EliteMaster512 Posted January 1, 2019 Share Posted January 1, 2019 (edited) On 12/30/2018 at 11:20 AM, Ketsa said: On what version of KSP is this working ? I see 1.6 in the title then in dependencies are mods I know are not working with 1.6.... I second this... additionally, once Kopernicus is updated to 1.6, are any other dependencies incompatible with 1.6 as of now? Edited January 1, 2019 by EliteMaster512 Quote Link to comment Share on other sites More sharing options...
Y_Afaneh Posted January 2, 2019 Share Posted January 2, 2019 On 1/1/2019 at 9:40 AM, EliteMaster512 said: I second this... additionally, once Kopernicus is updated to 1.6, are any other dependencies incompatible with 1.6 as of now? Kopernicus is updated now. Quote Link to comment Share on other sites More sharing options...
Kevin Kyle Posted January 2, 2019 Share Posted January 2, 2019 Installed this yesterday on a 1.6 build with its dependencies and as near as I could tell, it was working. It certainly didnt mess up my save and I didnt see anything unusual going on. I didnt see any rings around Jool though but I havent actually flown out there either. So.......for what it is worth. Im not positive Scatterer is working perfectly but it is working to some degree and things are pretty again. I did launch and complete a couple of sat contracts while checking it out. YMMV! Quote Link to comment Share on other sites More sharing options...
OrbitsR4Sissies Posted January 5, 2019 Share Posted January 5, 2019 There is no way I may run this mod on my fruit-flavored nVidia smashed au gratin potato (ie, iMac). I just got Sci-Fi VE working with 1.6's very good bug fixes and I'm happy with some basics. But DANG! The video demonstrating the awesomeness of this mod should be nominated for Best Animated Short for the Oscars. Using that wonderful score from a wonderful space film (and right at Duna, too). Man. If you have a really strong box to try this, I envy and congratulate you. Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted January 5, 2019 Share Posted January 5, 2019 14 minutes ago, OrbitsR4Sissies said: There is no way I may run this mod on my fruit-flavored nVidia smashed au gratin potato (ie, iMac). I just got Sci-Fi VE working with 1.6's very good bug fixes and I'm happy with some basics. But DANG! The video demonstrating the awesomeness of this mod should be nominated for Best Animated Short for the Oscars. Using that wonderful score from a wonderful space film (and right at Duna, too). Man. If you have a really strong box to try this, I envy and congratulate you. It is just as good in-game as it is in the pictures. Quote Link to comment Share on other sites More sharing options...
boTy Posted January 5, 2019 Share Posted January 5, 2019 15 hours ago, DeltaDizzy said: It is just as good in-game as it is in the pictures. Are you running the mod and it's dependencies on 1.6? I really want to try this mod but the graphical mod I tried before, Spectra, gave me issues, even though it said it was functional on 1.6. Quote Link to comment Share on other sites More sharing options...
jospanner Posted January 7, 2019 Share Posted January 7, 2019 Hi, how do I get the city lights textures back? I have tried adding back in the following files from the normal EVE stock config archive: gamedata/boulderco/ ...citylights/ ...citylights/textures/(everything in here) .../citylights/citylights.cfg .../Textures/(everything in here) But my "_CityOverlayTex" line is still showing up red in EvE settings, as though something is wrong (with the value "BoulderCo/Textures/cube", which is default). Quote Link to comment Share on other sites More sharing options...
GrimT Posted January 9, 2019 Share Posted January 9, 2019 (edited) It would appear that the continent that the KSC resides on is underwater from orbit. Is this normal? Zooming in a little at a time it will show the land mass however too far out it disappears. Also notice white flickering on the night side, which I suspected was lightning however its far too frequent and kind of glitchy looking. Any settings I can tweak (and how?) or did I somehow mess something up? also... no city lights despite that being listed as a feature. Intentional? Edited January 10, 2019 by GrimT Quote Link to comment Share on other sites More sharing options...
Sigmund Jähn Posted January 13, 2019 Share Posted January 13, 2019 (edited) Nice Mod! Edited January 13, 2019 by Sigmund Jähn Quote Link to comment Share on other sites More sharing options...
GrimT Posted January 14, 2019 Share Posted January 14, 2019 name = Kerbin-Lightning body = Kerbin altitude = 10500 detailSpeed = 0,5000000,0 killBodyRotation = True settings { _Color = 425,425,425,600 _DetailDist = 0 _UVNoiseScale = 0.5 _UVNoiseStrength = 0.005 _UVNoiseAnimation = 0.05,0.02 _DetailScale = 1.2 _MainTex Does anyone know what the values represent in the above code located in lightning.cfg? I would like to attempt to make the lightning a bit more... natural. Quote Link to comment Share on other sites More sharing options...
incal1 Posted January 15, 2019 Share Posted January 15, 2019 (edited) On top of having very little city light (I can see a few isolated pinpoints, is that the intended effect?) I have a problem with the lightning. The flashes of lightning appear to be way too fast, on all planets with that effect. Kerbin's night-side in particular almost looks like a disco ball. Another issue, but maybe I'm missing something, while the planets look nice from orbit the ground textures seem very low rez, and kopernicus expansions like footprints do not work either. If not for that I'd be very happy with this pack. ps: Just in case. I installed only the mods from the OP on a new ksp 1.6.1 install, and I'm on windows. Edited January 15, 2019 by incal1 Quote Link to comment Share on other sites More sharing options...
GrimT Posted January 15, 2019 Share Posted January 15, 2019 6 hours ago, incal1 said: On top of having very little city light (I can see a few isolated pinpoints, is that the intended effect?) I have a problem with the lightning. The flashes of lightning appear to be way too fast, on all planets with that effect. Kerbin's night-side in particular almost looks like a disco ball. Another issue, but maybe I'm missing something, while the planets look nice from orbit the ground textures seem very low rez, and kopernicus expansions like footprints do not work either. If not for that I'd be very happy with this pack. ps: Just in case. I installed only the mods from the OP on a new ksp 1.6.1 install, and I'm on windows. Im experiencing the same with lightning, been trying to figure out if someone has a 'fix' or if they understand what the values represent in the config so i can modify it myself. Quote Link to comment Share on other sites More sharing options...
BARRAGAN Posted January 18, 2019 Share Posted January 18, 2019 Hello, I really enjoy the graphic improvements of this mod but this add-on is a such gpu/cpu killer. During takeoff phases I'm having between 5 and 10 fps. Yet, I own a solid rig (specs: gtx1080, r5 1600x, 16gb ddr4). Although, once I'm in space, it's much better as I'm often over 60 fps. What can i do to improve my framerate during takeoff phases? Would it help if I use 4k textures instead of 8k? At last, how can I remove or decrease the amount of aurora borealis? it seems to me that they are either too large, too green or either too much on the upper layer of the atmosphere. moreover I would say that they are too homogenously distributed (their pattern are not chaotic enough) which gives the impression of two verdatres couples that crown the poles of kerbin. Best regards, f. Quote Link to comment Share on other sites More sharing options...
Tyko Posted January 19, 2019 Share Posted January 19, 2019 Does this work with GPP or RSS? (sorry if this has been asked before, didn't see any compatibility note in the OP) Quote Link to comment Share on other sites More sharing options...
Slasher Posted January 20, 2019 Share Posted January 20, 2019 Anyone know how I can replace the skybox? The one that comes with the pack is a bit too dark for my liking. Quote Link to comment Share on other sites More sharing options...
jospanner Posted January 23, 2019 Share Posted January 23, 2019 I've been trying to get the night lighting for cities to work for a while now, including playing about with KSPRC's night light configs. Nothing I have done has worked, and I think I might just give up with this The way all of this loads and works together is over my head at the moment. Quote Link to comment Share on other sites More sharing options...
A Random Lantern Posted January 25, 2019 Share Posted January 25, 2019 (edited) Think there is currently a problem with Kopernicus as it is not loading in correctly after 2 installs. Wondering if it is any sort of mod incompatibility? edit: if possible could someone send me the mod pack with the mods preinstalled in one folder because i cant seem to get it working and would like to try it out. Edited January 26, 2019 by A Random Lantern Quote Link to comment Share on other sites More sharing options...
Warhorse Posted January 27, 2019 Share Posted January 27, 2019 On 1/18/2019 at 3:17 PM, BARRAGAN said: Hello, I really enjoy the graphic improvements of this mod but this add-on is a such gpu/cpu killer. During takeoff phases I'm having between 5 and 10 fps. Yet, I own a solid rig (specs: gtx1080, r5 1600x, 16gb ddr4). Although, once I'm in space, it's much better as I'm often over 60 fps. What can i do to improve my framerate during takeoff phases? Would it help if I use 4k textures instead of 8k? At last, how can I remove or decrease the amount of aurora borealis? it seems to me that they are either too large, too green or either too much on the upper layer of the atmosphere. moreover I would say that they are too homogenously distributed (their pattern are not chaotic enough) which gives the impression of two verdatres couples that crown the poles of kerbin. Best regards, f. For framerate, you could try turning off everything to do with oceans in scatterer. For auroras, the file you want to fool with is .../GameData/AstronomersVisualPack/EVE/aurora.cfg. On 1/20/2019 at 3:31 AM, Slasher said: Anyone know how I can replace the skybox? The one that comes with the pack is a bit too dark for my liking. Clean out the /Default and /EnvMap directories in Texture Replacer, and drop the files for the skybox of your choice into /Default. Quote Link to comment Share on other sites More sharing options...
The Spac Posted January 31, 2019 Share Posted January 31, 2019 Yeah hi, so I have this problem with the non atmosphere moons. It looks like all of them have an atmosphere, when they don't. Like the Mun for example. I'll try to land on it, and once I get lower and lower, it looks like i'm going into an atmosphere. Of course, there is none. But it's odd. I could use some help with this, thank you Quote Link to comment Share on other sites More sharing options...
Starseeker Posted February 8, 2019 Share Posted February 8, 2019 In-game I'm not seeing the custom skybox. Looking through the textures, I can't find the custom skybox anywhere in either the texture packs (both 2K and 4K) or the base AVE files. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 9, 2019 Share Posted February 9, 2019 11 hours ago, Alex33212 said: In-game I'm not seeing the custom skybox. Looking through the textures, I can't find the custom skybox anywhere in either the texture packs (both 2K and 4K) or the base AVE files. Skyboxes are not handled by AVE. You must look into GameData/TextureReplacer/Default Quote Link to comment Share on other sites More sharing options...
Starseeker Posted February 9, 2019 Share Posted February 9, 2019 11 hours ago, Cheesecake said: Skyboxes are not handled by AVE. You must look into GameData/TextureReplacer/Default Sorry, forgot to give an update on this. Turns out I somehow got a download that was *only* the AVP folder, and the skybox files are in a TextureReplacer folder bundled with the normal download. Quote Link to comment Share on other sites More sharing options...
The_Arcitect Posted February 13, 2019 Share Posted February 13, 2019 (edited) By any chance, is TRR compatible? Spoiler Texture replacer replaced Edited February 14, 2019 by The_Arcitect Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 14, 2019 Share Posted February 14, 2019 23 hours ago, The_Arcitect said: By any chance, is TRR compatible? Reveal hidden contents Texture replacer replaced As far as I kno only TR is compatible, not TRR. Quote Link to comment Share on other sites More sharing options...
The_Arcitect Posted February 15, 2019 Share Posted February 15, 2019 5 hours ago, Cheesecake said: As far as I kno only TR is compatible, not TRR. Thank you @Cheesecake. Quote Link to comment Share on other sites More sharing options...
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