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[1.1.2] KSPRC - Renaissance Compilation: artworks remake [V-0.7 Pre Release 3]


Proot

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7 minutes ago, gamerscircle said:

Firstly - this is a great collection and I really enjoyed it on my Win64 bit.

I had a problem in Jool, well - "Jool" to be more exact, I couldn't get within about 5 million km of the planet, the game would just chunk, but map view was okay.  When I was out further , about 25 million, I was able to be in normal view and no chunk.  Otherwise this was a great addition to the game and thank you to the team and the community for this.

I have a question, can I simply use the sun "flare" parts without the rest?

again, thank you for your time and dedication to KSP.

For Jool, it's a bug with Scatterer for gas giants. Blackrack is currently working on solving it. Until then, you can just remove the Scatterer entry for Jool. If you just want to use the flare, just use everythinf connected to it and remove everithing else.

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1 hour ago, vagabond77 said:

I made some changes with the unique purpose of increasing the frame rate and leave intact as much as possible the magnificent work of Proot.

 

I can confirm that your edits helped A LOT. I went up from 30 to 50 fps on a ship with 150 parts on take off with all grapics maxed out.

 

VG8wZ1W.png

 

 

 

28 minutes ago, Nansuchao said:

For Jool, it's a bug with Scatterer for gas giants. Blackrack is currently working on solving it. Until then, you can just remove the Scatterer entry for Jool. 

What he said. 64bit is not the problem behind it.

Edited by SkyKaptn
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12 hours ago, Dix2lespace said:

Ok thanks a lot Murdox. I go try your advices.

Well all im saying if you are going to use more mods than just KSPRC until KSP 1.1 release (Unity 5 patch with official x64 support) you should definitely try with Windows 64 bit community workaround for Windows or run x64bit in Linux.

I just tested with clean 32bit KSP install with KSPRC. I used -force-d3d9, dynamic texture loader and tested half/full res textures from ksp settings and just as i expected it was still really near crashes 3-3.3gb RAM. -force-opengl command is another option, but still if you can barely run KSPRC u can't add more mods really.

Edit: Oh well back to normal x64 again and it  seems mr. @vagabond77 just brought us some more interesting performance stuff to mess up with. Lets see how its going to work with my own configs with clouds even though im not currently running planetshine at all. also thanks for sharing! :) Btw how those ksprc & planetcolor configs differ from original ones because only difference i found was some // markers front of lines at least in planetcolor.cfg 

Edited by Murdox
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6 hours ago, Greg310 said:

Why does Kerbin look so hazy from space once you are in game? Why doesn't it looks like it does on the main menu screen? You can see what I mean on the first post on this forum page by Bandus. 

 

The Kerbin you see on the Main Menu does not show the scatterering effects from Scatterer. The one you are seeing from space in game includes the scatterering effect and that's why it looks "hazy" but that's just the atmosphere it's showing, which is realistic.

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20 minutes ago, Greg310 said:

Ok, makes sense I suppose. But that's not what the earth looks like from space right? Isn't it a bit too hazy? 

Meh, all a matter of opinion I guess. You can mess with it with Alt + F10 which brings up the Scatterer GUI and you can mess with the variables there!

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On 1/5/2016 at 3:35 PM, Bandus said:

Greetings! I noticed while playing using KSPRC I am having an odd graphical issue. Basically, with a vessel in Kerbin orbit if I zoom out all the way, I see this:

6286Sxt.png

 

This looks reasonable to me, however, I did notice there seem to be no clouds which I thought was odd.

However, the real issue is that when I zoom in on the vessel a bit, the land masses change to look like this:

GVzkaLA.png

 

I'm not sure what is causing this. Any help would be appreciated very much!

To be clear, my concern here isn't the haze. My concern is the the fact that when I zoom in slightly towards a vessel, all the ground textures go to jaggedy and..not pretty. Also, you can't see it in the screenshot, but in real time the outline of the continents has like...moving lines...on them?

I really appreciate all the effort into this but if I've done something wrong I'd like to fix it OR if I can help resolve a problem with the mod I'd like to do that too! :)

Edited by Bandus
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3 minutes ago, Bandus said:

To be clear, my concern here isn't the haze. My concern is the the fact that when I zoom in slightly towards a vessel, all the ground textures go to jaggedy and..not pretty. Also, you can't see it in the screenshot, but in real time the outline of the continents has like...moving lines...on them? 

I really appreciate all the effort into this but if I've done something wrong I'd like to fix it OR if I can help resolve a problem with the mod I'd like to do that too! :)

Is not a "problem". The Ocean Shader in Scatterer is simply not finished yet. I've talked about this gap with @blackrack he will work on it, but he not even has a GPU right now... So if you want this detail "finished", sadly you need to wait. Of course, if you want/can lend him a hand to get a new GPU, probably the work will be done sooner:

http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v002182-24122015-ocean-shaders-get-them-while-theyre-hot/&page=1

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Just now, Proot said:

Is not a "problem". The Ocean Shader in Scatterer is simply not finished yet. I've talked about this gap with @blackrack he will work on it, but he not even has a GPU right now... So if you want this detail "finished", sadly you need to wait. Of course, if you want/can lend him a hand to get a new GPU, probably the work will be done sooner:

http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v002182-24122015-ocean-shaders-get-them-while-theyre-hot/&page=1

Ah ha! That is what I didn't understand. I didn't realize it simply was incomplete at this stage. Thank you for clarifying!

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3 hours ago, Proot said:

Is not a "problem". The Ocean Shader in Scatterer is simply not finished yet. I've talked about this gap with @blackrack he will work on it, but he not even has a GPU right now... So if you want this detail "finished", sadly you need to wait. Of course, if you want/can lend him a hand to get a new GPU, probably the work will be done sooner:

http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v002182-24122015-ocean-shaders-get-them-while-theyre-hot/&page=1

Don't worry I still have my laptop which runs it okay, I'll be back to continue working on scatterer soon.

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On 6-1-2016 at 6:09 AM, Proteus said:

ooh boy they look gorgeous i'm drooling,any chance you release them for the public?:blush:

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 :)

Edited by maseo
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On 6/1/2016 at 2:05 AM, Murdox said:

@Dix2lespaceIf I understood right that your 32bit KSP is crashing during loading screen and can't even go main menu (only with KSPRC installed). This sounds like your 32bit game is running out of RAM (memory) wich usually happens around ~3.5gb limit with 32bit KSP. Usually these "visual" and some other mods wich is using lot of heavy textured files can make your game running out of that 3.5gb limit really fast. If possible try to check from "Task Manager" or other monitoring software are you running out of RAM. And if so...? there is some solutions you can try play with. Force OpenGL, force DirectX9 with "Dynamic Texture Loader" mod, KSP x64 workaround or then just try to remove some parts from KSPRC. If you are able to survive trough loading screen and can go to settings from main menu you can try to set textures to "Half Res".

Let me know if it was not 32bit RAM crash problem or/and you need further assistance... :)

Thanks murdox! I've tried to set textures to "Half Res" and it works very good with:

-trajectories 

-dynamic texture loader

-dockingport alignement

-Karbonite plus

-FTT 

-Warp drive 

-Kerbal alarm clock 

-USI kolonisation system

-RCS build aid 

-Karbonite

-TAC life support

-Chatterer

It take me, 3.1 GB of RAM on windows 7 64bit in dx11 (game in 32bit).  But as soon as i have tried "full res" in graphic option, the game instant shutdown. So "half res" + dynamic texture loader is perfect. Great thanks murdox

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Your welcome and glad you got it work! Okay so you have 32bit game, DTL and Half-Res textures working right now, but one more thing i would like to suggest to try with is dx9 instead of dx11. I think it should reduce RAM usage even more than dx11 and you may get even more fps/performance with dx9. also VRAM savings with dx9 + DTL is awesome if you can pass that loading screen. Idk if you tried with it already this was only my assuming. i think magical limit is near 3.3 - 3.5gb at least for me.

If you want to try it out command is:   -force-d3d9

Edit: Also apologies to Proot... we're filling your ksprc topic with helpdesk things here :D

Edited by Murdox
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4 hours ago, Murdox said:

Your welcome and glad you got it work! Okay so you have 32bit game, DTL and Half-Res textures working right now, but one more thing i would like to suggest to try with is dx9 instead of dx11. I think it should reduce RAM usage even more than dx11 and you may get even more fps/performance with dx9. also VRAM savings with dx9 + DTL is awesome if you can pass that loading screen. Idk if you tried with it already this was only my assuming. i think magical limit is near 3.3 - 3.5gb at least for me.

If you want to try it out command is:   -force-d3d9

Edit: Also apologies to Proot... we're filling your ksprc topic with helpdesk things here :D

In fact I appreciate the favor, a lot. If I dedicate my time to solve all this "small" things, with my crappy and slow english, all would be much more slow and worse...
But seriously, I wait anxiously the update to Unity 5, basically with the expectation of send to the oblivion most of the memory problems... This thread has much more messages related to the memory usage than with the mod by itself.
Anyways, as I've said many times in past pages: atm is hard to play this in dx9/windows without "tweaks" in your install; dx11/windows does it better but has some problems (as black Jool)... so the best choice, in memory saving and in general terms, -imho- is to force OpenGL in windows.
I play with several mods (not parts), forcing OpenGL, without memory crashes. For me the only problem with OpenGL is the lack of antialiasing, but I can force it in the GPU options, so is not a problem at all.

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If anybody still has performance troubles with KSPRC and the fixes posted above don't work for them.

Try cutting out EVE and the EVE configs and see if that helps, it made a 70fps difference on my end. The 0.24 of EVE can still function as an alternative for now.

Thanks Proot and everybody else for an awesome mod :D 

 

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On 06/01/2016 at 6:17 PM, vagabond77 said:

 

CHANGES:
1) Edit files GameData\KSPRC\KSPRC.cfg (only comment, no change value)


@Kopernicus:AFTER[Kopernicus]
{
//	@Body[Sun]
//	{
//		Particles
//		{
//			Particle
//			{
//				target = Sun
//				texture = KSPRC/Kopernicus/Glow
//				minEmission = 10
//				maxEmission = 500
//				lifespanMin = 30
//				lifespanMax = 60
//				sizeMin = 9
//				sizeMax = 4999
//				speedScale = 0.0005
//				rate = 0.015
//				randVelocity = 0.3, 0.6, 0.1
//				Colors
//				{
//					color1 = 1.000, 0.950, 0.747, 0.750
//					color2 = 1.000, 0.994, 0.707, 0.750
//					color3 = 1.000, 0.960, 0.724, 0.750
//					color4 = 1.000, 1.000, 0.803, 0.750
//					color5 = 1.000, 0.970, 0.800, 0.750
//				}
//			}
//		}	
//	}
	@Body[Moho]
	{
		@PQS
       	{
            Mods
            {
				VertexColorSolid
				{
					blend = 1.0
					color = 0.01, 0.01, 0.01, 1.0
					order = 9999975
				}
				VertexColorMapBlend
				{
					map = TextureReplacer/Default/moho00.dds
					order = 9999976
					blend = 0.999
				}  
        	}
			Material
			{
               	saturation = 1.2
               	contrast = 2.35
				powerNear = 0.55
				powerFar = 0.36
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 3
				steepTexStart = 1500
				steepTexEnd = 70000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1000
				steepTiling = 100
                lowTex = KSPRC/Terrain/Textures/lunarsoil
                lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				lowNearTiling = 2000
				lowMultiFactor = 20
				lowBumpNearTiling = 2000
				lowBumpFarTiling = 20
                midTex = KSPRC/Terrain/Textures/cracks
                midBumpMap = KSPRC/Terrain/Textures/cracks_NRM
				midNearTiling = 3000
				midMultiFactor = 35
				midBumpNearTiling = 3000
				midBumpFarTiling = 35
				highTex = KSPRC/Terrain/Textures/cracks
               	highBumpMap = KSPRC/Terrain/Textures/cracks_NRM
				highNearTiling = 2200
				highMultiFactor = 25
				highBumpNearTiling = 2200
				highBumpFarTiling = 25
           	}
			
		}
	}
	@Body[Gilly]
	{
		@PQS
      	{
			Mods
          	{
				VertexHeightMap
                {
               		map = KSPRC/Kopernicus/new_gilly_hm.png
					offset = 0
                	enabled = true
               	}
				VertexColorMap
				{
					map = TextureReplacer/Default/evemoon100.dds
					order = 9999977
				}  
        	}
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1.5
				powerNear = 0.7
				powerFar = 0.65
				groundTexStart = 0
				groundTexEnd = 1000
				steepPower = 0.75
				steepTexStart = 1000
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/glassoil
                steepBumpMap = KSPRC/Terrain/Textures/glassoil_NRM
				steepNearTiling = 800
				steepTiling = 80
                lowTex = KSPRC/Terrain/Textures/lunarsoil
                lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				lowNearTiling = 800
				lowMultiFactor = 8
				lowBumpNearTiling = 800
				lowBumpFarTiling = 8
                midTex = KSPRC/Terrain/Textures/mon
                midBumpMap = KSPRC/Terrain/Textures/mon_NRM
				midNearTiling = 1000
				midMultiFactor = 10
				midBumpNearTiling = 1000
				midBumpFarTiling = 10
				highTex = KSPRC/Terrain/Textures/regolum
               	highBumpMap = KSPRC/Terrain/Textures/regolum_NRM
				highNearTiling = 1000
				highMultiFactor = 10
				highBumpNearTiling = 1000
				highBumpFarTiling = 10
				lowStart = 0
				lowEnd = 0.1
				highStart = 0.2
				highEnd = 0.3
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				passCount = 4
				renderQueue = 2000
           	}
		}
	}
	@Body[Eve]
	{
		@PQS
    	{
			Material
			{
				saturation = 1.25
				contrast = 3
				powerNear = 0.7
				powerFar = 0.7
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 4
				steepTexStart = 15000
				steepTexEnd = 90000
				steepTex = KSPRC/Terrain/Textures/roca
				steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 800
				steepTiling = 180
				lowTex = KSPRC/Terrain/Textures/sands
				lowBumpMap = KSPRC/Terrain/Textures/sands_NRM
				lowNearTiling = 1600
				lowMultiFactor = 160
				lowBumpNearTiling = 1600
				lowBumpFarTiling = 160
				midTex = KSPRC/Terrain/Textures/arena
				midBumpMap = KSPRC/Terrain/Textures/dunes_NRM
				midNearTiling = 500
				midMultiFactor = 150
				midBumpNearTiling = 150
				midBumpFarTiling = 150
				highTex = KSPRC/Terrain/Textures/roca
				highBumpMap = KSPRC/Terrain/Textures/roca_NRM
				highNearTiling = 500
				highMultiFactor = 170
				highBumpNearTiling = 500
				highBumpFarTiling = 170
           	}
        }
	}
	@Body[Kerbin]
	{
		@Atmosphere
		{
			ambientColor = 0.05,0.05,0.051,1
			lightColor = 0.65, 0.58, 0.5, 1.0
		}
		@PQS
        {
			Material
			{
               	saturation = 0.975
               	contrast = 1.7
				powerNear = 0.725
				powerFar = 0.725
				groundTexStart = 0
				groundTexEnd = 2000
				steepPower = 4
				steepTexStart = 10000
				steepTexEnd = 100000
               	steepTex = KSPRC/Terrain/Textures/roca
               	steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1000
				steepTiling = 140
               	lowTex = KSPRC/Terrain/Textures/arena
               	lowBumpMap = KSPRC/Terrain/Textures/arena_NRM
				lowNearTiling = 4000
				lowMultiFactor = 375
				lowBumpNearTiling = 4000
				lowBumpFarTiling = 400
                midTex = KSPRC/Terrain/Textures/grass
                midBumpMap = KSPRC/Terrain/Textures/grass_NRM
				midNearTiling = 4000
				midMultiFactor = 300
				midBumpNearTiling = 4000
				midBumpFarTiling = 325
				highTex = KSPRC/Terrain/Textures/pnoise
				highBumpMap = KSPRC/Terrain/Textures/pnoise_NRM
				highNearTiling = 4000
				highMultiFactor = 100
				highBumpNearTiling = 4000
				highBumpFarTiling = 100
           	}
		}
	}
	@Body[Mun]
	{
		@PQS
        {
            Mods
            {
				VertexColorMap
				{
					map = TextureReplacer/Default/NewMunSurfaceMapDiffuse.dds
					order = 9999978
				}  
        	}		
			Material
			{
               	saturation = 1
               	contrast = 1.15
				powerNear = 0.7
				powerFar = 0.65
				groundTexStart = 0
				groundTexEnd = 3500
				steepTexStart = 3000
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/lunarsoil
                steepBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				steepNearTiling = 900
				steepMultiFactor = 9
				steepBumpNearTiling = 900
				steepBumpFarTiling = 9
                lowTex = KSPRC/Terrain/Textures/lunarsoil
                lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				lowNearTiling = 1200
				lowMultiFactor = 12
				lowBumpNearTiling = 1200
				lowBumpFarTiling = 12
                midTex = KSPRC/Terrain/Textures/lunarsoil
                midBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				midNearTiling = 1100
				midMultiFactor = 11
				midBumpNearTiling = 1000
				midBumpFarTiling = 11
				highTex = KSPRC/Terrain/Textures/lunarsoil
               	highBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				highNearTiling = 1000
				highMultiFactor = 10
				highBumpNearTiling = 1000
				highBumpFarTiling = 10
				globalDensity = 0
			}
        }
	}
	@Body[Minmus]
	{
		@Template
		{
			removePQSMods = AltitudeAlpha
		}
		@PQS
        {
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1.15
				powerNear = 0.75
				powerFar = 0.65
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 0.5
				steepTexStart = 1500
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/glassoil
                steepBumpMap = KSPRC/Terrain/Textures/glassoil_NRM
				steepNearTiling = 1000
				steepTiling = 10
                lowTex = KSPRC/Terrain/Textures/lunarsoil
                lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				lowNearTiling = 800
				lowMultiFactor = 8
				lowBumpNearTiling = 800
				lowBumpFarTiling = 8
                midTex = KSPRC/Terrain/Textures/lunarsoil
                midBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				midNearTiling = 1300
				midMultiFactor = 13
				midBumpNearTiling = 1300
				midBumpFarTiling = 13
				highTex = KSPRC/Terrain/Textures/glassoil
               	highBumpMap = KSPRC/Terrain/Textures/glassoil_NRM
				highNearTiling = 1300
				highMultiFactor = 13
				highBumpNearTiling = 1300
				highBumpFarTiling = 13
				lowStart = 0
				lowEnd = 0.1
				highStart = 0.15
				highEnd = 0.3
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				passCount = 4
				renderQueue = 2000
           	}
			Mods
          	{
				VertexHeightMap
                {
               		map = KSPRC/Kopernicus/new_minmus_hm.png
					offset = 0
                	enabled = true
               	}
				VertexColorSolid
				{
					blend = 1.0
					color = 0.01, 0.01, 0.01, 1.0
					order = 999999998
				}
				VertexColorMap
				{
					map = TextureReplacer/Default/NewMunSurfaceMap00.dds
					order = 999999999
					blend = 0.999
				}  
        	}
		}
	}
	@Body[Ike]
	{
		@PQS
        {
            Mods
           	{
				VertexColorMap
				{
					map = TextureReplacer/Default/desertplanetmoon00.dds
					order = 9999980
				}  
        	}
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1
				powerNear = 0.7
				powerFar = 0.65
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 1
				steepTexStart = 1500
				steepTexEnd = 50000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1000
				steepTiling = 100
                lowTex = KSPRC/Terrain/Textures/lunarsoil
                lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				lowNearTiling = 1000
				lowMultiFactor = 10
				lowBumpNearTiling = 1000
				lowBumpFarTiling = 10
                midTex = KSPRC/Terrain/Textures/glassoil
                midBumpMap = KSPRC/Terrain/Textures/glassoil_NRM
				midNearTiling = 1200
				midMultiFactor = 12
				midBumpNearTiling = 1200
				midBumpFarTiling = 12
				highTex = KSPRC/Terrain/Textures/regolum
               	highBumpMap = KSPRC/Terrain/Textures/regolum_NRM
				highNearTiling = 1500
				highMultiFactor = 15
				highBumpNearTiling = 1500
				highBumpFarTiling = 15
				lowStart = 0
				lowEnd = 0.085
				highStart = 0.15
				highEnd = 0.3
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				passCount = 4
				renderQueue = 2000
           	}
        }
	}
	@Body[Duna]
	{
		@PQS
        {
           	Mods
            {
				VertexColorMap
				{
					map = TextureReplacer/Default/Duna5_00.dds
					order = 9999981
				}  
        	}
			Material
			{
               	saturation = 0.875
               	contrast = 1.36
				powerNear = 0.7
				powerFar = 0.6
				groundTexStart = 0
				groundTexEnd = 2750
				steepPower = 2
				steepTexStart = 2500
				steepTexEnd = 30000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 800
				steepTiling = 130
                lowTex = KSPRC/Terrain/Textures/sands
                lowBumpMap = KSPRC/Terrain/Textures/sands_NRM
				lowNearTiling = 3000
				lowMultiFactor = 30
				lowBumpNearTiling = 3000
				lowBumpFarTiling = 30
                midTex = KSPRC/Terrain/Textures/marsu
                midBumpMap = KSPRC/Terrain/Textures/marsu_NRM
				midNearTiling = 3200
				midMultiFactor = 40
				midBumpNearTiling = 3200
				midBumpFarTiling = 40
				highTex = KSPRC/Terrain/Textures/margo
               	highBumpMap = KSPRC/Terrain/Textures/margo_NRM
				highNearTiling = 2000
				highMultiFactor = 22
				highBumpNearTiling = 2000
				highBumpFarTiling = 22
				lowStart = 0
				lowEnd = 0.5
				highStart = 0.925
				highEnd = 1.05
				shader = Terrain/PQS/PQS Main - Optimised
           	}
		}
	}
	@Body[Dres]
	{
		@PQS
        {
           	Mods
            {
				VertexColorMap
				{
					map = TextureReplacer/Default/dwarfplanet100.dds
					order = 9999982
				}  
        	}
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1.5
				powerNear = 0.75
				powerFar = 0.7
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 2
				steepTexStart = 1500
				steepTexEnd = 50000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1000
				steepTiling = 100
                lowTex = KSPRC/Terrain/Textures/regolum
                lowBumpMap = KSPRC/Terrain/Textures/regolum_NRM
				lowNearTiling = 1800
				lowMultiFactor = 18
				lowBumpNearTiling = 1800
				lowBumpFarTiling = 18
                midTex = KSPRC/Terrain/Textures/mon
                midBumpMap = KSPRC/Terrain/Textures/mon_NRM
				midNearTiling = 1800
				midMultiFactor = 18
				midBumpNearTiling = 1800
				midBumpFarTiling = 18
				highTex = KSPRC/Terrain/Textures/glassoil
               	highBumpMap = KSPRC/Terrain/Textures/glassoil_NRM
				highNearTiling = 1800
				highMultiFactor = 18
				highBumpNearTiling = 1800
				highBumpFarTiling = 18
				lowStart = 0
				lowEnd = 0.15
				highStart = 0.2
				highEnd = 0.3
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				planetOpacity = 1
				passCount = 4
				renderQueue = 2000
           	}
		}
	}
	@Body[Pol]
	{
		@PQS
        {
			Mods
          	{
				VertexHeightMap
                {
               		map = KSPRC/Kopernicus/new_pol_hm.png
					offset = 0
                	enabled = true
               	}
				VertexColorMap
				{
					map = TextureReplacer/Default/gp1minormoon200.dds
					order = 9999984
				}   
        	}
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1.5
				powerNear = 0.75
				powerFar = 0.7
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 2
				steepTexStart = 1500
				steepTexEnd = 50000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1000
				steepTiling = 100
                lowTex = KSPRC/Terrain/Textures/arena
                lowBumpMap = KSPRC/Terrain/Textures/arena_NRM
				lowNearTiling = 1500
				lowMultiFactor = 15
				lowBumpNearTiling = 1500
				lowBumpFarTiling = 15
                midTex = KSPRC/Terrain/Textures/mon
                midBumpMap = KSPRC/Terrain/Textures/mon_NRM
				midNearTiling = 1500
				midMultiFactor = 15
				midBumpNearTiling = 1500
				midBumpFarTiling = 15
				highTex = KSPRC/Terrain/Textures/regolum
               	highBumpMap = KSPRC/Terrain/Textures/regolum_NRM
				highNearTiling = 1500
				highMultiFactor = 15
				highBumpNearTiling = 1500
				highBumpFarTiling = 15
				lowStart = 0
				lowEnd = 0.12
				highStart = 0.2
				highEnd = 0.25
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				planetOpacity = 1
				passCount = 4
				renderQueue = 2000
           	}
		}
	}
	@Body[Bop]
	{
		@PQS
        {
			Mods
          	{
				VertexHeightMap
                {
               		map = KSPRC/Kopernicus/new_bop_hm.png
					offset = 0
                	enabled = true
               	}
				VertexColorMap
				{
					map = TextureReplacer/Default/gp1minormoon100.dds
					order = 9999984
				}   
        	}
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1.3
				powerNear = 0.75
				powerFar = 0.65
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 1
				steepTexStart = 1500
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 800
				steepTiling = 80
                lowTex = KSPRC/Terrain/Textures/lunarsoil
                lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM
				lowNearTiling = 800
				lowMultiFactor = 8
				lowBumpNearTiling = 800
				lowBumpFarTiling = 8
                midTex = KSPRC/Terrain/Textures/mon
                midBumpMap = KSPRC/Terrain/Textures/mon_NRM
				midNearTiling = 1300
				midMultiFactor = 13
				midBumpNearTiling = 1300
				midBumpFarTiling = 13
				highTex = KSPRC/Terrain/Textures/regolum
               	highBumpMap = KSPRC/Terrain/Textures/regolum_NRM
				highNearTiling = 1300
				highMultiFactor = 13
				highBumpNearTiling = 1300
				highBumpFarTiling = 13
				lowStart = 0
				lowEnd = 0.1
				highStart = 0.15
				highEnd = 0.3
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				passCount = 4
				renderQueue = 2000
           	}
		}
	}
	@Body[Tylo]
	{
		@PQS
        {
            Mods
            {
				VertexColorMap
				{
					map = TextureReplacer/Default/rockyMoon00.dds
					order = 9999985
				}  
        	}
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1.3
				powerNear = 0.75
				powerFar = 0.65
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 1
				steepTexStart = 1500
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1000
				steepTiling = 100
                lowTex = KSPRC/Terrain/Textures/regolum
                lowBumpMap = KSPRC/Terrain/Textures/regolum_NRM
				lowNearTiling = 2000
				lowMultiFactor = 20
				lowBumpNearTiling = 2000
				lowBumpFarTiling = 20
                midTex = KSPRC/Terrain/Textures/regolum
                midBumpMap = KSPRC/Terrain/Textures/regolum_NRM
				midNearTiling = 1000
				midMultiFactor = 10
				midBumpNearTiling = 1000
				midBumpFarTiling = 10
				highTex = KSPRC/Terrain/Textures/cold
               	highBumpMap = KSPRC/Terrain/Textures/cold_NRM
				highNearTiling = 600
				highMultiFactor = 6
				highBumpNearTiling = 600
				highBumpFarTiling = 6
				lowStart = 0
				lowEnd = 0.1
				highStart = 0.2
				highEnd = 0.25
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				passCount = 4
				renderQueue = 2000
           	}
		}
	}
	@Body[Vall]
	{
		@PQS
        {
            Mods
           	{
				VertexColorMap
				{
					map = TextureReplacer/Default/gp1icemoon00.dds
					order = 9999986
				}  
        	}
			materialType = AtmosphericMain
			Material
			{
               	saturation = 1
               	contrast = 1.3
				powerNear = 0.6
				powerFar = 0.5
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 1.5
				steepTexStart = 1500
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1100
				steepTiling = 110
                lowTex = KSPRC/Terrain/Textures/cold
                lowBumpMap = KSPRC/Terrain/Textures/cold_NRM
				lowNearTiling = 1000
				lowMultiFactor = 10
				lowBumpNearTiling = 1000
				lowBumpFarTiling = 10
                midTex = KSPRC/Terrain/Textures/plainstone
                midBumpMap = KSPRC/Terrain/Textures/plainstone_NRM
				midNearTiling = 1500
				midMultiFactor = 16
				midBumpNearTiling = 1500
				midBumpFarTiling = 16
				highTex = KSPRC/Terrain/Textures/iceberg
               	highBumpMap = KSPRC/Terrain/Textures/iceberg_NRM
				highNearTiling = 1500
				highMultiFactor = 16
				highBumpNearTiling = 1500
				highBumpFarTiling = 16
				lowStart = 0
				lowEnd = 0.6
				highStart = 0.9
				highEnd = 1
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				passCount = 4
				renderQueue = 2000
           	}
		}
	}
	@Body[Laythe]
	{
		@PQS
        {
			Material
			{
               	saturation = 1
               	contrast = 1.55
				powerNear = 0.725
				powerFar = 0.725
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 1
				steepTexStart = 1500
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 1000
				steepTiling = 100
                lowTex = KSPRC/Terrain/Textures/sands
                lowBumpMap = KSPRC/Terrain/Textures/sands_NRM
				lowNearTiling = 1000
				lowMultiFactor = 10
				lowBumpNearTiling = 1000
				lowBumpFarTiling = 10
                midTex = KSPRC/Terrain/Textures/dunes
                midBumpMap = KSPRC/Terrain/Textures/dunes_NRM
				midNearTiling = 400
				midMultiFactor = 200
				midBumpNearTiling = 400
				midBumpFarTiling = 200
				highTex = KSPRC/Terrain/Textures/marsu
               	highBumpMap = KSPRC/Terrain/Textures/marsu_NRM
				highNearTiling = 1500
				highMultiFactor = 15
				highBumpNearTiling = 1500
				highBumpFarTiling = 15
				lowStart = 0
				lowEnd = 0.3
				highStart = 0.85
				highEnd = 1
           	}
		}
	}
	@Body[Eeloo]
	{
		Particles
		{
			Particle
			{
				target = Sun
				texture = KSPRC/Kopernicus/particle.png
				minEmission = 800
				maxEmission = 1000
				lifespanMin = 0.1
				lifespanMax = 0.1
				sizeMin = 0.075
				sizeMax = 0.15
				speedScale = 0.0
				rate = 0.0
				randVelocity = 33.3, 66.6, 99.9
				Colors
				{
					color1 = 1.000, 1.000, 1.000, 0.900
					color2 = 1.000, 1.000, 1.000, 0.800
					color3 = 1.000, 1.000, 1.000, 0.700
					color4 = 1.000, 1.000, 1.000, 0.600
					color5 = 1.000, 1.000, 1.000, 0.500
				}
			}
		}	
		@PQS
        {
			Mods
          	{
				VertexColorMap
				{
					map = TextureReplacer/Default/snowydwarfplanet00.dds
					order = 99999969
				}  
        	}	
			materialType = AtmosphericOptimized
			Material
			{
               	saturation = 1
               	contrast = 3.5
				powerNear = 0.4
				powerFar = 0.3
				groundTexStart = 0
				groundTexEnd = 1500
				steepPower = 1
				steepTexStart = 1500
				steepTexEnd = 100000
                steepTex = KSPRC/Terrain/Textures/roca
                steepBumpMap = KSPRC/Terrain/Textures/roca_NRM
				steepNearTiling = 800
				steepTiling = 40
                lowTex = KSPRC/Terrain/Textures/arena
                lowBumpMap = KSPRC/Terrain/Textures/arena_NRM
				lowNearTiling = 1000
				lowMultiFactor = 100
				lowBumpNearTiling = 1000
				lowBumpFarTiling = 100
                midTex = KSPRC/Terrain/Textures/cold
                midBumpMap = KSPRC/Terrain/Textures/cold_NRM
				midNearTiling = 900
				midMultiFactor = 8
				midBumpNearTiling = 900
				midBumpFarTiling = 8
				highTex = KSPRC/Terrain/Textures/pnoise
               	highBumpMap = KSPRC/Terrain/Textures/roca_NRM
				highNearTiling = 300
				highMultiFactor = 30
				highBumpNearTiling = 300
				highBumpFarTiling = 30
				lowStart = 0
				lowEnd = 0.25
				highStart = 0.8
				highEnd = 1
				globalDensity = 0
				shader = Terrain/PQS/PQS Main
				passCount = 4
				renderQueue = 2000
           	}
		}
	}
	@Body[Jool]
	{
		@ScaledVersion
		{
			ProceduralGasGiant
			{
				rampTexture = KSPRC/KopernicusExpansion/JoolRamp
				cloudSpeed = 0.5
				hasStorms = true
				stormMap = KSPRC/KopernicusExpansion/JoolStorms
				stormFrequency = 5
				stormDistortion = 0.85
				seed = 731983
				distortion = 0.015
				frequency = 11
				lacunarity = 1.4
				gain = 1.3
			}
		}

	}
}

2) Edit files GameData\DistantObject\PlanetColors.cfg 


//Color definitions for planets

//Custom planet mods can add their own color definitions! Just add another .cfg file inside your mod folder (of any name,
//anywhere inside the GameData path), and mirror the format of this document.

//The color value is just RGB values, from 0 to 255. This is the color when 100% saturated (default is 65%, see Settings.cfg).

CelestialBodyColor
{
//	name = Moho
//	color = 124,102,88
}
CelestialBodyColor
{
//	name = Eve
//	color = 104,76,141
}
CelestialBodyColor
{
//	name = Gilly
//	color = 134,119,103
}
CelestialBodyColor
{
//	name = Kerbin
//	color = 73,99,121
}
CelestialBodyColor
{
//	name = Mun
//	color = 80,82,81
}
CelestialBodyColor
{
//	name = Minmus
//	color = 187,253,228
}
CelestialBodyColor
{
//	name = Duna
//	color = 165,72,41
}
CelestialBodyColor
{
//	name = Ike
//	color = 64,64,64
}
CelestialBodyColor
{
//	name = Dres
//	color = 128,128,128
}
CelestialBodyColor
{
//	name = Jool
//	color = 117,173,78
}
CelestialBodyColor
{
//	name = Laythe
//	color = 88,92,106
}
CelestialBodyColor
{
//	name = Vall
//	color = 140,158,160
}
CelestialBodyColor
{
//	name = Tylo
//	color = 188,180,168
}
CelestialBodyColor
{
//	name = Bop
//	color = 100,86,76
}
CelestialBodyColor
{
//	name = Pol
//	color = 238,206,152
}
CelestialBodyColor
{
//	name = Eeloo
//	color = 200,205,201
}

3) Download PlanetShine 0.2.4.2

Replace PlanetShine.dll in GameData\PlanetShine\Plugins

Add CelestialBodies.cfg in GameData\PlanetShine\Config

I hope this can be of help and maybe someone will have better ideas to optimize this beautiful project.

 

Wooow!!!  That helped a lot thanks mate!! 

Clear skies and high fps today at KSC,  we are ready for launch! 

Edited by Riks
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1 hour ago, Riks said:

Wooow!!!  That helped a lot thanks mate!! 

Clear skies and high fps today at KSC,  we are ready for launch! 

I did the same and definitely got more FPS but getting memory issues now (when never had problem before). Also removed the reflection plugin. Using DX11.

I'll keep using these configs and tolerate the crashing... it's worth it.   :)

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3 hours ago, Riks said:

Wooow!!!  That helped a lot thanks mate!! 

Clear skies and high fps today at KSC,  we are ready for launch! 

I am glad that these settings have been of help. :)
Can anyone tell me what exactly controls the first part of the file (KSPRC.cfg) that I excluded?
After the change did not notice differences but the performance in the planet map are greatly improved.

 

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So is there any news on some FPS guides? I really want to use this pack, but I just cannot because my game refuses to run anything over 25 FPS. And I have a beefy PC.  I have an Intel Core i7-5930K and two 980 with an SLI configuration and I still can't max it out 60, let alone 30.

I delete the cloud.cfg file, but then the whole game looks... well, not like KSPRC, which really ruins it for me. 

 

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4 minutes ago, Mr Betelgeuse said:

So is there any news on some FPS guides? I really want to use this pack, but I just cannot because my game refuses to run anything over 25 FPS. And I have a beefy PC.  I have an Intel Core i7-5930K and two 980 with an SLI configuration and I still can't max it out 60, let alone 30.

I delete the cloud.cfg file, but then the whole game looks... well, not like KSPRC, which really ruins it for me. 

 

Just one page back there is... As well as people talking about it just a few posts up :) Here is a link to what some have found to help their FPS.

Edited by Nhawks17
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