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cy4n

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Everything posted by cy4n

  1. The 1.0 update is just around the corner. Final round of testing so far: (I still like the old parts)
  2. @matts73 I checked and Hide Empty Tech Tree Nodes appears to be causing the error. I'll try to see why this is happening. (Also, Science Full Reward is made redundant by this mod, and so is Science Full Transmit for the most part.)
  3. @theJesuit Thank you for your suggestion! That's a good idea, but I'm not sure if it would fit the mod. My intention for Better with Science is to spur exploration and increase difficulty, and the less science you have at your disposal, the more you have to seek it out. (The crew report and EVA report have both had their science values increased slightly, so the early game shouldn't be too much harder without ground science.)
  4. @dxeh At the moment, no. Perhaps when Kopernicus updates I can disable just the KSC biomes, but right now I have erred on the side of difficulty. On the plus side, now you don't have to spend hours flying around Kerbin for a few more science points!
  5. Updated to 0.92 Fixed a bug where science transmission values were hidden Increased the cost for resetting some experiments from 5 to 25 EC Changed the values for nuclear engines Thanks to Probus and theJesuit for your kind feedback! I'm honored to be visited by such illustrious modders as you two. To answer your question, the nuclear patch modifies all engines with EngineType = Nuclear, which should include all mods that do not add their own functionality to nuclear engines.
  6. Overview The Better with Science mod is intended to overhaul the Kerbal Space Program progression, reducing grind and increasing the overall difficulty. It is, however, a work in progress and it is recommended to play it in Science Mode rather than Career. In its current state, Better with Science has three components: 1) A new tech tree, made to extend the mid-to-late game while staying close to stock; 2) a science overhaul, with changes to experiment values, biomes, and data transmission; and 3) an electrics re-balance, intended to make electricity an important factor in the design and flight of a mission. The fourth part is still in progress, and will greatly increase the challenge of the game. The new tech tree in action Features Tech Tree The technology tree has been changed to a vertical format, and many cross-dependencies have been removed (e.g. Flight Control and Survivability). Now the only way to get a technology is to research its direct antecedents, rather than some unrelated node that happened to be nearby. - Unmanned Tech and Adv. Unmanned Tech have been hidden, and their parts moved to Electronics and Automation. - Ditto Command Modules and Adv. Exploration - Ditto Advanced Metalworks and Composites To increase difficulty in the late game, the costs of tech nodes have been increased from 45–90–160–300–550–1000 to 50–100–250–500–1000–2500. The complete tech tree costs a total 29063 science to unlock, 72% more than stock (16918 science). Many parts have been rearranged: Basic plane parts have been moved to Stability, fuel cells are now accessible from Basic Science, the retractable solar panels and the Gigantor have been moved up by a tier, the Lander Cans can now be found in the Landing category, the gravimeter has been moved to Automation, and large mining parts have been moved up a tier. FULL LIST OF CHANGES: Science All experiments have had repeat science removed, because it was pointlessly small and incredibly annoying to never get the full value. This is done the hard way (setting the max science to equal the base). The biome masks for Crew and EVA reports have been switched, and Gravity Scans now only work in space. Atmosphere Studies are no longer biome-dependent, and neither are Pressure Scans. If playing with either Kopernicus or ScienceParamModifier, Kerbin ground science is reduced to 0. (ScienceParamModifer is included by default, but is not necessary if Kopernicus is installed.) Transmission has been changed: Sensors and the Infrared Telescope now have 100% data transmission (material experiments have 25%, same as the surface sample), all experiments have had their data size rebalanced, and antennae will now transmit incomplete by default. FULL LIST OF CHANGES: Electrics All probe cores have had their energy consumptions rebalanced. Large solar panels are now more than decoration, and the outer system is a substantial challenge. The values for stock probe cores are as follows: QBE: 3.6/min (0.06/sec) OKTO: 3.9/min (0.065/sec) HECS: 4.2/min (0.07/sec) Stayputnik: 4.5/min (0.075/sec) OKTO2: 4.8/min (0.08/sec) RoveMate: 6.0/min (0.1/sec) HECS2/RC-001S/MK2 Drone Core: 7.2/min (0.12/sec) RC-LO1: 10.8/min (0.18/sec) The nuclear engine has had its heat production increased, so as to necessitate radiators. Crewed command modules now cannot function without some EC, though they still do not consume it. The energy consumption of reaction wheels has been increased fivefold, and all command modules and probe cores have been given a minimum of 50 EC storage. (These last two in combination result in the Mk.1 Pod being unaffected, so fear not for your early-game missions) Download Download on SpaceDock (Requires ModuleManager) Better with Science has been written to work for every version of KSP from 1.0 to 1.9. The 1.9 version of ScienceParamModifier is included, but when playing on an older version, you should instead install Kopernicus. Better with Science should be compatible with any mod so long as it does not modify experiments or the tech tree, and is additionally compatible with Making History and Breaking Ground. All parts mods should be supported out of the box, as this mod only moves stock tech nodes rather than creating new ones. Thanks to @DMagic for his ScienceParamModifer, and thanks again for its MIT license.
  7. The first thing I did when I saw the alligator hinges: COLLAPSIBLE PLANE
  8. PART THE FIFTH In which Ike is landed upon Utilizing new compound-name technology, the Duna-Ike was the pinnacle of Kerbal space-flight. Fig 5.1: The Duna-Ike It was quite advanced in terms of Science experiments, the Space Program having, in fact, spent all 1400-odd Science on new ones, rather than on more sensible parts like fuel tanks, engines, landing legs, and the like. Fig 5.2: The Duna-Ike The mission plan was as follows: Firstly, a standard launch to orbit, followed by, after several days, a transfer burn, which would be accomplished using the Duna-Ike’s non-nuclear engines (which, if you ask von Kerman, would have been a much better investment than a gravimeter, but what does he know, he’s only a rocket scientist), and then a long cruise to Duna. Fig. 5.3: I’m fired? As this was the first time a space-craft had left Kerbin’s sphere of influence, there was lots of Science to be done. Fig. 5.4: What do you mean, it’s not funny? After months of sitting in a tiny dark capsule, Bob (for indeed it was he) arrived at Duna. Fig. 5.5: Just give me one more chance, OK? However, due to the difficulty in building a kerbaled mission to visit Duna and Ike with every Science experiment and weighing less than 100 tons (I’d like to see you design that), a few things had to be dropped. Such as the fuel for the capture burn. And also the ablator for the heat-shield. Fig. 5.6: Aerobraking at Duna (see?) This all depended on luck. Luckily, it worked. The Duna-Ike was safely captured into a circular equatorial orbit of Duna, and was ready to transfer to Ike. Fig. 5.7: Transferring to Ike Ike was a desolate gray mun, but it seemed rude to come all this way just to ignore it, so the Duna-Ike headed there anyway. Fig. 5.8: Arriving at Ike Landing on Ike was simple enough, as the space program did not make a habit of picking landing sites more specific than ‘the day side’, and the Duna-Ike’s Terrier engine made short work of the weak gravity. Bob stepped out and planted a flag. Fig. 5.9: Ike is claimed for Kerbalkind And another planet was conquered. Next time on Science, Incorporated: Action! Adventure! Spaceflight! Tune in whenever I feel like it for the thrilling conclusion of Bob Kerman’s epic adventure across the solar system: Part the Sixth (and Last).
  9. PART THE FOURTH In which a slightly greater achievement is accomplished, but with none of the fanfare The Minmus was essentially the same space-craft as the Mun 2, but with one important difference: the Minmus was crewed by a scientist, but flown by a probe-core. Fig. 1: The Minmus, poorly lit This enabled it to collect Science using only a single set of experiments, and the probe’s partial control, combined with the scientist’s partial control, enabled it to be flown nearly as if by a qualified pilot; except for maneuver nodes, for which purpose it carried a large antenna. Fig. 2: The Minmus again Fig. 3: Ha, ha, only joking! These launches were all the same, really, and there was no point in extending them to fill a few sentences, so the Minmus soon reached orbit. Fig. 4.4: Ooh, I think this is a much better system, don’t you? This mission would be slightly different from the previous by using a new ‘plane-change’ maneuver, which involved turning the space craft at an angle ninety degrees to any used before. It was also fairly uneventful. The Minmus then set out for its eponymous destination, utilizing another ‘transfer stage’, the repetition of which was getting rather tiresome. Fig. 4.5: The Minmus sets off for Minmus Once it arrived at Minmus, Bob Kerman (for it was he who had been crew of the Minmus) departed his capsule, did some Science, and, using his scientist abilities, re-set the experiments for later use. Fig. 4.6: The Minmus on its way to Minmus When the Minmus was ‘captured’ around Minmus, this was done again, and a picture was not really necessary, but here it is anyway. Fig. 4.7: My, this is a lot of pictures, isn’t it? With the help of the probe core, the Minmus landed, a flag was planted, Science was performed, et cetera. While this was arguably a greater achievement than the Mun landing, only a few sentences were devoted to it. Fig. 4.8: If you ask me, it’s probably because he feels bad about taking so long. In another part of the mission that has been done many times before, the Minmus returned to Kerbin. Fig. 4.9: But who am I to know? I just write the captions. With the return of the Minmus, engineers started work on the most advanced space-craft ever built. It would carry Kerbals (well, one Kerbal) far beyond the influence sphere of Kerbin in a tiny dark capsule for three years. It would be called... the Duna-Ike.
  10. PART THE THIRD In which the greatest achievement accomplished by Kerbalkind... is. The Mun 2, as it was called, was indubitably the greatest achievement ever accomplished by Kerbalkind, at least for a few years. Fig. 1: The greatest achievement ever accomplished by Kerbalkind. It was a colossal space-craft, almost twice the size of the preceding mission, with an unprecedented amount of stages and an even greater number of parts. Fig. 2: Let’s take a look at it again. The Mun 2 would soar to unparalleled heights both figurative and literal. Fig. 3: This is the last one, I swear. It would claim the very Mun itself for Kerbalkind. Fig. 4: ... After an uneventful launch, wherein nothing much happened, it proceeded to orbit, following the usual method, and finally set a course for the Mun, using another new ‘transfer stage’. Fig. 5: Fine. You win. Fig. 6: *glares* Once it arrived, the Mun 2 had no business in orbit, and got right down to landing. A landing site was picked more or less at random, based upon wherever the lander happened to pass closest to the surface. The Mun 2’s high ‘thrust-weight ratio’ enabled it to land with little difficulty. Fig. 7: After planting a flag with a suitably inspirational message, Science was performed. Fig. 8 With the Mun 2’s objective complete, it took off and returned to munar orbit, spotting something strange along the way. If this space program had time to waste, it would return to investigate. Fig. 9 After landing on the Mun, landing on Kerbin was laughably easy, and the Mun 2 arrived home with great aplomb. Fig. 10 Unfortunately, due to the space program’s integrity, there was not quite enough science available for a mission to Duna. A new mission would have to be undertaken first, both to acquire new science, and to provide a test of the new naming scheme. It would be called simply the Minmus.
  11. In keeping with the spirit of the original Caveman Challenge, both because the original Caveman Challenge was done in 1.0.4, and because of the 'Caveman' in the name, would it be allowed for me to complete the challenge in 1.0.5?
  12. PART THE SECOND In which the Mun is flown by The Mun 1 was the first ‘space-craft’ to bear the Mun designation, and the first to visit another celestial body. Its design put to an end the lingering dullness of the previous three missions and ushered in a new era of space-craft that differed, at least slightly, from what others were doing. Fig. 1: The Mun 1 Once it was in orbit, the Mun 1 transferred to a trajectory that flew past the Mun, a ‘fly-by’ if you will, using a new ‘transfer stage’ designed especially for this purpose. Fig. 2: The experimental ‘transfer stage’ Once it entered the Mun’s ‘influence sphere’, Valentina Kerman put the Mun 1’s complement of science instruments to use, recording many important data on the Mun’s atmosphere (none), temperature (none), effects upon a strange gooey substance, and effects upon an Experimental Engineering Group Science Jr.® self-contained laboratory with complimentary notepad. Fig. 3: The Mun 1 approaches the Mun Fig. 4: Valentina Kerman performs an extra-vehicular activity, or ‘EVA’ All good things come to an end, however, and the Mun 1, assisted by the Mun’s gravity, was soon falling back towards Kerbin. The trajectory set up beforehand enabled an aerodynamic braking maneuver, or ‘aero-brake’, to occur, ‘bleeding off’ the speed from the fly-by. Fig. 5: The Mun 1 performs an ‘aero-braking’ maneuver Once this was accomplished, landing on Kerbin was relatively simple. Fig. 6: The Mun 1 returns to Kerbin The Mun 1 had paved the way for the next mission, a mission that would go down in history as the greatest achievement ever accomplished by Kerbalkind, at least for a few years. Its name was the Mun 2.
  13. PREFACE BY THE AUTHOR CONTENTS i. Preface by the Author ii. Contents 1. In which the endeavor is begun, and several missions are launched. 2. In which the Mun is flown by. 3. In which the greatest achievement ever accomplished by Kerbalkind... is. 4. In which a slightly greater achievement is accomplished, but with none of the fanfare. 5. In which Ike is landed upon. PART THE FIRST In which the endeavor is begun, and several missions are launched The first mission of this space program was an uninteresting one, a mission that you have doubtless seen many times before, so not much time will be spent describing it. For the few who at all care, a picture has been provided below. Fig. 1: The Kerbin 1 on its immensely dull flight It went up, and it came down. Construction was immediately begun on a new, more interesting mission. Fig. 2: The Kerbin 2 The Kerbin 2 pushed the boundaries of rocketry with its revolutionary new design, which still managed to look quite like many other craft. While it had a more interesting mission than the 1, consisting of not one but two science opportunities, it still suffered from the same fundamental dullness. Fig. 3: The Kerbin 2 in flight With the development of the Kerbin 3, the engineers at Science, Incorporated started to close in on the cause of this dullness, and equipped the Kerbin 3 with new features to fight it, such as more parts, a multi-stage design and a number even larger than its predecessor’s. Fig. 4: The Kerbin 3 The Kerbin 3 followed the ‘orbiter’ mission format, with a launch phase, a ‘circularization’ phase, a science phase, and a return phase. Some difficulty was presented in piloting the mission, its having no method of control for the first stage, but this was easily overcome. Fig. 5: The launch Fig. 6: The circularization Fig. 7: The return The efforts of these engineers were not entirely in vain, however, as the insights gained from this mission enabled them to take a step forwards that was almost visionary: eschewing the Kerbin naming scheme to call their next rocket the Mun 1.
  14. Could the following threads please be locked? (My old poorly-written KSP stories) Thank you.
  15. A long time ago, I tried to make another forum account. The accounts were merged, and the newer name overwrote the old one. Would it be possible to change my username back to cy4n?
  16. tfw you build your first Duna mission and you realise you forgot to add parachutes halfway through the transfer burn https://imgur.com/a/MQd5sfL
  17. Kronal Vessel Viewer appears to be broken in KSP 1.4+. The icon does not even appear in the VAB. (I suspect it has something to do with the Unity update)
  18. The problem persists with v4.2, but I believe I have isolated the source. Without chromatic aberration, shaders are normal, however, with it on, the screen turns black.
  19. Upon installing the v4.1 update, I could not see any post-processing effects. For clarification: stock install, stock KS3P, my config disabled. Everything in the log relating to KS3P: [LOG 15:34:43.874] Load(Assembly): KS3P/Plugins/KS3P.Processor [LOG 15:34:43.874] AssemblyLoader: Loading assembly at /Users/cy4n/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/GameData/KS3P/Plugins/KS3P.Processor.dll [LOG 15:34:43.876] AssemblyLoader: KSPAssembly 'KS3P_Processor' V1.0 [LOG 15:34:43.877] AssemblyLoader: KSPAssemblyDependency 'KS3P_Shaders' V1.0 [LOG 15:34:43.877] Load(Assembly): KS3P/Plugins/KS3P.Shaders [LOG 15:34:43.877] AssemblyLoader: Loading assembly at /Users/cy4n/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/GameData/KS3P/Plugins/KS3P.Shaders.dll [LOG 15:34:43.878] AssemblyLoader: KSPAssembly 'KS3P_Shaders' V1.0 [LOG 15:34:43.878] Load(Assembly): KS3P/Plugins/KS3P [LOG 15:34:43.878] AssemblyLoader: Loading assembly at /Users/cy4n/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/GameData/KS3P/Plugins/KS3P.dll [LOG 15:34:43.879] AssemblyLoader: KSPAssembly 'KS3P_Core' V1.0 [LOG 15:34:43.879] AssemblyLoader: KSPAssemblyDependency 'KS3P_Processor' V1.0 [LOG 15:34:43.879] AssemblyLoader: KSPAssemblyDependency 'KS3P_Shaders' V1.0 KS3P.Shaders v1.0.0.0 KS3P.Processor v1.0.0.0 KS3P v1.0.0.0 KS3P [LOG 15:34:45.874] Load(Texture): KS3P/Textures/LensDirt00 [LOG 15:34:46.365] Load(Texture): KS3P/Textures/LensDirt01 [LOG 15:34:46.971] Load(Texture): KS3P/Textures/LensDirt02 [LOG 15:34:47.524] Load(Texture): KS3P/Textures/LensDirt03 [LOG 15:34:48.002] Load(Texture): KS3P/Textures/NeutralLUT_16 [LOG 15:34:48.007] Load(Texture): KS3P/Textures/NeutralLUT_32 [LOG 15:34:48.016] Load(Texture): KS3P/Textures/Null [LOG 15:34:48.019] Load(Texture): KS3P/Textures/SpectralLut_BlueRed [LOG 15:34:48.025] Load(Texture): KS3P/Textures/SpectralLut_GreenPurple [LOG 15:34:48.028] Load(Texture): KS3P/Textures/SpectralLut_PurpleGreen [LOG 15:34:48.031] Load(Texture): KS3P/Textures/SpectralLut_RedBlue [LOG 15:34:48.033] Load(Texture): KS3P/Textures/Galileo_Textures/LensDirt00 [LOG 15:34:48.051] Load(Texture): KS3P/Textures/Galileo_Textures/LensDirt01 [LOG 15:34:48.066] Load(Texture): KS3P/Textures/Galileo_Textures/LensDirt02 [LOG 15:34:48.090] Load(Texture): KS3P/Textures/Galileo_Textures/LensDirt03 [LOG 15:34:48.114] Load(Texture): KS3P/Textures/Galileo_Textures/LensDirt04 [LOG 15:35:19.453] Config(KS3P) KS3P/Config/KS3P KS3P.Shaders 1.0.0.0 1.0.0.0 1.0 37d383e23c060b5b26498c5da3648005095ca7b232608aa96db963a49cb88a95 KS3P.Processor 1.0.0.0 1.0.0.0 1.0 33fa73a4d805174f8a1ef768abaea5a2980d809447dc0e9815c28523e1999cfb KS3P 1.0.0.0 1.0.0.0 1.0 1a9d18a8c86dcf021c8cfe69aad61c4470f1e37ef379e3f409d072db0d0303cd [LOG 15:35:20.020] [ModuleManager] :BEFORE[KS3P] pass [LOG 15:35:20.020] [ModuleManager] :FOR[KS3P] pass [LOG 15:35:20.020] [ModuleManager] :AFTER[KS3P] pass [LOG 15:35:20.020] [ModuleManager] :BEFORE[KS3P.PROCESSOR] pass [LOG 15:35:20.021] [ModuleManager] :FOR[KS3P.PROCESSOR] pass [LOG 15:35:20.021] [ModuleManager] :AFTER[KS3P.PROCESSOR] pass [LOG 15:35:20.021] [ModuleManager] :BEFORE[KS3P.SHADERS] pass [LOG 15:35:20.021] [ModuleManager] :FOR[KS3P.SHADERS] pass [LOG 15:35:20.021] [ModuleManager] :AFTER[KS3P.SHADERS] pass [LOG 15:35:43.520] [AddonLoader]: Instantiating addon 'MMenu_Manager' from assembly 'KS3P_Core' [LOG 15:35:43.791] [KS3P]: Booting up...
  20. @Freshmeat Sorry to say, I have no idea what might be causing those issues.
  21. Here is my own custom config: Post_Processing { Name = Subtle SETUP { Scene = SPH Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 2 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = True Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt00 Dirt_Intensity = 20 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Grain { Intensity = 0.375 Luminance_Contribution = 1 Size = 0.5 Colored = True } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = VAB Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 2 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = True Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt00 Dirt_Intensity = 20 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Grain { Intensity = 0.375 Luminance_Contribution = 1 Size = 0.5 Colored = True } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = Flight Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 2 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = True Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt00 Dirt_Intensity = 20 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Grain { Intensity = 0.375 Luminance_Contribution = 1 Size = 0.5 Colored = True } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = EVA Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 5 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = False } Depth_Of_Field { Focus_Distance = 10 Aperture = 11.2 Use_Camera_FOV = False Focal_Length = 150 Kernel_Size = 3 } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Dithering { } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = IVA Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 5 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = False } Depth_Of_Field { Focus_Distance = 10 Aperture = 11.2 Use_Camera_FOV = False Focal_Length = 150 Kernel_Size = 3 } Eye_Adaptation { Luminosity_Minimum = -6 Luminosity_Maximum = 14 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = False Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Dithering { } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = MainMenu Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 2 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = True Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt00 Dirt_Intensity = 20 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Grain { Intensity = 0.375 Luminance_Contribution = 1 Size = 0.5 Colored = True } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = KSC Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 2 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = True Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt00 Dirt_Intensity = 20 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Grain { Intensity = 0.375 Luminance_Contribution = 1 Size = 0.5 Colored = True } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = TS Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 2 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = True Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt00 Dirt_Intensity = 20 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Grain { Intensity = 0.375 Luminance_Contribution = 1 Size = 0.5 Colored = True } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } SETUP { Scene = Map Anti_Aliasing { Mode = FXAA Quality = 3 } Bloom { Anti_Flicker = True Intensity = 2 Radius = 4 Soft_Knee = 0.5 Threshold = 1.1 Dirt_Enabled = True Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt00 Dirt_Intensity = 20 } Color_Grading { Preset = Neutral } Chromatic_Abberation { Spectral_Tex = KS3P/Textures/SpectralLut_RedBlue Intensity = 0.05 } Grain { Intensity = 0.375 Luminance_Contribution = 1 Size = 0.5 Colored = True } Vignette { Center = 0.5,0.5 Color = 0,0,0,1 Intensity = 0.25 Opacity = 1 Roundness = 0.875 Smoothness = 1 Rounded = False Mask = KS3P/Textures/Null Mode = 0 } } } (To install: Save it as 'Subtle.cfg' in the GameData/KS3P folder, open 'Settings.cfg' and change 'Startup = Default' to 'Startup = Subtle') Pics:
  22. @airtrafficcontroller KSPRC (rewritten configs) Scatterer EVE Kopernicus (custom lighting config) KS3P (custom config) TextureReplacerReplaced The KSPRC configs I'm not sure are legal to share, the Kopernicus config is below, and the KS3P config will shortly be posted on the KS3P thread. @Kopernicus:FINAL { @Body[Sun] { @ScaledVersion { !Light{} Light { sunLensFlareColor = 0,0,0,0 sunlightColor = 1,0.96,0.95,1 sunlightIntensity = 1.5 scaledSunlightColor = 1,0.96,0.95,1 scaledSunlightIntensity = 1.5 IVASunlightColor = 1,0.96,0.95,1 IVASunIntensity = 1.5 ambientLightColor = 0,0,0,1 sunlightShadowStrength = 0.95 } } } }
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