Jump to content

Search the Community

Showing results for tags 'visual'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  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. 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
  4. 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:
  5. 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
  6. 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!
  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. 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.
  9. 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
  10. 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:
  11. 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:
  12. 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!
  13. 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
  14. 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:
  15. 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
  16. 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.
  17. 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.
  18. 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
  19. 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
  20. 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.
  21. Goal: bring stock Jool up to par with the quality of the base OPM gas giants, while maintaining mostly stock colors. Inspired by Snark's JoolBiomes Mostly a proof-of-concept of https://www.seedofandromeda.com/blogs/49-procedural-gas-giant-rendering-with-gpu-noise Subgoals: 1024x512 scaled space texture (same size as base OPM) Indexed, colored biome map, with Kerbnet colors (ongoing) Science flavor text for the different biomes (incomplete) Jupiter-esque dust ring (incomplete) EVE-based storms and cloud swirls (optional) Required: Module Manager, Kopernicus Recommended: OPM, EVE, Realistic Atmospheres, Custom Asteroids + OPM configs Incompatible: Most visual overhaul mods that affect Jool The mod disables itself when unsupported visual overhaul mods are detected. Most of the popular visual overhaul mods change Jool enough so that the biome map added by this mod is pointless (and the updated scaled space/EVE clouds they provide are much better than the ones this mod gives). Custom biome maps will be included for supported mods. --- Tracking Station Photos (w/o Scatterer & w/o EVE): In-flight Photos (w/o Scatterer & w/o EVE): --- Release link Github repository link (license is CC BY-NC-SA 3.0 for *.dds, *.xcf, & *.png; MIT for everything else) (source assets available in GIMP *.xcf) --- Work-in-progress; Open to artistic/feature suggestions
  22. Most of the mods about visual enhancement is to add/change the texture, like EVE, or rendering the graphics, like Scatter. And most of the visual effects is on the view of "looking at the planet from space", or "just look at the nice sea water and the lights on the horizon", However I'm a plane guy, 100% obsessed with aircraft flying INSIDE the atomosphere, so what i wish to find is : 1. the nice land views you can see in the aerial photographs, like the beautiful forest, mountain and river, (basically it's the enhancement of the "ground setting" in the main setting when you enter the game, which will just simply make the mountain more curved and put more little trees there.) 2.the clouds exist in the real space of sky, kind of like those Ace Combat games, where your jet can fly into a cloud. Maybe it's my lame searching ability that i can not find those mods after a month of trying. So i come here for help, this thread is my first thread here. I understand that the first required mod may exists and known by many people (not me), but the second sounds hard so i don't hold much hope. Just want to make the flight not that boring, by changing the stupid and simple stock land and mountain with some bad-ass mods.
  23. I recently downloaded a mod that allows me to easily replace textures in my Kerbal game by just dropping them into a file. However, I have only been able to find textures for the sky-box and 1 for Kerbin. I was wondering if anyone had any idea where I could find more textures for other planets, in order to make my game look much better. (I think the textures need to be named something specific in order for them to overwrite the existing 'Squad' textures. For example the Kerbin texture came with two files: 'KerbinScaledSpace300.png' and 'KerbinScaledSpace401.png')
  24. 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
  25. Currently a lot of the mods in the "Misc" category on Curse(Forge) are audio or visual mods - mods that change nothing except the user experience. These don't fit into any other category. Adding a "Audio and Visual" or some better-named category would help users answer their "how do I get screenshots like that??!" questions. Who is responsible for deciding the available categories? Also to that person: the "Recent Files" only shows the most recently uploaded, not the one for the most recent KSP version. In contrast, mods for Minecraft show one for each Minecraft version.
×
×
  • Create New...