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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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Are they the aurora textures from AVP that wouldn't convert? Also make sure you uncheck flag as normal on the texture conversions unless it is a normal map you are converting.

ok, not sure what am i doing wrong but this one file is not being converted to dds on astronomer's pack

ERR : Unknown file format A8L8, skipping conversion for C:\Users\pc\Downloads\Astronomer's Visual Pack - Interstellar V2\4th Step - Optional Features\Essential Features (still optional though)\Auroras\Step 2\22MB 8K Auroras\GameData\BoulderCo\Clouds\Textures\detailAurora.png

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ok, not sure what am i doing wrong but this one file is not being converted to dds on astronomer's pack

ERR : Unknown file format A8L8, skipping conversion for C:\Users\pc\Downloads\Astronomer's Visual Pack - Interstellar V2\4th Step - Optional Features\Essential Features (still optional though)\Auroras\Step 2\22MB 8K Auroras\GameData\BoulderCo\Clouds\Textures\detailAurora.png

When converting are you unchecking flag as normal?

Tried installing; crashes on startup. Tried again; crashed again. Here's the output_log file: https://drive.google.com/file/d/0B0hEOKW7Pio6akJkUThJNndDNHc/view?usp=sharing

The error file: http://pastebin.com/9jhvEQTe

I'm one of those guys that doesn't really know how to read a log files so I'm not too helpful there. But, 32bit with mods will have a really hard time running EVE let alone EVE with texture packs like AVP or Renaissance, best suggestion I can give is convert to 64 bit. There is a hack for Windows listed under my mod list in the thread linked in my signature. Currently I managed to get EVE and AVP running with no dds conversion. I only converted them to decrease losing time. Also adjusting your page file size helps a bit. Just google page file increase.

Edited by V8jester
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So, has ayone got a patch or something that fixes EVE's texture sizes? As is, the mod alone eats up about 1/3 of my memory, and my game can "only" handle FASA and KW when it's installed. I have tons of other mods, like OPM(Outer Planets Mod) that I can't even use! If anyone's got a patch or something, I need it. I look at my planets with disgust now without EVE. Not even the space music can make me feel like the planets are beautiful(unless it's Laythe at night, OMG)! :(

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So, has ayone got a patch or something that fixes EVE's texture sizes? As is, the mod alone eats up about 1/3 of my memory, and my game can "only" handle FASA and KW when it's installed. I have tons of other mods, like OPM(Outer Planets Mod) that I can't even use! If anyone's got a patch or something, I need it. I look at my planets with disgust now without EVE. Not even the space music can make me feel like the planets are beautiful(unless it's Laythe at night, OMG)! :(

32-bit RAM limitations have become such an issue that when it came time to replace my laptop, I specifically bought a linux laptop so I could run KSP in 64-bit mode. If you can't wait for (hopefully) 64-bit support for Win/Mac in Unity5, maybe try Active Texture Management? It's twitchy, but can seriously help cut down on RAM usage.

The other thing you can do is run in OpenGL mode. You'll lose anti-aliasing, but it's not much of a loss compared to all the extra stuff you can run. Add

-force-opengl

as a command line parameter ("Launch Parameter", I think, in Steam. Or maye "Launch Options").

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OK, thanks! I don't run the Steam version though, so where exactly does that line go? I haven't had my computer programming classes yet(starting this August I will :D) so I wouldn't know. :(

HA! I'm an idiot. I didn't realize all I had to do was use the console. XD

Edited by KyleofKerbin
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OK, thanks! I don't run the Steam version though, so where exactly does that line go? I haven't had my computer programming classes yet(starting this August I will :D) so I wouldn't know. :(

HA! I'm an idiot. I didn't realize all I had to do was use the console. XD

If you're on Windows, you can also create a shortcut and add the command-line options at the end.

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OK, thanks! I don't run the Steam version though, so where exactly does that line go? I haven't had my computer programming classes yet(starting this August I will :D) so I wouldn't know. :(

-opengl and -popupwindow go in the same place. Your shortcut target field.

Right click the game shortcut.

Click "Properties"

And under "target" at the end it should read (KSP.exe -popupwindow -forceopengl)

Be sure there is a space between ksp.exe and -forceopengl

opengl

offsets the work load to your graphics card (you need a graphics card for this to really be any good

pop up window

Runs the game in boarder less windowed mode so you can fast switch (Alt + Tab) more seamlessly

(you must run the game at your screens native resolution or it wont fit the screen)

32-bit RAM limitations have become such an issue that when it came time to replace my laptop, I specifically bought a linux laptop so I could run KSP in 64-bit mode. If you can't wait for (hopefully) 64-bit support for Win/Mac in Unity5, maybe try Active Texture Management? It's twitchy, but can seriously help cut down on RAM usage.

The other thing you can do is run in OpenGL mode. You'll lose anti-aliasing, but it's not much of a loss compared to all the extra stuff you can run. Add

-force-opengl

as a command line parameter ("Launch Parameter", I think, in Steam. Or maye "Launch Options").

You can convert to win x64 like I did 50+ mods EVE Astronomers Scatterer and still hitting 120fps

http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround

Edited by V8jester
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I'm one of those guys that doesn't really know how to read a log files so I'm not too helpful there. But, 32bit with mods will have a really hard time running EVE let alone EVE with texture packs like AVP or Renaissance, best suggestion I can give is convert to 64 bit. There is a hack for Windows listed under my mod list in the thread linked in my signature. Currently I managed to get EVE and AVP running with no dds conversion. I only converted them to decrease losing time. Also adjusting your page file size helps a bit. Just google page file increase.

Yeaaaaah, no. I've heard horror stories about the x64 Windows install.;.; Also, I run the Steam version, so I don't think I can even get the x64 install. So, guess this mod is a no-go for me.

As such, are there any alternatives? My only requirements are:

  • Compatible with x32 KSP 1.0.2
  • Adds clouds

If not, I guess someone will have to go request one in the addon subforum. :P

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Yeaaaaah, no. I've heard horror stories about the x64 Windows install.;.; Also, I run the Steam version, so I don't think I can even get the x64 install. So, guess this mod is a no-go for me.

As such, are there any alternatives? My only requirements are:

  • Compatible with x32 KSP 1.0.2
  • Adds clouds

If not, I guess someone will have to go request one in the addon subforum. :P

Do you run any kind of memory monitor? How much ram are you using before adding EVE? I didn't say you can't do it. I just said lots of mods plus EVE = Hard time. Don't misunderstand me. 32bit will run eve and AVP all day long. But not with tons of mods. To keep the chatter on the graphics and non relevant stuff down on the EVE thread lets take this discussion over to my thread linked in my signature. Too much cross talk here.

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When converting are you unchecking flag as normal?

Yah i double checked it, but that one image is not being converted ! also, i couldn't find the converter in your mod list in your post, i got the dds4ksp link from another guy on irc

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Yah i double checked it, but that one image is not being converted ! also, i couldn't find the converter in your mod list in your post, i got the dds4ksp link from another guy on irc

Will it run if you remove that one image? And you are converting the auroras from AVP correct? If you can't get it to convert I'll see if I can do it again later today.

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well i didn't try to see if it will work or not, but i converted every other image you said, only this one is not being converted, if you have this one image somewhere as dds, would be nice to share it, but what you mean from avp? astrpnomer's pack? then yes

also, copy / pasting the step 2 (clouds with particles converted to dds) gives me this !

http://prntscr.com/7h713z

the funny thing is that the original png works without active texture management or with it !

now about EVE, even with terrain set to highest, still city lights clipping the terrain :/

http://prntscr.com/7h75or

Edited by Jiraiyah
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well i didn't try to see if it will work or not, but i converted every other image you said, only this one is not being converted, if you have this one image somewhere as dds, would be nice to share it, but what you mean from avp? astrpnomer's pack? then yes

also, copy / pasting the step 2 (clouds with particles converted to dds) gives me this !

http://prntscr.com/7h713z

the funny thing is that the original png works without active texture management or with it !

now about EVE, even with terrain set to highest, still city lights clipping the terrain :/

http://prntscr.com/7h75or

Are you running integrated graphics? Sorry if I asked this already been answering a lot of AVP and EVE questions lately. Since this discussion is starting to sway more toward AVP lets take this discussion over there so we can stay on point.

http://forum.kerbalspaceprogram.com/threads/102145-0-25-Astronomer-s-Visual-Pack-Interstellar-V2

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So, my game will not start up with EVE installed; it's too big and it uses 45% of the memory the game can use according to my computer. Is there a way to convert the type of file these textures are as to reduce their size and theoretically save a few megs of memory so my game can run?

EDIT: Oh, and in case this helps, here's the mods I use in-game, which run fine without EVE installed:

-NovaPunch 2

-KW Rocketry

-all the NearFuture packs

-AIES with the attachment node/animaiton patches

-Hot Rockets

-FASA

-Kerbal Alarm Clock

-Kerbal Engineer

-Distant Object Enhancement

-PlanetShine

-Chatterer

-Hull Camera VDS

-DMagic Orbital Science

-Precise Node

-StockBugFixModules

-SCANSat

-Texture Relacer

Edited by KyleofKerbin
Modslist
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So, my game will not start up with EVE installed; it's too big and it uses 45% of the memory the game can use according to my computer. Is there a way to convert the type of file these textures are as to reduce their size and theoretically save a few megs of memory so my game can run?

EDIT: Oh, and in case this helps, here's the mods I use in-game, which run fine without EVE installed:

-NovaPunch 2

-KW Rocketry

-all the NearFuture packs

-AIES with the attachment node/animaiton patches

-Hot Rockets

-FASA

-Kerbal Alarm Clock

-Kerbal Engineer

-Distant Object Enhancement

-PlanetShine

-Chatterer

-Hull Camera VDS

-DMagic Orbital Science

-Precise Node

-StockBugFixModules

-SCANSat

-Texture Relacer

if you want to run all those mods and visual mods, and if you're on Windows. It can be done. I run over 50 mods eve scatterer and AVP. Honestly I sound like a broken record here but.... 64 bit is your friend. There is a mod that will remove the 64bit check and allow you to run those mods that will deactivate in 64 bit. It's called ksp unfixer. I have all the info for game setup and 64bit setup in my thread linked bellow.

If you still have questions just holler.

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Does anyone have a working version for 1.0 that has clouds on venus and mars working?

This works now. Just try converting the three textures under clouds/particles to .dds. Just that one change and it worked just fine.

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What he said. XD Really though, I suggest just posting them here so the new downloaders can give it a shot.

My EVE AVP Secrets :)

My system specs

intel i7 4790K 4.4 GHZ

GeforceGTX 970 4 GB

16GB of pc 1866 ram

Raid 1 on 2 7200 rpm drives

KSP doesn't like fast switching (alt-Tabing). To make it fast switch smoothly as well as gain a minor FPS boost. -popupwindow allows you to run in borderless windowed mode. You'll need to turn off "full Screen Mode" in game. Be sure to set your screen resolution to your monitor / TV's native resolution, or the window won't fit. To run in Borderless windowed mode add " -popupwindow" to the end of your shortcut target field.

A trick that often helps computers with good dedicated graphics cards (sometimes onboard graphics) but not so great processors, is OpenGL. OpenGL allows you to transfer more of the work load from your processor to the video card. Be aware that this is affected by the amount of dedicated memory and the speed of your graphics card. Mods will affect this limit. To run in OpenGL mode add " -forceopengl" to the end of the shortcut target field.

Now Popupwindow and OpenGL can run together. Just don't forget the spaces, your target field should look like this (KSP.exe -popupwindow -forceopengl)

Lastly I do not use it but many people have had good luck forcing DirectX 11 to bring down there memory footprint. KSP Natively runs using DirectX 9 which is more universally accepted by everyone's hardware. But if you want to give this a try place -force-d3d11 in the shortcut target field in place of -forceopengl.

KSP Settings

Max physics delta time per frame: 0.03 - This helps a ton

Max Persistant debris: 25- This helps a bit when you don't have the memory to burn

Terrain detail: High

SM3 Terrain Shaders: Enabled

Scatter Density 100%

Render Quality: Fantastic

Texture Quality: Full Res

Fallback Parts Shader: True

Aerodynamic FX Quality: Normal

Edge Highlighting (PPFX): Enabled

Surface FX: Enabled

Screen Resolution: 1920x1080 - Set to native res

Full Screen: Disabled

Anti Aliasing: x2

V-sync: Don't Sync - This is the biggest performance hog

Frame Limit: 180FPS

Pixel Light Count: 8

Shadow Cascade: 4

Windows 7 Page File Settings - Mine is set to 32GB

http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7

Configure Memory Usage Monitor to auto start with -opengl and or -popupwindow using one shortcut.

Create a shortcut for memory usage monitor. (Memory monitor linked in mod list)

in the shortcut target field apply either / both (KSP.exe -popupwindow -forceopengl)

When opened, Memory usage will automatically search for "KSP.exe" to auto run the game. If you have hacked KSP to run in 64 bit mode the file you will have created will still be named "KSP.exe" So this still works with the x64 hack

Then you can rename and re icon the memory usage shortcut if you so desire.

You will now have a single icon to launch memory usage and KSP with OpenGL enabled all at once, with one shortcut.

64 Bit Help

If you want to run massive amounts of part / visual mods, and you have at least 16GB of RAM and a 64bit system (majority are). 64 bit mode will allow you to surpass your 4GB memory limit imposed by a standard 32 bit install. Now when you convert to 64 bit, Do not inundate the mod Devs with bug reports from your 64 bit install. Keep a 32 bit install around to test mod issues before submitting a bug report. I have yet to truly find a bug that was not repeatable in 32 bit with a properly updated mod. There is a reason Squad held back a 64 bit release this time around, and that's because bug tracking was a nightmare. As far as stability, I can play for hours without any issues. But when you start building 250+ part ships and bouncing in and out of the VAB and flight. It will crash eventually, but so will 32 bit under the same circumstances. v1.0.2 x64 is far more stable than .90 x64 ever was. If you want a kitchen sink mentality with mods, as well as not compress your textures to the resolution of a postage stamp. This is by far the best option.

Now that that's out of the way. Linked bellow is a walkthrough on how to convert to 64 bit. As well as a mod utility that will remove the 64 bit block from mods (warning I haven't used Unfixer as the mods I use don't require it - and Sarbian will hate you)

64bit hack http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround

64bit Unfixer http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer

Environmental Visual Enhancement 7-4 Help

I've been getting a ton of questions about how to get EVE running. Plain and simple. In 32 bit I only converted the three images under Boulderco/Clouds/Particles to .dds And it ran just fine. Integrated graphics are having a really hard time running EVE. This is due to the fact that KSP is a CPU hog. And when you want your CPU doing double duty to run the game and better visuals. At some point it just can't keep up. So far from what I have seen, anything bellow intel HD 4400 won't cut it.

Also if you are running a large amount of mods already you may be hitting the 4GB ceiling. Hence the 64 bit fix above. You can also try increasing the size of your page file to allot more virtual ram.

First try installing some kind of memory monitor to see just how much RAM you are in fact using. If you are hovering around 3.5 - 3.7GB on a 32 bit install a crash is immanent.

Memory Usage Monitor http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-20-2015-02-19

You can also try increasing the size of your page file

Win 7 Page File Adjustment: http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7

If you are bellow the memory limit and you have integrated graphics intel HD 4400 (preferably a dedicated graphics card) or better, and are still having issues. Then message me and I will try and help you out as well as further revise this help file.

Astronomers Visual Pack Interstellar v2 Help

AVP takes a little (but not a ton) of tweaking.

The core mod works with EVE 7-4 I converted the three images under Boulderco/Clouds/Particles to .dds as well as the aurora .pngs to .dds and it loaded in 32 bit.

To get the lens flares working in 1.0.2 you will need to extract the sun_flare.tex files one at a time from there old .25 asset files and place them in the new 1.0.2 asset files in the KSP_Data folder using Unity asset explorer.

Back up your asset file first!

Unity Asset Explorer http://www.nexusmods.com/pillarsofeternity/mods/27/?

Using Unity asset explorer 1.3 or newer

First open "sharedassets10.assets" from the astronomers visual "jj abrams" Lens flare. Right click "sun_flare.tex"

click "extract" this is the file you will need.

Rename Folder created by unity asset explorer from "sharedassets10" to "sharedassets9"

(folder will be automatically created in the same directory as the asset explorer .exe)

Now back up and open "sharedassets9.assets" from your ksp_data Directory. Right click "Sun_flare.tex" and click 'Import"

(It will Import from the folder you already created and renamed)

Save the changes and, boom the asset9 file in your ksp_data folder has now been modified with the new lens flare.

The same process can be used for the AVP main menu logo from interstellar V1. Repeat the above process with "sharredasset2.assets" and I believe the file is "main_logo_red.tex" - Will revise with proper name later

The lightning does not work in 1.0.2 without cfg editing. Here is an updated file, just replace everything in the lightning cfg with this. Using notepad++ or equivalent.

Notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html


CLOUDS_SETTINGS{
GUI_KEYCODE = N
}
CLOUD_LAYER_PACK
{
CLOUD_LAYER
{
SAVED
{
body = Kerbin
altitude = 7500
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Duna
altitude = 10000
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Laythe
altitude = 6250
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Eve
altitude = 7750
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
}

Edited by V8jester
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My EVE AVP Secrets :)

My system specs

intel i7 4790K 4.4 GHZ

GeforceGTX 970 4 GB

16GB of pc 1866 ram

Raid 1 on 2 7200 rpm drives

KSP doesn't like fast switching (alt-Tabing). To make it fast switch smoothly as well as gain a minor FPS boost. -popupwindow allows you to run in borderless windowed mode. You'll need to turn off "full Screen Mode" in game. Be sure to set your screen resolution to your monitor / TV's native resolution, or the window won't fit. To run in Borderless windowed mode add " -popupwindow" to the end of your shortcut target field.

A trick that often helps computers with good dedicated graphics cards (sometimes onboard graphics) but not so great processors, is OpenGL. OpenGL allows you to transfer more of the work load from your processor to the video card. Be aware that this is affected by the amount of dedicated memory and the speed of your graphics card. Mods will affect this limit. To run in OpenGL mode add " -forceopengl" to the end of the shortcut target field.

Now Popupwindow and OpenGL can run together. Just don't forget the spaces, your target field should look like this (KSP.exe -popupwindow -forceopengl)

Lastly I do not use it but many people have had good luck forcing DirectX 11 to bring down there memory footprint. KSP Natively runs using DirectX 9 which is more universally accepted by everyone's hardware. But if you want to give this a try place -force-d3d11 in the shortcut target field.

KSP Settings

Max physics delta time per frame: 0.03 - This helps a ton

Max Persistant debris: 25- This helps a bit when you don't have the memory to burn

Terrain detail: High

SM3 Terrain Shaders: Enabled

Scatter Density 100%

Render Quality: Fantastic

Texture Quality: Full Res

Fallback Parts Shader: True

Aerodynamic FX Quality: Normal

Edge Highlighting (PPFX): Enabled

Surface FX: Enabled

Screen Resolution: 1920x1080 - Set to native res

Full Screen: Disabled

Anti Aliasing: x2

V-sync: Don't Sync - This is the biggest performance hog

Frame Limit: 180FPS

Pixel Light Count: 8

Shadow Cascade: 4

Windows 7 Page File Settings - Mine is set to 32GB

http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7

Configure Memory Usage Monitor to auto start with -opengl and or -popupwindow using one shortcut.

Create a shortcut for memory usage monitor. (Memory monitor linked in mod list)

in the shortcut target field apply either / both (KSP.exe -popupwindow -forceopengl)

When opened, Memory usage will automatically search for "KSP.exe" to auto run the game. If you have hacked KSP to run in 64 bit mode the file you will have created will still be named "KSP.exe" So this still works with the x64 hack

Then you can rename and re icon the memory usage shortcut if you so desire.

You will now have a single icon to launch memory usage and KSP with OpenGL enabled all at once, with one shortcut.

64 Bit Help

If you want to run massive amounts of part / visual mods, and you have at least 16GB of RAM and a 64bit system (majority are). 64 bit mode will allow you to surpass your 4GB memory limit imposed by a standard 32 bit install. Now when you convert to 64 bit, Do not inundate the mod Devs with bug reports from your 64 bit install. Keep a 32 bit install around to test mod issues before submitting a bug report. I have yet to truly find a bug that was not repeatable in 32 bit with a properly updated mod. There is a reason Squad held back a 64 bit release this time around, and that's because bug tracking was a nightmare. As far as stability, I can play for hours without any issues. But when you start building 250+ part ships and bouncing in and out of the VAB and flight. It will crash eventually, but so will 32 bit under the same circumstances. v1.0.2 x64 is far more stable than .90 x64 ever was. If you want a kitchen sink mentality with mods, as well as not compress your textures to the resolution of a postage stamp. This is by far the best option.

Now that that's out of the way. Linked bellow is a walkthrough on how to convert to 64 bit. As well as a mod utility that will remove the 64 bit block from mods (warning I haven't used Unfixer as the mods I use don't require it - and Sarbian will hate you)

64bit hack http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround

64bit Unfixer http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer

Environmental Visual Enhancement 7-4 Help

I've been getting a ton of questions about how to get EVE running. Plain and simple. In 32 bit I only converted the three images under Boulderco/Clouds/Particles to .dds And it ran just fine. Integrated graphics are having a really hard time running EVE. This is due to the fact that KSP is a CPU hog. And when you want your CPU doing double duty to run the game and better visuals. At some point it just can't keep up. So far from what I have seen, anything bellow intel HD 4400 won't cut it.

Also if you are running a large amount of mods already you may be hitting the 4GB ceiling. Hence the 64 bit fix above. You can also try increasing the size of your page file to allot more virtual ram.

First try installing some kind of memory monitor to see just how much RAM you are in fact using. If you are hovering around 3.5 - 3.7GB on a 32 bit install a crash is immanent.

Memory Usage Monitor http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-20-2015-02-19

You can also try increasing the size of your page file

Win 7 Page File Adjustment: http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7

If you are bellow the memory limit and you have integrated graphics intel HD 4400 (preferably a dedicated graphics card) or better, and are still having issues. Then message me and I will try and help you out as well as further revise this help file.

Astronomers Visual Pack Interstellar v2 Help

AVP takes a little (but not a ton) of tweaking.

The core mod works with EVE 7-4 I converted the three images under Boulderco/Clouds/Particles to .dds as well as the aurora .pngs to .dds and it loaded in 32 bit.

To get the lens flares working in 1.0.2 you will need to extract the sun_flare.tex files one at a time from there old .25 asset files and place them in the new 1.0.2 asset files in the KSP_Data folder using Unity asset explorer.

Back up your asset file first!

Unity Asset Explorer http://www.nexusmods.com/pillarsofeternity/mods/27/?

Using Unity asset explorer 1.3 or newer

First open "sharedassets10.assets" from the astronomers visual "jj abrams" Lens flare. Right click "sun_flare.tex"

click "extract" this is the file you will need.

Rename Folder created by unity asset explorer from "sharedassets10" to "sharedassets9"

(folder will be automatically created in the same directory as the asset explorer .exe)

Now back up and open "sharedassets9.assets" from your ksp_data Directory. Right click "Sun_flare.tex" and click 'Import"

(It will Import from the folder you already created and renamed)

Save the changes and, boom the asset9 file in your ksp_data folder has now been modified with the new lens flare.

The same process can be used for the AVP main menu logo from interstellar V1. Repeat the above process with "sharredasset2.assets" and I believe the file is "main_logo_red.tex" - Will revise with proper name later

The lightning does not work in 1.0.2 without cfg editing. Here is an updated file, just replace everything in the lightning cfg with this. Using notepad++ or equivalent.

Notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html


CLOUDS_SETTINGS{
GUI_KEYCODE = N
}
CLOUD_LAYER_PACK
{
CLOUD_LAYER
{
SAVED
{
body = Kerbin
altitude = 7500
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Duna
altitude = 10000
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Laythe
altitude = 6250
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Eve
altitude = 7750
volume = False
color
{
r = 20
g = 20
b = 25
a = 10
}
main_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = -2.5E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/lightning
scale = 0.1
offset
{
x = 0.3052678
y = 0
}
speed
{
x = 0.0133333
y = 0.1
}
}
scaled_shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 1
}
shader_floats
{
falloffPower = 4
falloffScale = 3.5
detailDistance = 0
minimumLight = -0.4
fadeDistance = 5
rimDistance = 0.0001
}
}
}
}

Bro! Give this man some rep!

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