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


Proot

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In devnotes squads show everyday that they make transfering to Unity 5 and nothing more (one exeptions - sattelite remote control), no more planets, new textures or ingame clouds, thats means Proot should work after KSP 1.1:rolleyes:

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Whats the deal with the DDS loader in the mod as is? Do i need that?

Nope, SQUAD implemented DDS in 1.0, so DDS loader is no longer necessary. The mod (as-is) was created for .90 (as the thread title states), so the mods in the pack may no longer work (they need to be updated) and some aren't necessary at all.

Also, DO NOT INSTALL the .assets file found in KSP_data / KSP_dataX64, it won't work with 1.0+

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This mod looks like it's going to be beautiful, but I worry about the memory usage. Can you give us an estimate on how much ram it will use? I only use 19 mods and I already have to use half-res textures due to crashes.

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Yes, please.

Proot, does your pack fit within the 32-bit RAM limit without using ATM or OpenGL?

I want to stay under-around 1,8\2 GB. Without ATM\opengl, just by using DDS format. Not easy at all... but is the goal.

~snip~ page 158.

Edited by Motokid600
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I'm looking for some help with installation if someone has the time. I would be grateful if you could answer these questions please.

1. Which folders( or mods) do I keep from the GameData folder or do I need to find updated versions of those mods?

1a. If so which ones?,

2. Am I supposed to keep the folder KSP_Data folder?

2a. If so, does it go into the Kerbal Space Program folder, or GameData?

3. And does the ATM mod work with this mod?

I appreciate your assistance.

Edited by Chase842
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@Ilya DirectX is a memory Pig opengl will free at least a gig of ram slight FPS drop in some scenes but really playable suggest giving it a shot

I did give it a shot, and the memory was amazingly lower, but the problem is that antialiasing didn't work at all in opengl, which makes it even worse-looking than if I just lower the texture resolution.

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From memory, you have to force AA override in your GPU settings.

I did that as well in RadeonPro (it didn't work at all in the AMD CCC), but then, for some reason, the game becomes literally unplayable. It displays 1 FPS, but it's clearly even slower. Not sure what's going on at all. I tried many things and couldn't fix it, so I just gave up.

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2, No

3. Yes because this mod isn't updated yet. When it is to use dds textures, ATM won't touch it.

Thank you very much for your answer ObsessedWithKSP

Now concerning the (possibly required)mods in the GameData folder, I read somewhere that we need to find updated versions of these, and/or some are old and don't with with the current version of KSPRC. I don't know what to do with these and I need some help.

I currently have the most up-to-date versions of Distant Objects, EVE, and Texture Replacer. However, I don't have any of these other mods, and I don't know If I need to find updated versions or keep the ones that come with KSPRC.

I am particularly confused about why RealSolarSystem is in here, since it replaces the Kerbin texture to Earth..... Also Planetshine is outdated and, as far as I know, doesn't work with 1.04.

Any help someone could offer would be gladly accepted!

Thank you again for answering my 2nd and 3rd questions so fast. This is my first time commenting on a thread, KSP has such a great community

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I am particularly confused about why RealSolarSystem is in here, since it replaces the Kerbin texture to Earth..... Also Planetshine is outdated and, as far as I know, doesn't work with 1.04.

RSS just changed the horizon to blue rather than stock white and PlanetShine works fine in KSP 1.0.4. I think there's KittopiaTech as well that added rings to Jool. To have the full complete 100% KSPRC, you'll need those but if those changes don't appeal to you or you don't have the RAM to spare, you're fine to skip those mods.

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RSS just changed the horizon to blue rather than stock white and PlanetShine works fine in KSP 1.0.4. I think there's KittopiaTech as well that added rings to Jool. To have the full complete 100% KSPRC, you'll need those but if those changes don't appeal to you or you don't have the RAM to spare, you're fine to skip those mods.

So do I need to get the updated versions of RSS and KittopiaTech, or do the versions of those mods that come with KSPRC work fine with 1.0.4?

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RSS doesn't work anymore, you can safely delete RSS and Kittopia and use my Kopernicus configuration instead: https://www.dropbox.com/s/ow9h5fspmm1eerl/KSPRC_Kopernicus.zip?dl=0 :)

Seems to work, thanks.

- - - Updated - - -

One slight hiccup with this, I seem to be able to collect debris from my launches (I think its the launch towers) from under the ground when viewing ksc.

Edited by SmashBrown
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Speaking of the RSS plugin. Has anyone been able to rid themselves of that white horizon in 1.0.4? Ive tried plucking the updated plugin from RSS itself and while it did get rid of the outdated message it didnt fix the horizon.

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Speaking of the RSS plugin. Has anyone been able to rid themselves of that white horizon in 1.0.4? Ive tried plucking the updated plugin from RSS itself and while it did get rid of the outdated message it didnt fix the horizon.

This is exactly what Thomas P. and SmashBrown were discussing, so do what Thomas P. said

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Because it's a mess and extremely buggy.

Did a 64bit workaround one month ago. Sens dess have been modding and testing KSP with various mods modpacks, att the same time testing the game by playing short missions. Untill now I havent noticed a single issue.

But then again I havent played career mode yet.

Ah yea one bug might be that 1 in 20-30 KSP launches, main menu gets grayed out when you about to quit the game. But that havent been an issue

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Nvidia card FTW sorry couldnt help myself, there must be someone who has opengl running on a radeon nicely

I have an AMD R9 270X and the game in OpenGL runs like crap (about the same as DirectX), and only 25/35% of my GPU is used. Using OpenGL I can play with mods so I prefer. Crap game code is crap. Lets hope they do something about it with Unity 5 port.

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