G'th Posted December 2, 2019 Share Posted December 2, 2019 (edited) AD ASTRA What is Ad Astra? Ad Astra is a mod of another mod, JNSQ. In essence, it combines much of the visuals of Astronomer's Visual Pack by @themaster401 with the planets and moons of JNSQ by @Galileo and friends. But it goes much farther than that by not only integrating some of the original visions of JNSQ but by also expanding on those found in AVP. The end result is a very high fidelity visual pack....duh. Ok, Millennial so what do I get? Glad you asked, figment of my imagination. The mod is available in the same base resolutions that AVP is. Those being 2k, 4k, 8k, and, for Kerbin exclusively, 43k. During installation you will be able to choose which one you prefer. As of 1.0, all bodies in the JNSQ solar system have some kind of visuals added to them. Overtime, as I learn more about what I can do with EVE, Scatterer, and Kopernicus, these features may change, be completely redone, and/or augmented. I could give a feature list, but frankly, the screenshots speak for themselves: Installation/Download: GITHUB DOWNLOAD (43k Users) | SPACEDOCK DOWNLOAD (2K/4K/8K Users) As with virtually any mod, it is imperative that you -read- the included readme. Within you will find the installation instructions, as well as the additional download links to get your desired texture resolutions. Peformance Questions/Concerns? On 12/7/2019 at 10:53 AM, G'th said: Some notes and thoughts on performance So lately I've been getting a lot of questions and general feedback in regards to the performance of the mod. So I thought I'd take some time to address these things in bulk: On 43k Clouds: The first thing that should be made clear about the 43k clouds is that it is not a single, gigantic 43k texture (the 43k name is more just to describe what you're getting). For one, KSP wouldn't be able to load a texture that large. And for two, having it be a monolithic texture would be a waste of resources anyway given that EVE is capable of providing cubemapping, which essentially is stitching several textures together to make a larger one. So, when you download the 43k clouds, what you are getting is a 16k texture that is then surrounded by several 10k textures. Doing this allows for the same level of detail the monolithic 43k texture would have (as you don't have to cram the entire texture into a single image), but with a greatly reduced impact to RAM and even performance. So much so, is this impact reduced, that I'm fairly certain most are greatly overestimating the impact these clouds would have on their own systems. I have personally tested these same clouds on a GTX 780, 1060, and 1080. All of which had zero issues running the 43k clouds. Even running the clouds alone never produced any noticeable impact to performance (as most should know, KSP is bottlenecked by the CPU, and any mid-high end GPU should not have an issue with a handful of high resolution textures). Simply put, if you can run JNSQ and/or AVP already with plenty of RAM for more (I have 16gb in my system, and I can easily run this on top of JNSQ itself, alongside huge mods like BDB, Tantares, all of Nerts mods, and a whole lot more), then there is zero reason that you shouldn't be able to run the 43k clouds, and, in my opinion, zero reason for you -not- to run them. On the Point of 43k Clouds: There has also been a question of why you would want 43k clouds. First answer, because they're awesome. And second, because they provide the best possible quality in low orbits. Many visual mods, in my opinion, step too far back from their visuals to judge their quality, meaning that they often base their visuals on what the planet looks like from a high orbit or just plain far away. The problem I have with that, is simply that this ends up turning the up close visuals to mush, no matter how great the visuals may be from a distance. This is simply a result of how the game and EVE itself works, and a low orbit (in JNSQ I consider low orbit over Kerbin to be 120km) is where the visuals of any mod is going to be at their worst. Thus, I design with the idea that the visuals should look best in low orbit first, and best everywhere else second. As my extensive screenshots have shown, a low orbit over Kerbin is a fantastic thing to look at when you use the 43k clouds. The clouds themselves are crisp and fun to look at, and the detailing provided by AVP's own detail textures only enhances the effect. Are they potentially high impact on systems? Sure why not. It is a number of still very large textures after all. But with every increase in resolution you go to from the lowly 2k option on up the 43k, you get -that- much more fidelity. And IDK about anyone else, but when I spend time on a space station, I don't want to look down at blurry mush. On general performance: The mod is ultimately still a work in progress; as noted above I am starting the process of reworking the entire system quite literally from the ground up, and with this will come some pretty heavy optimizations in regards to volumetrics (The beginnings of which should already be present on Kerbin in 1.0) which are the only part of the mod that are particularly difficult to run well even in high end systems. But here's the thing, from the very beginning, this mod was never intended for people who run KSP on a toasters and potatoes. Sorry, not sorry. As such, its important to remember that just because the mod may be hard to run in places doesn't mean that it is unoptimized or what have you, and that will become more true as time goes on. License: Ad Astra is licensed by Attribution-NonCommercial-ShareAlike 2.0 Generic (CC BY-NC-SA 2.0) Credits to themaster401 for the repack of the 43k Cloudset. Edited October 12, 2022 by G'th Quote Link to comment Share on other sites More sharing options...
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