Jump to content

Recommended Posts

  On 3/24/2019 at 8:42 AM, plonk said:

花了将近一整天的时间调整配置和NRE,但现在我已经在GTX 660(DX11 for TU)上与Scatterer + EVE + PlanetShine + Texture Replacer + Textures Unlimited 一起运行KS3P。我很高兴看到这个在我老化的硬件上运行!:)

非常感谢你,@ The White Guardian这个伟大的mod。并且非常感谢所有发布配置的人,并开始学习!

  Reveal hidden contents

 

Expand  

Hello, I am also using DX11, but my sky scene is always overexposed, can you send me your configuration, thank you very much!:sticktongue:

Link to comment
Share on other sites

@jrodriguez did White Guardian push anything to his repo you can compile? Sounded like he was pretty close to done before he vanished again. It's been just over a month since he last logged on. If not I'm just using your last build, which is working fine. Really would like that in-game GUI tho...

Link to comment
Share on other sites

  On 4/19/2019 at 6:23 AM, Drew Kerman said:

@jrodriguez did White Guardian push anything to his repo you can compile? Sounded like he was pretty close to done before he vanished again. It's been just over a month since he last logged on. If not I'm just using your last build, which is working fine. Really would like that in-game GUI tho...

Expand  

Sorry for the delay, personal life and other projects forced me to put it on the backburner for a while. A recent streaming test on Twitch though had me play KSP 1.7 and I could confirm that the in-game GUI still works as intended.

Main problem is compiling the non-DX11 shaders, I can't make heads or tails of Unity's new AssetBundle pipeline. I hope I got it figured out now. In any case, compiling the non-DX11 shaders should be the last thing to finish before release. KS3P can already identify DX11 and OpenGL requests and load the appropriate shaders.

Link to comment
Share on other sites

  On 4/21/2019 at 2:23 PM, The White Guardian said:

Okay, I really don't know how to work with Unity's new AssetBundle pipeline. @jrodriguez so sorry to ask this of you, but could you please work your magic again on the non-DX11 shaders?

Expand  

@The White Guardian Of course I can help with whatever you need. I haven't seen any new commits in your KS3P repo though  https://github.com/TheWhiteGuardian/KS3P . If you can push a Dev branch with your latest changes I will do a new Pull Request during next week for the assetsbundle recompiled using the Unity 2017.1 and pragma SM5.0 for DX11 only.

Link to comment
Share on other sites

I haven’t read all the comments in the post, but is there support for ModuleManager? I’m working on a cloud mod and included in that mod is a custom config for KS3P. But I don’t want users to have to manually edit the config file for KS3P as I would like it to be as simple as possible to install. So is there a way i could write a MM config which changes the main config?

Link to comment
Share on other sites

  On 4/21/2019 at 2:49 PM, jrodriguez said:

@The White Guardian Of course I can help with whatever you need. I haven't seen any new commits in your KS3P repo though  https://github.com/TheWhiteGuardian/KS3P . If you can push a Dev branch with your latest changes I will do a new Pull Request during next week for the assetsbundle recompiled using the Unity 2017.1 and pragma SM5.0 for DX11 only.

Expand  

Ask and you shall receive. I just created a new branch and pushed the changes. Thanks again for your help.

  On 4/21/2019 at 11:05 PM, Messier said:

I haven’t read all the comments in the post, but is there support for ModuleManager? I’m working on a cloud mod and included in that mod is a custom config for KS3P. But I don’t want users to have to manually edit the config file for KS3P as I would like it to be as simple as possible to install. So is there a way i could write a MM config which changes the main config?

Expand  

I've drastically changed how KS3P works. The only 'hard-coded' file is the config file, but that doesn't store profile setups. It does store the desired profile for each scene as well as the preferred GUI keybinds.

To use KS3P, simply create a config file anywhere in GameData, create the profiles you want, and either manually assign them in the config file or select them in-game through the GUI. I believe KS3P could save the preferences but I'm not 100% certain.

Edited by The White Guardian
Link to comment
Share on other sites

  On 4/22/2019 at 8:10 PM, The White Guardian said:

I've drastically changed how KS3P works. The only 'hard-coded' file is the config file, but that doesn't store profile setups. It does store the desired profile for each scene as well as the preferred GUI keybinds.

To use KS3P, simply create a config file anywhere in GameData, create the profiles you want, and either manually assign them in the config file or select them in-game through the GUI. I believe KS3P could save the preferences but I'm not 100% certain.

Expand  

Hold up, I’m a bit confused. So I make a profile and assign it in ks3p.cfg or whatever it’s called? (i’m on mobile rn so i don’t know the exact name of the config). There’s an in-game GUI as well? How do i open it? And there’s no way to do it automatically without changing any files?

Link to comment
Share on other sites

  On 4/23/2019 at 4:57 AM, Messier said:

Hold up, I’m a bit confused. So I make a profile and assign it in ks3p.cfg or whatever it’s called? (i’m on mobile rn so i don’t know the exact name of the config). There’s an in-game GUI as well? How do i open it? And there’s no way to do it automatically without changing any files?

Expand  

I think the in-game GUI is something in development, but not released yet.

Link to comment
Share on other sites

I love the mod, but I ran into some problems with it and I need help fixing it (can go into configs if needed)

Problem 1: The shading effects make the game too dark

Problem 2: When I come close to anything, it blurs and I don't want it to.

Could you please give me some advice on fixing it?

Link to comment
Share on other sites

  On 4/27/2019 at 7:37 AM, Svm420 said:

Are the textures in this mod required to be png? I want to know if I will have issues if I convert them to dds for myself. Thanks!

Expand  

KS3P gets its textures through the built-in 'GameDatabase' feature, which supports DDS. They needn't be PNG. That said I should probably convert them for the next release...

Link to comment
Share on other sites

  On 5/1/2019 at 6:45 PM, jr_0 said:

My water is very dark. What should I change?

Expand  

Welcome to the forum :)

The default config is pretty dark in general. The easiest way to change this, would be to change the color grading from "ACES" to "None" or "Neutral". You can find the confi gfile in "GameData/KS3P/Config.cfg". Look through the file until you find "Scene = Flight" and the color grading settings for the flight scene. Change the values as suggested above and save the file. The water and pretty much everything else will become much brighter :)

Link to comment
Share on other sites

  • 2 weeks later...
  On 4/11/2019 at 5:52 PM, Juijote said:

Hello, I am also using DX11, but my sky scene is always overexposed, can you send me your configuration, thank you very much!

Expand  

Hi, and welcome to the forums. Sure. It's essentially derived of the configs I've found in this thread. I don't remember anymore which user provided the base works for this particular config, so thanks to all users that provided configs. You should also try out others' configs, and modify or merge them. Be sure to check the output of the debug console (alt F-12) or the KSP log to identify unsupported config sections/shaders. For example, I run into problems if I try to use Eye_Adaptation. Hope this helps,and here you go:

  Reveal hidden contents

 

Link to comment
Share on other sites

  • 4 weeks later...

I haven't been able to find a clear answer doing a quick topic search, but should this mod work on a linux system? There were some things about it not working with OpenGL previously in the forum.

Link to comment
Share on other sites

  On 6/13/2019 at 8:13 AM, toric5 said:

I haven't been able to find a clear answer doing a quick topic search, but should this mod work on a linux system? There were some things about it not working with OpenGL previously in the forum.

Expand  

KS3P contains 3 shader bundles, one for each operating system (windows, linux, macOS) so even though I haven't tried it, I'm inclined to say it will work fine on linux as well :)

Link to comment
Share on other sites

  On 6/13/2019 at 8:13 AM, toric5 said:

I haven't been able to find a clear answer doing a quick topic search, but should this mod work on a linux system? There were some things about it not working with OpenGL previously in the forum.

Expand  

I'm running Manjaro with proprietary nvidia drivers on a 1070 and it is working perfectly fine under KSP 1.7.2 with both DLCs.

I used the following files from jrodriguez:

  Reveal hidden contents

 

I'm currently using the config from Orbital_phoenix but you may choose whatever config you want just look in this thread.

  Reveal hidden contents
Edited by gh7531
links didn't work so I used quotes
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...