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So finally I was able to add this to my install because Textures Unlimited was updated.

Now to the noobish question:

Why is the sky so dark in flight mode? I barely see any stars from the skybox? Is it the bloom effect? But when I view the dark side of the vessel (and no sun beyond) the sky still is very dark...
In map view it's way better.

Should I remove PlanetShine and/or DOE?
 

I have removed eye adaption and vignette, also dirt is disabled.

On 4/19/2018 at 10:47 PM, The White Guardian said:

Speaking of which, I'll be releasing KS3P V5.1 as soon as 1.4.3 drops.

:P

Edit:

Using the config from @Zorg it's way better: https://forum.kerbalspaceprogram.com/index.php?/topic/168763-14x-ks3p/&do=findComment&comment=3376114

 

Edited by Gordon Dry
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On 5/27/2018 at 11:41 AM, Freshmeat said:

@Ruedii

I found a config somewhere in the thread that works. Cannot find it right now. 

Personally I wish Unity3D would add SLang shader support to it's stack.  That would provide so much better translation to all major render paths.

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  • 3 weeks later...
1 hour ago, DougS2K said:
1 hour ago, Starwaster said:

Then increase ambient lighting

I tried this but it's still pitch black

I'll second this.  I've increased ambient lighting to the max, but  it doesn't seem to help.

Other than this, I love the mod

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2 minutes ago, linuxgurugamer said:

I'll second this.  I've increased ambient lighting to the max, but  it doesn't seem to help.

Other than this, I love the mod

I'm in the same boat. Love the mod but it's like I'm playing with my eyes closed even with ambient lighting maxed out. Had to uninstall it to save my sanity. haha

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Spent an hour or so today mucking together a config I was happy with. I'll share it here for anyone who is interested.

It's on the subtle side, but makes use of pretty much all the effects in some way including Ambient Occlusion, and Chromatic Abberation. I also changed the color grading off of ACES since although I liked the heavy color saturation, it was just so dark. I have also used a Depth of Field setting that is far more subtle, turned down the bloom some, etc...

Some other interesting details: Vignette is off for most scenes, except IVA and EVA. (The reasoning being helmets.) Pretty much every effect is turned off in the VAB/SPH as I don't like distractions when building. FXAA is completely off as I play at 4k anyways. Tried my best to add some film grain to the map screen but so far no luck, I assume that's the mysterious "Scene4" but idk. Maybe someone more learned could offer me help with that. Config is below, some comparison pics are below that. (Also; If you've got your ambient light boost turned way up, you may want to turn it back down, this config doesn't suffer from the over saturated dark blacks like most.)

Spoiler

KS3P
{
    Name = Default
    
    //Profile for the SPH & VAB
    SETUP
    {
        Scene = VAB
        //Anti_Aliasing
        {
            //Mode = FXAA //Can also be 'TAA' (Temporal Anti Aliasing)
            //Quality = 4
            //Quality legend:
            //0: extreme performance
            //1: performance
            //2: default
            //3: quality
            //4: extreme quality
            
            //Default TAA settings
            //Jitter = 0.75
            //Blend_Stationary = 0.95
            //Blend_Motion = 0.85
            //Sharpen = 0.3
        }
        //Bloom
        {
            //Bloom settings
            Anti_Flicker = true
            Intensity = 0.89
            Radius = 6.5
            Soft_Knee = 0.78
            Threshold = 1.13
            
            //Lens dirt settings
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/LensDirt02
            Dirt_Intensity = 2
        }
        Color_Grading
        {
            Preset = Neutral
        }
        //Vignette
        {
            //Center = 0.5, 0.5
            //Color = 0,0,0,1
            //Intensity = 0.41
            //Opacity = 1
            //Roundness = 1
            //Smoothness = 0.46
            //Rounded = false
            //Mode = 0
        }
    }
    
    SETUP
    {
        Scene = SPH
        //Anti_Aliasing
        {
            //Mode = FXAA //Can also be 'TAA' (Temporal Anti Aliasing)
            //Quality = 4
            //Quality legend:
            //0: extreme performance
            //1: performance
            //2: default
            //3: quality
            //4: extreme quality
            
            //Default TAA settings
            //Jitter = 0.75
            //Blend_Stationary = 0.95
            //Blend_Motion = 0.85
            //Sharpen = 0.3
        }
        //Bloom
        {
            //Bloom settings
            Anti_Flicker = true
            Intensity = 0.89
            Radius = 6.5
            Soft_Knee = 0.78
            Threshold = 1.13
            
            //Lens dirt settings
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/LensDirt02
            Dirt_Intensity = 2
        }
        Color_Grading
        {
            Preset = Neutral
        }
        //Vignette
        {
            //Center = 0.5, 0.5
            //Color = 0,0,0,1
            //Intensity = 0.41
            //Opacity = 1
            //Roundness = 1
            //Smoothness = 0.46
            //Rounded = false
            //Mode = 0
        }
    }

    //Profile for flight
    SETUP
    {
        Scene = Flight
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.30
            //Radius = 4.27
            Radius = 2.1
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = True
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        //Anti_Aliasing
        {
            //Mode = FXAA
            //Quality = 4
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.1
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = False
            Force_Forward_Compatibility = True
            High_Precision = True
            Intensity = 1
            Radius = 0.5
            Sample_Count = 10
            //Sample_Count Legend:
            // 3: Lowest
            // 6: Low
            // 10: Medium
            // 16: High
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 5.6
            Use_Camera_FOV = False
            Focal_Length = 50
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Eye_Adaptation
        {
            Luminosity_Minimum = -8
            Luminosity_Maximum = 4
            Maximum_EV = -5
            Minimum_EV = 1
            Dynamic_Key_Value = True
            Type = 0
            Speed_Up = 2
            Speed_Down = 1
            Range = 0.5,1
            Key_Value = 0.3
        }
        //Vignette
        {
            //Center = 0.5,0.5
            //Color = 0,0,0,1
            //Intensity = 0.366
            //Opacity = 1
            //Roundness = 1
            //Smoothness = 0.657
            //Rounded = False
            //Mask = KS3P/Textures/Null
            //Mode = 0
        }
    }

    SETUP
    {
        Scene = EVA
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.30
            //Radius = 4.27
            Radius = 2.1
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = True
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        //Anti_Aliasing
        {
            //Mode = FXAA
            //Quality = 4
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.1
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = False
            Force_Forward_Compatibility = True
            High_Precision = True
            Intensity = 1
            Radius = 0.5
            Sample_Count = 10
            //Sample_Count Legend:
            // 3: Lowest
            // 6: Low
            // 10: Medium
            // 16: High
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 5.6
            Use_Camera_FOV = False
            Focal_Length = 50
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Eye_Adaptation
        {
            Luminosity_Minimum = -8
            Luminosity_Maximum = 4
            Maximum_EV = -5
            Minimum_EV = 1
            Dynamic_Key_Value = True
            Type = 0
            Speed_Up = 2
            Speed_Down = 1
            Range = 0.5,1
            Key_Value = 0.3
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.366
            Opacity = 1
            Roundness = 1
            Smoothness = 0.657
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
    }

    SETUP
    {
        Scene = IVA
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.30
            Radius = 4.27
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = True
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        //Anti_Aliasing
        {
            //Mode = FXAA
            //Quality = 4
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.1
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = False
            Force_Forward_Compatibility = True
            High_Precision = True
            Intensity = 1
            Radius = 0.5
            Sample_Count = 10
            //Sample_Count Legend:
            // 3: Lowest
            // 6: Low
            // 10: Medium
            // 16: High
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 5.6
            Use_Camera_FOV = False
            Focal_Length = 50
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Eye_Adaptation
        {
            Luminosity_Minimum = -8
            Luminosity_Maximum = 4
            Maximum_EV = -5
            Minimum_EV = 1
            Dynamic_Key_Value = True
            Type = 0
            Speed_Up = 2
            Speed_Down = 1
            Range = 0.5,1
            Key_Value = 0.3
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.366
            Opacity = 1
            Roundness = 1
            Smoothness = 0.657
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
    }

    SETUP
    {
        Scene = MainMenu
        Bloom
        {
            //Bloom settings
            Anti_Flicker = false
            Intensity = 0.35
            Radius = 1.7
            Soft_Knee = 1
            Threshold = 1.13
            
            //Lens dirt settings
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/LensDirt02
            Dirt_Intensity = 3
        }
        Color_Grading
        {
            Preset = Neutral
        }
    }
    SETUP
    {
        Scene = KSC
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.30
            Radius = 4.27
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = True
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        //Anti_Aliasing
        {
            //Mode = FXAA
            //Quality = 4
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.1
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = True
            Force_Forward_Compatibility = True
            High_Precision = False
            Intensity = 1
            Radius = 0.5
            Sample_Count = 6
            //Sample_Count Legend:
            // 3: Lowest
            // 6: Low
            // 10: Medium
            // 16: High
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 5.6
            Use_Camera_FOV = False
            Focal_Length = 50
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Eye_Adaptation
        {
            Luminosity_Minimum = -8
            Luminosity_Maximum = 4
            Maximum_EV = -5
            Minimum_EV = 1
            Dynamic_Key_Value = True
            Type = 0
            Speed_Up = 2
            Speed_Down = 1
            Range = 0.5,1
            Key_Value = 0.3
        }
        //Vignette
        {
            //Center = 0.5,0.5
            //Color = 0,0,0,1
            //Intensity = 0.366
            //Opacity = 1
            //Roundness = 1
            //Smoothness = 0.657
            //Rounded = False
            //Mask = KS3P/Textures/Null
            //Mode = 0
        }
    }
    SETUP
    {
        Scene = 4
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.30
            Radius = 4.27
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = True
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        //Grain
        {
            //Colored = True
            //Intensity = 0.5
            //Luminance_Contribution = 0.8
            //Size = 1
        }
        //Anti_Aliasing
        {
            //Mode = FXAA
            //Quality = 4
        }
        //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
        }
        //Vignette
        {
            //Center = 0.5,0.5
            //Color = 0,0,0,1
            //Intensity = 0.366
            //Opacity = 1
            //Roundness = 1
            //Smoothness = 0.657
            //Rounded = False
            //Mask = KS3P/Textures/Null
            //Mode = 0
        }
        Color_Grading
        {
            preset = Neutral
        }
    }
}

Spoiler

2DF9EB1A3D4A141F8B9BE9F8F1554987BA827462

Without^

3B63B7445C9F9E18E97B78F69626CEE16436BD6E

With^

807EF178C6D771F536AB7F6540D17218F0B0A313

Without^

C03EAC3F0FE325C2243CE405F5025F368E676542

With^

CB9E335DF4916BAAF650390C836BFCC7412AA2F2

Without^

16737FF256E62A7BDC99C06071C18D067EB409E8

With^

0B44722797AEAA43C4CC6F7C6C896F19375A41DD

Without^

CA259261B42F74871A17982CF5142E82DAE73E88

With^

 

Oh and I want to thank @Zorg and @4x4cheesecake both. For the example config and the Unity documentation link; both were of great help!

Edited by Rocket In My Pocket
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8 minutes ago, Rocket In My Pocket said:

I also changed the color grading off of ACES since although I liked the heavy color saturation, it was just so dark

I'm still looking for a way to customize the color grading instead of using a preset...you didn't find one either, did you?

I like the subtle look and will definitly try it out, good job :)

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8 minutes ago, 4x4cheesecake said:

I'm still looking for a way to customize the color grading instead of using a preset...you didn't find one either, did you?

I like the subtle look and will definitly try it out, good job :)

The Unity documentation refers to a "Neutral" preset color grading mode which is what I have on now. Honestly not sure if it's actually doing anything really?

I think if you mucked around enough you could learn what you needed from said documentation to write up your own color grading...I fooled with it for a bit, but it's a touch over my head at the moment. I also have no clue how any of that translates into notepad format. So writing it up would be an issue. I assume I'd need to get the Unity editor to really attempt it.

https://docs.unity3d.com/2017.1/Documentation/Manual/PostProcessing-ColorGrading.html

Thanks, let me know what you think! (I'm more of a copy-paster than a proper coder (I basically cobbled together my config by working back and forth from your example config and the Unity doc) so if you want to look at the config itself and tell me there is something wrong with it, I'd appreciate that too! Lol.)

Edited by Rocket In My Pocket
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7 minutes ago, Rocket In My Pocket said:

I'm more of a copy-paster than a proper coder

 Actually, that's what I'm doing as well :D

8 minutes ago, Rocket In My Pocket said:

I also have no clue how any of that translates into notepad format. So writing it up would be an issue.

This is exactly my problem. I've already used the unity editor to create a config file but I don't know how to translate it properly for this mod to use it. The example file I've created earlier is some kind of copy&paste from the mod source code but I don't really get the color grading part since there are so many different settings...

Thank you anyway, I'll let you know if I find something wrong/not working in your config file ;)

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1 hour ago, 4x4cheesecake said:

@Rocket In My Pocket

Found a little typo in your scene 4 settings (I actually still don't know which scene this is): In the 'Grain' node, you missed a 'n' in 'Intensity' ;)

 

?!

Maybe that's why it didn't work? I think it'd be a nice touch to have some subtle grain on the map view. (I think it is the map view because when I turned the bloom down on Scene 4 I noticed it wasn't so obnoxious on the orbit lines anymore.)

Thanks! I'll see if that fixes it when I get a chance! :)

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1 hour ago, Rocket In My Pocket said:

?!

Maybe that's why it didn't work? I think it'd be a nice touch to have some subtle grain on the map view. (I think it is the map view because when I turned the bloom down on Scene 4 I noticed it wasn't so obnoxious on the orbit lines anymore.)

Thanks! I'll see if that fixes it when I get a chance! :)

You are right, it is the map view and grain is working now , at least with your settings...I'm going for some tests ;)

edit: Apparently, I'm not allowed to keep the config file opend in notepad++, otherwise the whole mod doesn't work properly :blink:

Grain
{
    Colored = true
    Intensity = 0.65
    Luminance_Contribution = 0.9
    Size = 0.8
}

Looks fine for me ;)

If you want the grain to be less subtle, try:

Grain
{
    Colored = false
    Intensity = 0.65
    Luminance_Contribution = 0.8
    Size = 0.9
}

 

Edited by 4x4cheesecake
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@The White Guardian in following along with the config @Rocket In My Pocket was building, I discovered a small bug in your Flight vs. Scene 4 feature (which I understand is newer and uses a little bit different method). Effects from "Scene 4" get added when you switch to the tracking station (as expected). After leaving the tracking station, however, the effects seem to remain active for flight. I notice this with film grain, at least.

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2 hours ago, whitespacekilla said:

@The White Guardian in following along with the config @Rocket In My Pocket was building, I discovered a small bug in your Flight vs. Scene 4 feature (which I understand is newer and uses a little bit different method). Effects from "Scene 4" get added when you switch to the tracking station (as expected). After leaving the tracking station, however, the effects seem to remain active for flight. I notice this with film grain, at least.

Interesting, I'm gonna go ahead and comment the section out for now until I can nail this down, or perhaps I'll have to wait for @The White Guardian to sort it out on his end.

Thanks for the heads up!

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Hey everyone. Apologies for not being online much, I'll dive into the issues mentioned ASAP.

That said, a bit of an explanation on 'Scene = 4'. For this, let's walk through KS3P's loading code together.

            try
            {
                UrlDir.UrlConfig[] configs = GameDatabase.Instance.GetConfigs("KS3P");
                if(configs.Length == 0)
                {
                    Debug.LogError("[KS3P]: No configs found! Shutting down...");
                    isLockdown = true;
                    return;
                }
                ConfigNode[] settings = configs[0].config.GetNodes("SETUP");
                foreach(ConfigNode n in settings)
                {
                    PPScene targetScene = (PPScene)Enum.Parse(typeof(PPScene), n.GetValue("Scene"), true);
                    PostProcessingProfile result = ProfileProcessor.ProcessProfile(n);
                    Index(targetScene, result);
                }
                isLoaded = true;
                isLockdown = false;
            }

Firstly, the 'try' block. This is for safety. Should an exception occur within this code, KS3P will go on lockdown, essentially disabling itself lest it ends up doing something stupid.

UrlDir.UrlConfig[] configs = GameDatabase.Instance.GetConfigs("KS3P");

Here, I use KSP's built-in database class 'GameDatabase' to search through all loaded config files, and select only the 'KS3P' nodes and their contents.

if(configs.Length == 0)
{
    Debug.LogError("[KS3P]: No configs found! Shutting down...");
    isLockdown = true;
    return;
}

Note that we stored all configs previously in a 'UrlDir.Urlconfig[]'. Specifically, note the square brackets. Those indicate something called an 'array', a list of items (in this case a list of type 'UrlDir.UrlConfig') with each item having an assigned index number (IE I can grab the fourth item in the 'configs' array by writing 'configs[3]', because arrays start with an index of 0). I can check the total amount of items in any array by using the method array.Length, which returns the item count the array holds.

In this case, I let the computer check if the configs array length is equal to 0 (IE if we found no configs previously using GetConfigs("KS3P")). If it finds that we indeed have found no config files, KS3P adds an error to the log, sets lockdown to true, and uses 'return' to end the execution of the code entirely (IE the computer doesn't execute beyond the if-block), for safety: if there's no data to build profiles from, how can KS3P know what effects to display, and how to display them?

ConfigNode[] settings = configs[0].config.GetNodes("SETUP");

If we have confirmed that we have at least a single config to work with, we store all config nodes in a value called 'settings', grabbing the first item in the configs[], grabbing the ConfigNode,and grabbing all 'SETUP' child nodes for processing.

foreach(ConfigNode n in settings)
{
     PPScene targetScene = (PPScene)Enum.Parse(typeof(PPScene), n.GetValue("Scene"), true);
     PostProcessingProfile result = ProfileProcessor.ProcessProfile(n);
     Index(targetScene, result);
}

Here, we tell the computer to perform the set of actions described within the foreach block for, well, each item in the array specified. We also allow the computer to access the data of each individual array item, and we'll name this 'current array item' n. IE 'ConfigNode n' is equal to the ConfigNode the computer is 'currently' processing. Let's go through the actions.

PPScene targetScene = (PPScene)Enum.Parse(typeof(PPScene), n.GetValue("Scene"), true);

Here, we tell the computer to take the value assigned to 'Scene' of the currently targeted 'SETUP' node and parse it to a type of 'PPScene'. This is where 'Scene = 4' comes from.

PPScene is an enumerator, IE a list of names with each name having an assigned index number. The above code browses through the entire PPScene enumerator data, and returns an instance of PPScene of which the assigned data is equal either in name or index number to the value assigned to 'Scene'.

I'm not entirely sure what scene corresponds to the index of '4' anymore, I'll have to dive into the source code for that, but I hope this makes sense.

Anyhow, to finish explaining the code:

PostProcessingProfile result = ProfileProcessor.ProcessProfile(n);

Here, we feed the contents of the currently targeted SETUP node to KS3P's 'ProcessProfile' function, which is in charge of parsing all of the PP effect information and storing it into a PostProcessingProfile, referred to with the name 'result'.

Index(targetScene, result);

And here KS3P indexes the data of the finished PP profile into a list, using the target scene as the key. IE if requested, KS3P can easily grab the profile corresponding to the requested scene. Here's the entire search tree:

KSP loads a new scene
	|
	V
KS3P checks if the scene is 'valid', IE if it's a scene that it's aurhorized to react to.
	|									|
	V									V
valid scene								Invalid scene
	|									|
	V									V
KS3P seaches through the profile					KS3P does nothing
bundle database and selects the
right PP profile bundle
	|
   	V
KS3P searches through the profile
bundle for the profile setup that
corresponds to the scene KSP is
loading
	|
   	V
To fix an earlier issue with textures, KS3P doesn't have the actual textures, only a link to them.
Therefore it clones the correct PP profile and updates this clone with the correct textures.
This clone is either destroyed or overwritten when another scene is loaded depending on what is necessary.
   	 |
   	 V
KS3P grabs the correct camera
	|
    	V
KS3P checks if the PostProcessingBehaviour component is installed on the camera
	|
    	V
If the component doesn't already exist, KS3P adds it
	|
    	V
KS3P grabs the PPB component and assigns the correct PP profile
	|
    	V
For safety, KS3P manually sets the PPB component to be active (it can also de-activate or even destroy the component if necessary)
	|
    	V
Post-processing effects in place, job well done.

 

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This is an awsome explanation, thank you :)

2 hours ago, The White Guardian said:

PPScene is an enumerator, IE a list of names with each name having an assigned index number. The above code browses through the entire PPScene enumerator data, and returns an instance of PPScene of which the assigned data is equal either in name or index number to the value assigned to 'Scene'.

So basically, if we get a 'translation' of the enumerator, we can use 'real' names for each scene like VAB, SPH, Flight? (we know these scenes from your default config file)

Regarding the bug with scene 4:
 

KS3P grabs the correct camera
	|
    	V
KS3P checks if the PostProcessingBehaviour component is installed on the camera
	|
    	V
If the component doesn't already exist, KS3P adds it
	|
    	V
KS3P grabs the PPB component and assigns the correct PP profil

Is it possible that the camera for flight, map and tracking station is the same? So all you can do is 'add more components' but you cannot remove them if one scene uses different pp effects?

Edited by 4x4cheesecake
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Hey all, I don't wanna barge into an ongoing discussion but I just wanted to share my config. It is somewhat subdued, but you can notice most of the effects. It uses the neutral preset for color grading. It also uses the lens flares that were shared by Galileo in this thread.

KS3P
{
    Name = bud_neutral
    
    SETUP
    {
        Scene = MainMenu
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.89
            Radius = 1.7
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt01
            Dirt_Intensity = 5
        }
    }
    SETUP
    {
        Scene = KSC
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.2
            Opacity = 1
            Roundness = 1
            Smoothness = 0.8
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.89
            Radius = 1.7
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04
            Dirt_Intensity = 5
        }
    }
    SETUP
    {
        Scene = VAB
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.35
            Radius = 1.7
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = false
        }
    }
    SETUP
    {
        Scene = SPH
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.35
            Radius = 1.7
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = false
        }
    }
    SETUP
    {
        Scene = Scaled
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.35
            Radius = 1.7
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = false
        }
    }
    SETUP
    {
        Scene = Flight
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 25.7
            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
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.2
            Opacity = 1
            Roundness = 1
            Smoothness = 0.8
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.89
            Radius = 1.7
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt01
            Dirt_Intensity = 5
        }
    }
    SETUP
    {
        Scene = EVA
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 30
            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
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.2
            Opacity = 1
            Roundness = 1
            Smoothness = 0.8
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.73
            Radius = 2.1
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04
            Dirt_Intensity = 5
        }
    }
    SETUP
    {
        Scene = IVA
        Anti_Aliasing
        {
            Mode = FXAA
            Quality = 4
        }
        Color_Grading
        {
            Preset = Neutral
        }
        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
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.2
            Opacity = 1
            Roundness = 1
            Smoothness = 0.8
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.73
            Radius = 2.1
            Soft_Knee = 0.78
            Threshold = 1.13
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/Galileo_Textures/LensDirt04
            Dirt_Intensity = 5
        }
    }
}

 

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