the in-game configuration UI. Click the 'TUfx' app-launcher button to open or close the UI; this button should be available in all supported game scenes (except for main-menu, where app-launcher is not supported). From within the configuration UI, select a profile for the current scene/to be edited (only the active profile can be edited). Once a profile has been selected, press the 'Change to Edit Mode' button on the top of the configuration UI. This will prompt the UI to display the current configuration of the profile. Press the 'Enable'/'Disable' toggle by an effect title to toggle that effect on or off. When an effect is enabled the UI will list each of its adjustable properties directly below the effect header row. Each of these properties will have a toggle to enable specifying a custom value; when this is enabled further controls will be displayed to edit the property depending upon the type of property being edited; integer and decimal values show a text input box and slider, color values provide four component input boxes, boolean values provide a simple toggle, etc. The property list for a currently enabled effect can be hidden/shown by toggling the 'Show Props'/'Hide Props' button on the effect header row. This does not disable the parameters, merely collapses them to help clean up the UI view. When finished editing a profile, press the 'Export Selected' button at the top of the UI to export the current configuration into the KSP.log file. From there, you can copy the profile out of the log and rename it to create a new profile, or use the data to overwrite the contents of an existing profile config file. TUFX does not support direct-to-file exporting, as no 'Save File Dialog' has been provided by either Unity or KSP, and I have no desire to create one myself, nor deal with the security issues that would arise from its use. See the included readme.md document for information on config file syntax, and how to manually edit/create profiles. Performance Comparison Comparison data gathered on the following hardware (your results may differ): i5-2500k @ 4.5ghz 24g DDR3 GTX970 Scene <KS3P> <TUFX> <TUFX-Disabled> <Stock> KSC NA 142 170 180 Kerbin-Ground NA 105 118 128 Kerbin-Orbit NA 125 150 165 KS3P was unavailable at the time the testing was performed, so no data was gathered. Dependencies ModuleManager - TUFX depends directly on ModuleManager for its 'Database Reloaded' callback, and will not function unless ModuleManager is installed. ModuleManager has been included in the release packages, and is redistributed under the terms of its own license. Further information on Module Manager can be found on the KSP Forums at: ( https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-19x-module-manager-413-november-30th-2019-right-to-ludicrous-speed/ ), and the license and source-code may be found on the ModuleManager GitHub repository: ( https://github.com/sarbian/ModuleManager ). Known Issues and Bug Reports See the github issues repository: https://github.com/shadowmage45/TUFX/issues The change to use HDR rendering can cause occasional artifacts. If these are present, you can turn off HDR in the profiles by setting the hdr flag to 'False'. Licensing/Legal Full source code for the TUFX assembly is available on github: https://github.com/shadowmage45/TUFX Source code for Unity post processing shaders are available on github: https://github.com/Unity-Technologies/PostProcessing Custom code and classes (everything outside of the PostProcessing source folder) is under GPL3.0 or later license, the full text of this license may be found included in the release packages and on the GitHub repository: https://github.com/shadowmage45/TUFX/blob/master/LICENSE.txt Unity developed classes, shaders, and textures are provided under Unity companion license, with source and license references available from: https://github.com/Unity-Technologies/PostProcessing Modifications to Unity classes (adding ConfigNode load/save methods) are released under public domain or as close as possible under US law. ModuleManager (fork by Sarbian) is included and redistributed under its license: https://github.com/sarbian/ModuleManager/blob/master/README.md Credits @Shadowmage - Coding and development. @SQUAD - For creating and publishing KSP. @sarbian - Forking and maintaining ModuleManager @The White Guardian - For creating KS3P, without which I would have never known about the Unity Post Process packages.
  2. Too long has stock Kerbol gone unloved. No longer will it sit at the center of the solar system, ugly and drab. With new high resolution textures, Scatterer support, and custom light curves, BetterKerbol attempts to remake Kerbol as eye candy worthy of pretty screenshots. Towards this end, the radius has also been tweaked by an imperceptibly tiny amount, to get around a quirk in KSPs engine. This change does not effect the orbits of the planets, as Kerbol's mass is unchanged. Experience the searing light of Kerbol as you approach the corona, or watch is it dims to a pale flicker as you travel beyond the orbit of Eeloo. Additionally, for those who desire a more realistically scaled Kerbol, that better aligns with stock scale, a optional patch is provided to reduce the radius of Kerbol by a factor of 4.24x Changelog v1.0.1 Fix optional rescale not applying Clean up readme Features Base 8k Photosphere and Corona textures A visual surface that aligns with the true surface, opening up the possibility for spectacular close passes Scatterer configs for close up corona glow and sky tint when in the Kerbolar atmosphere Custom light curves for starlight that realistically changes brightness with distance from Kerbol Optional Reduced radius by 4.24x, bringing Kerbol into line with the 1:10.63 scale of the rest of the Kerbal universe Notes Due to a long-standing bug with the way KSP calculates solar heat, temperatures near the surface are extreme, with radiant power density approaching infinity! Bring your exploit shielding or it's a one way trip! No sunflare is provided. If using Scatterer, pick your favorite sunflare mod, personally I recommend Sunflares of Maar. This is my first Mod, pls be gentle. Gallery Download CKAN GitHub SpaceDock Installation Base Extract the zip file Place the GameData folder into your KSP directory Optional - BetterKerbol Rescale Open the Optional Mods folder Place the GameData folder into your KSP directory Provided Compatibility Scatterer, v0.0831 Requirements Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions) ModuleManager 4 or newer Recommended Mods Sunflares of Maar Licensing BetterKerbol is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
  3. Unlike most mods I can send a thousand screenshots and you still won't understand the beauty of this mod. So here's two videos! Still confused? This mod includes a variety of other features such as: -16k Textures with 6 bands for Jupiter. -16k Textures with 8 bands for Saturn. -10k Rings for Saturn. -4k Textures for Uranus with 4 bands. -8k Textures for Neptune with 5 bands. -All bands utilize UV Noise causing them to wiggle and move over time. -Tilt for Jupiter, Uranus and Neptune. -New optional rings for Saturn, Jupiter and Uranus. -Scatterer fixes for KSRSS's gas giants. -Fixes Titan in KSRSS. -Full revamps of Io, Europa, Ganymede and Callisto. Gallery bellow Compatibility This mod is not standalone is designed to work with other visual packs. In other words this mod works with other visual packs. This mod is also designed to be compatible with both RSS and KSRSS with no additional patches needed. Download | LATEST RELEASE 0.6 Primary -https://github.com/ballisticfox/GasGiantsEnhanced/releases/tag/v0.6 Backup/CKAN - https://spacedock.info/mod/2969/Gas Giants Enhanced Notice & Licensing This mod is still very "tech-demoish". Gameplay friendliness is not completely guaranteed and you may have serious performance hits using this mod. This mod is license under CC-BY-NC-SA. You may use textures in this mod. Credit must be given. May not redistribute textures for commercial purposes. Must be under CC-BY-NC-SA. Credits files are provided in each texture set, if you want to use the textures, just throw the credits from the folder into your texture folder. Want more? The final plan of this mod is to completely remake all current gas giant moons and add more minor moons.
  4. 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!
  5. EnvironmentalVisualEnhancements - Clouds and City Lights EnvironmentalVisualEnhancements (a.k.a. EVE) is a mod for KSP that adds clouds and city lights. It is highly configurable and a number of other mods provide improved clouds not just for the stock planets, but for other planets provided by other mods. Go HERE for E.V.E. for later versions of KSP The mod works on KSP 1.8, and older versions are also available. This thread was a continuation of @rbray89's original EVE thread, please discuss on the REDUX version above. Installation The mod is distributed as two ZIP files, one small one which contains the plugin and shaders, and one large one which contains a sample configuration. If you are installing another mod which supplies EVE configurations, such as SVE, you should not install the sample configs. If you use CKAN, select EnvironmentalVisualEnhancements and then choose a config (if only one is available, that one will auto-select). If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. It is strongly recommended that you use the 64-bit version of KSP when using EVE, especially with advanced configurations. Note that you will not necessarily see any clouds on Kerbin in the main menu, and they may flicker. Load a game to check if you've successfully installed the mod. If you wish to install for KSP versions prior to KSP 1.2, see the original thread, but note that there is little support for old versions. Compatibility with other Mods EVE is compatible with most mods, but in particular it is tested to inter-operate well with these visual mods: Scatterer - makes atmospheres realistically "haze". PlanetShine - makes the glow from planets/moons produce ambient light. Stock Visual Terrain - make the terrain detail of the stock planets much better quality. There are also a number of excellent mods that provide advanced configurations beyond the sample ones shipped alongside EVE: Stock Visual Enhancements (SVE) - high quality visuals, recommended for higher-end systems. Para-Sci High-Performance Atmosphere Pack - sleek but still beautiful visuals, even less CPU/GPU demanding than the basic configuration. Be sure to remove the sample configs (the "GameData/BoulderCo/" directory) if you manually install a mod that provides all its own configurations. If installing via CKAN, you will be prompted with what needs removing. If using the Real Solar System mod, you will need different configurations, such as: Real Solar System Visual Enhancements If using the Outer Planets Mods, you will probably want to add EVE for those too, such as: Pood's Outer Planets Mod Visual Overhaul Performance EVE runs fine on mid-range systems. See the alternative configurations above for different performance characteristics. The most expensive effect is currently the volumetric clouds. You can turn these off in the in-game configuration dialog, or by editing the configs with a text editor. Obviously the more cloud layers, the more costly are the effects. By default, only cloud layers within 10km of the camera can produce volumetric clouds. Note that while some outdated information online recommends using the -force-d3d11 option, this is not needed with 64-bit KSP (which you should definitely be using if using EVE), and has been reported to possibly cause memory leaks. Configuration The sample configuration includes a single layer of clouds and city lights for Kerbin and cloud layers for other stock planets/moons as appropriate. You can modify the configuration in-game by pressing Alt-0 (zero), though be warned that this is an advanced feature. If you save broken configs you will need to re-install your chosen configs. There is no undo. Documentation for the config files is currently pending, but note that since EVE-1.2-1, the _MinLight option has been changed. It should be set to 0 (the default) unless you want clouds to glow on the night side (eg. auroras). Also note the relatively new "UVNoise" setting, which allows adding noise to the texture look-ups, either for large animated cloud effects (see Jool), or to mask pixelization in fine detail (see Kerbin). Pretty Pictures and Videos For now, see the original thread for slightly outdated pictures and videos. If you have ones you wish to display here, provided they are short and contain no revenue-generation, just ask. Contributing If you have code changes you would like to contribute to the core plugin or shaders, please submit a Pull Request on the GitHub project: https://github.com/WazWaz/EnvironmentalVisualEnhancements If you have major config changes you would like to contribute, these are probably best supplied to users as an independent mod, in the same way as others listed above like SVE. If you can find a nice way to make use of the BumpMap config, let me know! If you'd like to donate, be aware that I'm only maintaining the great work of @rbray89, but you can donate from the CurseForge EVE page.
  6. I have this issue whenever I approach the cloud layers on any planet. The particles are always pitch black. I installed EVE Redux via CKAN, along with the stock configs for it. I don't know where I can upload my KSP log file. If you could provide a place to do so, that would be awesome. Thanks.
  7. This page is no longer being updated! @Lisias has continued development here KSP 1.12.x Distant Object Enhancement Continued [] 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
  8. Will Kerbal Space Program run well on AMD Ryzen 5 3400g with Radeon Vega 11 Graphics APU? Without a separate graphics card with, 16GB DDR4 2400MHz RAM; 500GB M.2 NVMe SSD; Asus EX-A320M Motherboard?
  9. This is something i thought of a bit. It would be nice if KSP2 would be free for the first 24 hours of it's release. Then after that time, they can set the intended price of the product. It wouldn't hurt, right? I would really appreciate the work, if Kerbal Space Program 2 Would have a demo, just like KSP1, which is gone. Can't seem to find it, because it brings some good memories before the purchase. It just feels different, would be really appreciated. . What do you think about it? The most important question here I guess would be the minimum system requirements. I'm a bit anxious about the visuals, they are so stunning, that I know the game will stutter each 3 seconds. The question is, will the game have advance graphics settings? Like tweak the terrain texture mesh, increase or decrease the level of detail, OFF, STATIC, REALTIME reflections. I just want more graphics customization, because i know my PC will struggle to run this. I gotta pray for my computer not to explode lol rip. I think that's it. I will add more questions to disccuss on this thread later.
  10. As straightforward as the title of this post, my shadows are at a low resolution whilst my settings are maxed out. It first seemed to happen when i changed my graphics card (from a GTX 1050 to an RTX 2060) so i think it might have to do something with that. I hope someone knows what's happening Here's an image of the situation: My settings (tried upping shadow cascades in the settings.cfg): Technical info KSP: 1.11.2 GPU: Nvidia RTX 2060 CPU: Intel Core i5-7400 RAM: 16GB
  11. I have a bug that makes the game entirel unplayable. Ok so when i go to the mun, the closer i get, the more laggy it gets, and when i try to land, the altimeter at the top breaks around 2.5km above the surface, it just says 1, but mechjeb is fine so i continue. But about 20m above the surface, i just explode? I have all the indestructible cheats on and it still happens, i try minmus and duna and it still happens. On minmus and duna i also went through the ground amd exploded about 10m BELOW the surface. Whats going on? I thought it astronomers visual pack causing the lag, and the lag causing the bugs, but nope. I removed it along with eve and scatterer and its still just as laggy. The only other thing maybe is sigma dimensions. Im using 6.4x size with 9.6x distance, 0.3 terrain. Ive had this isse before with no way to solve it and wasnt using sigma then so i dont think its that either. Im using ksp 1.8.1, i have a ryzen 5 2600, a 2070 super, and 16gb 3200mhz ram.
  12. In Team Galileo's JNSQ system I'm planning a Jool Five mission, including rovers and landers for each body. All five Jool moons are exhibiting a checkerboard pattern that I've only seen once before on JNSQ Moho, in Kopernicus 1.8.1-1. That seemed to be fixed with a dev version Sigma88 let me try, at least until I cheated a craft out to Tylo: This pattern seems more pronounced the brighter the daylight. For the sake of troubleshooting I removed EVE and Scatterer. I still have Distant Object Enhancement but that's only supposed to affect the sky box. It's stock graphics and lighting at this point. I've tried this on a couple different PCs, including a Gen4 Core i7 with a GTX 1080 card, a Gen8 Core i7 laptop with RTX graphics, and a potato laptop running an AMD Ryzen and discrete Radeon graphics. I get identical results, but this only starts happening past Dres. It was worse in KSP 1.8.1 / Kopernicus 1.8.1-1 as it occurred on Moho as well. On a lark I swapped Tylo and Minmus thinking it might be the distance to the sun, but the above screen shot happens in orbit of Jool or Kerbin. Any ideas where I should start to troubleshoot this? I could always go back to KSP 1.7.1 / Kopernicus 1.7 but I really like the 1.9.1 features too much.
  13. I'm on a new install of Xubuntu and the textures of the components does not seem to be what it should be, various part textures are blurry, such as the image below. Does anyone have any idea why the textures are like this? Texture resolution in the game settings is full res, the rest of the settings are high, I have deleted the settings.cfg multiple times and it made no difference. I have try reinstalling and verifying the game cache, is this just a Linux thing?
  14. Hey everyone, So I'm relatively new to the KSP world on PC. I played hundreds of hours on my xbox one x. I'm now on my Acer Nitro 5 gaming laptop with a 1050 NVidia setup and I'm having some issues with the game that I can't find concise answers too. First off without any planetary graphics mods, I have an ocean that does not render. Its there when I land, but all I see is the textured blue ocean floor. I ended up removing EVE and Realistic Atmosphere as well as my AVP mod and Sunflares becuase on top of my ocean issue, regardless of a beautiful rendering of planet kerbin on the pregame menu, once I started playing the atmosphere went black and the planet from map mode turned into this grayed out dark orange and black rendering that got so annoying. I haven't noticed the gameplay affected much but I cannot seem to figure out how to make this planet have its reliable and consistent graphics that everyone else seems to have. Anyone experience this? I'm running out of ideas without individually inspecting the game with every mod one by one...
  15. http://prntscr.com/p1iax1 When ever I go and install EVE and SVE the graphics never change... What do I do?
  16. Hello everyone, I wanted to play KSP for a long time now and finally found some time and bought it. Unfortunately I am getting some weird video glitches in-game, as seen here: https://imgur.com/a/12FnXaA I'm running the game on Windows 10 using a Dell XPS 15 9560 Notebook with i7-7700HQ CPU, 16GB RAM and dedicated GeForce GTX 1050 graphics card (notebook edition). As soon as the glitch appears it does not go disappear until I close KSP. Usually it starts shortly after I start a Training scenario or few minutes in, but I also had it during startup once. At one time I did receive a windows notification saying: "Application has been blocked from using the graphics hardware", so I ran the fix recommended in some other forums: [snip] I haven't received the message since (although I haven't tried too often because the game is unplayable), but the glitch is still there. I also made sure I am running on the Nvidia card instead of integrated Intel graphics and reinstalled the graphics driver as well as reinstalling the game itself. It is also important to know that I have never had this issue with other games of applications. I can't seem to find any other thread dealing with that kind of glitch and was therefore not able to find any solution yet. I'd appreciate any kind of suggestion or idea you might have. EDIT: I had the "Application has been blocked from using the graphics hardware" again a couple of times. However, when I check the integrity of the game files via Steam it always either finds 1 or 2 corrupt files whenever the glitch appears (meaning every time in my case). Thanks in advance!
  17. Graphics Enhancements Assembly: New Age V7M3.1 Graphics Enhancements Assembly: Lite V1.04 What is GEA? The Graphics Enhancements Assembly includes a lot of textures and settings, allowing you to making your graphics in KSP even better and more colorful. So, what's included in the assembly? GEA: New Age: 4k & 8k clouds textures for Eve, Kerbin, Duna, Jool and Laythe. 5k lightnings for Eve, Kerbin, Jool and Laythe. 8k auroras for Kerbin, Laythe and Jool. Cloudy weather for Kerbin. Snowstorms for Duna, Kerbin and Laythe. Storms for Eve and Duna. Surface glow. Atmospheric scattering for Eve, Kerbin, Duna, Jool and Laythe. GEA: Lite: Clouds textures for Eve, Kerbin, Duna, Jool and Laythe. Auroras for Kerbin and Laythe Cloudy weather for Kerbin. Snowstorms for Kerbin and Laythe. Storms for Duna. Atmospheric scattering for Eve, Kerbin, Duna, Jool and Laythe. Delete previous versions before downloading new ones! Screenshots album [Imgur] Special thanks to: @Astronomer for fantastic textures of lightnings and from AVP [CC-BY-NC-SA] @Thesonicgalaxy for beautiful textures of auroras from Better Atmospheres. [CC-BY-NC] @Artyomka15 for help me with translation of this page. @shaw and @RangeMachine for Texture Replacer. [MIT license] @blackrack for Scatterer. [GPLv3] @Nhawks17 for Real Plume. [CC-BY-NC-SA] @sarbian for Smoke Screen. [BSD 2-Clause licence] @MOARdV for Distant Object. [CC-BY] A lot of thanks for help to: @Zeka3535 @Artyomka15 @septerflash @Dimon Download GEA: New Age from SpaceDock Download GEA: New Age from CurceForge Download GEA: Lite from Github THIS MOD IS LICENSED BY CC-BY-NC-SA-4.0
  18. Hello everyone. i have a problem with ksp 1.7.2 . i am running it on windows 7 and i only get to see pink square's instead of text, strange images and no text on buttons. can sombody please help me?
  19. I'm not sure if this just cropped up in KSP 1.7.2, but I'm seeing an issue with lights turning on their "glow" decals for the lenses when the part they're attached to turns its lights on. This does NOT happen in the VAB; I only see it after launching a craft into flight. More specifically, I can add Mk1 and Mk2 Stock illuminators to a Mk1 lander can or Mk 1-3 command pod, and then turn on the lights on the command pod within the PAW (or with the "U" button, even if the illuminators are unbound from that Action). Within a few seconds, the "glow" decal for the attached lighting parts comes on, even though the lights aren't illuminating. Hovering the mouse arrow over the part to highlight it briefly cures it, then it comes back. The reverse situation comes up when activating the illuminators and turning off the command pod lights. Illumination takes place, but the glow decal disappears either after a few seconds, or after hovering over it with the mouse. This issue gets more problematic when adding illumination mods like Aviation Lights. The blinking and color change functions become irrelevant, at least on the lenses, because they'll come on full strength, white, and continuously, regardless of the actual state of the light, or the glow will stay off if the CM's lights are off. I tried looking this up in the Bug Tracker, but didn't see anything (at least for 1.7.2 bugs) and the search/filtering tools are rather...weak. I'm using KSP x64 on Win10. First saw this on a modded install, then I did a separate clean one, with and without the Squad expansions. UPDATE: I've added this as an issue in the bug tracker. UPDATE 2: I've added detailed replication steps in the bug tracker.
  20. Heres a pic of it happening: https://imgur.com/a/yU6BGBA It seems to happen whenever my rocket runs out of fuel if that tells you anything, and stops when I deploy parachutes PC specs: https://uploadfiles.io/c6at9 Output Log: https://uploadfiles.io/svdj3 I've already tried updating my drivers, reinstalling KSP, and verifying the vile integrity through steam. I'm out of options.
  21. Currently in-game there are examples of over-expanded nozzles when throttled down/up. Yet this doesn't include engines with under-expanded nozzles or overal change at higher altitudes/different planetary bodies. Examples of over-expanded and under-expanded nozzles: (Credibility: Huzel, D. K. & Huang, D. H. (1971). NASA SP-125, Design of Liquid Propellant Rocket Engines)
  22. Hello there, I've been posting all my fan art on the Kerbal Space Program sub-reddit (as DJOzmanMJ) so far, but figured the best place to post them is on the KSP forum itself. So, I'll be posting all my previous artworks as well as any new ones on here. So what's the image below? I could go in detail but why don't you have a look at the deconstruction I posted on Artstation: https://www.artstation.com/artwork/2xLdNK. Simply put, I render most, if not all of my images in Element 3D - a 3rd party Plug-in from VideoCopilot for After Effects. Enjoy! - Tinem
  23. Not sure what is causing this, but on Kerbin at Space Central the entire map is glitchy as heck. At any you try to move the camera around it looks like parts of the ocean are bleeding through the ground. Making any of the facilities unclickable. Another graphics glitch is around Eve. It makes the planet look like a gas giant when you try to zoom in. If anyone recognizes any of these types of Symptoms please chime in to let me know. Here is the entire list of Mods I have installed: https://ibb.co/mbpyBe https://ibb.co/nFMBWe https://ibb.co/nR9LPz https://ibb.co/dw1TBe
  24. Hi all, just got my Asus GTX1080 and I was stoked to test out KSP with his new gear. Of course, I installed the latest drivers from Nvidia right away. But (sad trumpet). The game systematically crashes badly during load screen, about halfway through the progress bar. When I say "crashes badly", I mean it instantly cuts power to the motherboard and restarts after a few seconds. From the POST screen. Then I downloaded the latest game version from KSP's website (version ID in the launcher is 2152), and things remain the exact same. I changed the graphics settings to "Minimum", just to see if a rewrite of the config file would make things better, but it doesn't. Any idea what's going on? PS: I'm playing vanilla KSP. I do have Avast anti-virus on at all times, although in gaming "silent" mode.
  25. EDIT: I'm not using the Scatterer addon. Problem occurs with Surface FX turned off and Aerodynamic Effects on Very Low. I looked through this forum but couldn't find this. If I overlooked it, please lemme know, so I can chuck this question out/mark it resolved. Since I don't usually hang around in the altitude regime in question, and I can work around it, I'm not desperate for a fix. Would appreciate one, of course. But I'm posting this primarily because I thought someone else might be interested in seeing it. I suspect some stock part of the game may be impacted. When ascending, at 20,000m, the surface of Kerbin rips open into a big black circle - that also blots out the stock parts of the UI. It grows, and grows, and disappears at ~55,000m. During reentry, at about ~55,000m, the big black circle reappears, and shrinks and shrinks until it disappears again at 20,000m. I've observed this over a number of launches over the past few days. In fact, ever since I had managed to overcome recurring crashes by running the game in OpenGL mode. Never saw it before, not even when it would crash, so I strongly suspect it's OpenGL related. It is also, probably, mod-related, simply because of the vast number of mods that I use. However, as you can see in the screenshot and in the video, this circle will blot out all parts of the stock game - including the navball, stock toolbar, etc. But elements added by mods. Such as the AGX window, or the Gravity Turn UI, are not affected. They are not affected. Not even the little Navball Adjuster tab disappears - while the rest of the Navball does. This occurs during launch or reentry, even after flying a whole mission. At 20,000 meters, the surface of Kerbin rips open, the circle grows bigger and bigger, but at about 55,000 meters, it disappears. On the return journey, the big black circle appears at about 55,000 meters, and gets smaller and smaller, disappearing at 20,000m. When I zoom out, it also goes away. But when I zoom back in, and I'm in the affected altitude range between 20km and 55km, the circle reappears, also. In the video, I was already too high when I zoomed back in during the launch, but during the reentry later in the video, you can see behavior with the zoom. I had left the computer on over night, with the game running, before I made the video. Posting a 341 Mb output_log would not help anyone. So I've just restarted the game, same addons, and repeated this flight, same rocket, and saw the same behavior. The much smaller Output_log: https://drive.google.com/open?id=1TBzu3RfIOpIHnbmh5yGITL0jB-dELnv- The epic list of addons (as extracted from KSP.log, so including every little thing that's packed in with one mod or another): https://drive.google.com/open?id=1h_EF_JcJuqbJCjw_sK2-B8otK0Kec8j2
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