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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]


Galileo

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1 hour ago, Agustin said:

If I install Medium Resolution, what happens if I select low resolution ground textures in settings of the game? 

It makes them look worse, but will help performance, not a lot, so don’t expect miracles lol

Edited by Galileo
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  • 3 weeks later...

FAR or ModularFlightIntegrator (which in the OP says it is a requirement for FAR to work) is braking DirectX11 textures when using SVT. SVT by itself works on DX 11, but when SVT and FAR is installed (with ModularFlightIntegratr as well as a dependency of FAR) SVT textures go like this: https://www.dropbox.com/s/gjlgdj5q8kqx9lh/KSP.bmp?dl=0

 

I didn't realize MFI is a requirement for Kopernicus. Although what I have found s that the glitches only occur on kerbin, so I can run DX11 and SVT on all planets except Kerbin jhhahah

Also, Auroras had the same problem in my game, the stripes. And I fixed it by lowering the DetailScale factor from 1 to 0.1

Edited by Agustin
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  • 2 weeks later...
21 minutes ago, seyss said:

How does this mod compare to SVE_Textures? https://github.com/Galileo88/StockVisualEnhancements/releases/tag/1.0.2

Thanks.

These are two separate mods made by me. One gives you clouds (environments) and one gives you terrain textures (terrain).... so they don’t compare. They are meant to be used together.

Edited by Galileo
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On 12/4/2017 at 1:27 AM, Galileo said:

These are two separate mods made by me. One gives you clouds (environments) and one gives you terrain textures (terrain).... so they don’t compare. They are meant to be used together.

Is there going to be a problem if I used SVT only + AVP ?

Edited by Juba
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Hello there!

So, I was testing if SVT affects fps and after the long testing, I must confess, SVT is exceptionally awesome mod and in fact improves the fps!

Here is most prominent example - val. Same lander, same save file, tried to get same angle (ofc fuel-cheated due to testing). Just look at fps:

gZOzaM2.png  mZSbS5g.png

Thank you very much, @Galileo !!

 

@J534 Looking at Kerbin terrain, I'd say for whatever reason, SVT is not loaded. Could be that you installed it in the wrong place. I am using Kopernicus+SVT+OPM.

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On 12/10/2017 at 4:46 AM, themaster401 said:

All of you experiencing the depressingly dark Kerbin bug, it is a result of (theoretically) SVT stopping Kopernicus' default curves for how intense the Sun's light should be depending on distance from it.

Solution = downgrade to Kopernicus 1.3.1-2 for now.

I confirm, Working great now.

Thanks.

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With only MM, KSP-AVC, Kopernicus, MFI, SVE (+High res), EVE (no configs) and scatterer (defaults), things work fine.  But the minute I install SVT, I get the dark oceans problem, as well as terrible lines and patterns in the terrain on Kerbin. It looks like lots of fine lines.  When I remove SVT, it clears up. 

I'll post full logs, etc, in another post.  But its definitely SVT not playing nice with something.  From what I can tell, something is getting hosed up with the EVE configs.

Anyone seen this before?  Download the image to see it full size (2560x1080)

https://imgur.com/0CVl8Pa
https://imgur.com/K6jUD4c
 

Edited by Murdabenne
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6 hours ago, Murdabenne said:

With only MM, KSP-AVC, Kopernicus, MFI, SVE (+High res), EVE (no configs) and scatterer (defaults), things work fine.  But the minute I install SVT, I get the dark oceans problem, as well as terrible lines and patterns in the terrain on Kerbin. It looks like lots of fine lines.  When I remove SVT, it clears up. 

I'll post full logs, etc, in another post.  But its definitely SVT not playing nice with something.  From what I can tell, something is getting hosed up with the EVE configs.

Anyone seen this before?  Download the image to see it full size (2560x1080)

https://imgur.com/0CVl8Pa
https://imgur.com/K6jUD4c
 

If you are forcing dx11, don’t. Also, delete the light node from the sun cfg.. I haven’t had time to fix anything

Edited by Galileo
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Sounds like you already know whats happening with this.  Thanks for the clarification.  I was forcing DX11 - any specific reason that does this?  I need DX11 if I'm going to run the shiny/metallic PBR shaders in Textures Unlimited. Unity 5 "DX9 Has cube-map blurring problems with PBR shaders, results in sharp lines in reflections even on non-reflective surfaces"   Also the textures in the newly release James Webb telescope mod use PBRs from TU and therefore probably needs DX11.  These things look amazing.

Then again MFI has problems with DX11 and is stuck at DX9 as well, so I guess I simply can't use the new shaders and any mods that need them until the older apps update to accommodate DX11. 
 

 

Edited by Murdabenne
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7 hours ago, Galileo said:

Also, delete the light node from the sun cfg.. I haven’t had time to fix anything

If you want to replace the intensity curves with ones updated for Kopernicus 1.3.1-3, I recommend these:

				ScaledIntensityCurve
				{
					key = 0 1 0 0
					key = 500000 1 0 -2.885E-07
					key = 1000000 0.9 -1.443E-07 -1.443E-07
					key = 2000000 0.8 -7.213E-08 -7.213E-08
					key = 4000000 0.7 -3.607E-08 -3.607E-08
					key = 8000000 0.6 -1.803E-08 -1.803E-08
					key = 16000000 0.5 -9.017E-09 -9.017E-09
					key = 32000000 0.4 -4.508E-09 -4.508E-09
					key = 64000000 0.3 -2.254E-09 -2.254E-09
					key = 128000000 0.2 -1.127E-09 -1.127E-09
					key = 256000000 0.1 -5.636E-10 -5.636E-10
					key = 512000000 0 -2.818E-10 0
				}
				IntensityCurve
				{
					key = 0 1 0 0
					key = 3000000000 1 0 -4.809E-11
					key = 6000000000 0.9 -2.404E-11 -2.404E-11
					key = 12000000000 0.8 -1.202E-11 -1.202E-11
					key = 24000000000 0.7 -6.011E-12 -6.011E-12
					key = 48000000000 0.6 -3.006E-12 -3.006E-12
					key = 96000000000 0.5 -1.503E-12 -1.503E-12
					key = 192000000000 0.4 -7.514E-13 -7.514E-13
					key = 384000000000 0.3 -3.757E-13 -3.757E-13
					key = 768000000000 0.2 -1.879E-13 -1.879E-13
					key = 1536000000000 0.1 -9.393E-14 -9.393E-14
					key = 3072000000000 0 -4.696E-14 0
				}
				IVAIntensityCurve
				{
					key = 0 0.9 0 0
					key = 3000000000 0.9 0 -4.328E-11
					key = 6000000000 0.81 -2.164E-11 -2.164E-11
					key = 12000000000 0.72 -1.082E-11 -1.082E-11
					key = 24000000000 0.63 -5.410E-12 -5.410E-12
					key = 48000000000 0.54 -2.705E-12 -2.705E-12
					key = 96000000000 0.45 -1.353E-12 -1.353E-12
					key = 192000000000 0.36 -6.763E-13 -6.763E-13
					key = 384000000000 0.27 -3.381E-13 -3.381E-13
					key = 768000000000 0.18 -1.691E-13 -1.691E-13
					key = 1536000000000 0.09 -8.453E-14 -8.453E-14
					key = 3072000000000 0 -4.227E-14 0
				}

Just copy these into Sun.cfg over the old curves and you should be good.  They do the same thing as the old curves but with the correct units for use with 1.3.1-3.
 

Edited by OhioBob
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1 hour ago, Murdabenne said:

Sounds like you already know whats happening with this.  Thanks for the clarification.  I was forcing DX11 - any specific reason that does this?  I need DX11 if I'm going to run the shiny/metallic PBR shaders in Textures Unlimited. Unity 5 "DX9 Has cube-map blurring problems with PBR shaders, results in sharp lines in reflections even on non-reflective surfaces"   Also the textures in the newly release James Webb telescope mod use PBRs from TU and therefore probably needs DX11.  These things look amazing.

Then again MFI has problems with DX11 and is stuck at DX9 as well, so I guess I simply can't use the new shaders and any mods that need them until the older apps update to accommodate DX11. 
 

 

The PBR shaders should work with openGL as well, it's just dx9 that has issues with the PBR shaders, so maybe try openGL and see if you have any issues, also this guy claims to have a fix for DX11 but IDK if it works:

 

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For those wondering, I can and will fix the lighting issue in an upcoming update, however, I will not do anything to fix compatibility with dx11. I understand that the PBR mod is popular, but I do not want to sacrifice performance to make SVT compatible with dx11, which is what I would have to do. It’s a damned if you do, damned if you don’t sort of situation, and I choose don’t. Sorry for the inconvenience. 

Edited by Galileo
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