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Everything posted by Galileo
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He caught the right moment in his screenshot. SVE is what it is. It's not going to get any better. You are more than welcome to make your own cloud pack and see how it turns out though
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Do you have kopernicus installed?
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That photo uses SVE... there is a detail texture on the main cloud map. When you catch the right moment, it can look like that.
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That is just how SVE looks. It seems you are looking for hyper-realism, which you won't find in any visual mod KSP. There are limitations, one being the resolution of clouds. 8k is about as high as you can get. Even if you try a 64k texture, you will still see pixelation. Adding uv noise can help but I personally hate the way it looks, so I won't put it in SVE. From what I see in your screenshots, everything is working as intended.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
4K just like GPP- 7,371 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
I don't have an explanation. It's just something that happens. That, and KSP does not support dx11, so any issues that pop up because of it aren't explained anywhere.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
You can convert the images yourself, but I won't make a version like that. And the last time I checked, the issue persists even with png format on dx11, so it wouldn't matter.- 1,019 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
I could make a 2k version. That wouldn't be too hard- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
I was using it as an example out of your 8 gm of ram, GPP is definitely using the most of it- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Well, yes, because of GPP and all of its textures + Scatterer and the textures for EVE. GPP by itself with only the visual mods installed will use about 6gb of ram (roughly). Your part mods likely take up the rest of your ram, which is not much next to GPP. More ram will help, but I think pruning your part list will work wonders for you.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Nope it doesn't. Just remember, in KSP, if you are killing your CPU, it doesn't matter what the rest of your rig looks like. You could have 200gb of ram, the latest and greatest GPU, the fastest SSD available, and the game would still lag considerably. It sounds like your part packs are your biggest performance hog.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
FASA is really hard on the CPU for sure. Part mods in general kill CPU performance. They don't really hurt ram much, but your CPU will be murdered if you have large part packs installed. I usually go through the part packs I want and removed parts I know I'll never use.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Probably. Have you considered getting a small ssd? Just to get you by until you can get something more substantial?- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
EVE doesn't really hurt your ram THAT much. It relies mostly on you GPU. What kind of CPU are you working with?- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Wish I could send you some ram!- 7,371 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Galileo replied to StarCrusher96's topic in KSP1 Mod Releases
Remove Kopernicus as a dependency? Its required for ANY planet mod to work. Without it, planet packs don't exist. Your second possible fix can already be done, but it breaks Scatterer and other visual mods. So this probably will not be done by the devs. As for your solar panel issues, KSP does not support multiple stars natively, so kopernicus has code to allow it, but there are still limitations by unity. There is nothing the dev can do to fix this issue except give every star the same luminosity as the main star.- 4,170 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Well, with the hundreds of screenshots that have come from others playing GPP, I think it's safe to say that it's probably something to do with either your mods or maybe your hardware and not with GPP. I have a feeling you are just poking fun at your rig again though- 7,371 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
Galileo replied to Galileo's topic in KSP1 Mod Releases
SSRSS doesn't touch resources. If there is any discrepancy with the resources, you are better off asking in the RSS thread.- 598 replies
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
Galileo replied to Matchlight's topic in KSP1 Mod Releases
Ha, realistic... it makes them look like they are made of fumes from a gas grill! To each their own, but the UV noise on the clouds does not look realistic. Sure it helps with hidind the pixelated edges sometimes, but so does a good detail texture.- 685 replies
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KSC Won't Load
Galileo replied to ZooNamedGames's topic in KSP1 Technical Support (PC, modded installs)
Ok well, like many other modders probably feel, I don't want to wade through an output log when you have that many mods installed. To get some help, you are likely going to have to do some work yourself here. Process of elimination is easy. Even half of the amount of mods you have would be easier to sift through. -
KSC Won't Load
Galileo replied to ZooNamedGames's topic in KSP1 Technical Support (PC, modded installs)
That method doesn't take 2-3 hours. Regardless of mod list size (not taking initial KSP load time into consideration), it should only take 20-30 min. If that. -
KSC Won't Load
Galileo replied to ZooNamedGames's topic in KSP1 Technical Support (PC, modded installs)
I don't know what's causing the issue, but you can quickly figuring it out by process of elimination. remove half of your mods, and start the game. Start the game starts, the problem likely lies with the mods you removed. If it doesn't, it's likely the mods that you still have in your GameData. Once you determine which group of mods is causing the issue, start adding them back a handful at a time (5 mods or so) until the issue happens again. Once it happens, now you only have a handful of mods that could be the issue and that makes troubleshooting easy. Not saying it isn't an incompatibility between two working mods, but there is really no way of knowing that until you try the above strategy. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
They aren't static. Have you tried time warping? -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Looks normal to me. Also, Scatterer does not do clouds, so I'm confused by what you mean -
Ugh... I'm gonna have to show my age here... it's The Goonies