JayS_NL Posted January 4, 2016 Share Posted January 4, 2016 6 minutes ago, Proot said: Textures are like they are, no by caprice but to fit with everything else. You can add a lot of thing to the texture, but at the end it will not be in the surface, so imho that have no sense. I don't have as goal to add just eye candy to the game, I have as goal to enhance the stock game as much as possible. That means that what you see in the KSPRC texture is exactly what you have in the surface. With the Unity5 enhancements I have the hope of have more memory room to add PQS details to Kerbin with Kopernicus, wich could do similar changes, but at all levels. But is not possible atm, imho, with the current memory management/limit. That is true. This is just for us people who spend more time in space and/or around kerbin. Stay low enough and they'll see the default Kerbin texture. This is just that little bit extra when looking at kerbin from space. Quote Link to comment Share on other sites More sharing options...
Joco223 Posted January 4, 2016 Share Posted January 4, 2016 26 minutes ago, Proot said: Textures are like they are, no by caprice but to fit with everything else. You can add a lot of thing to the texture, but at the end it will not be in the surface, so imho that have no sense. I don't have as goal to add just eye candy to the game, I have as goal to enhance the stock game as much as possible. That means that what you see in the KSPRC texture is exactly what you have in the surface. With the Unity5 enhancements I have the hope of have more memory room to add PQS details to Kerbin with Kopernicus, wich could do similar changes, but at all levels. But is not possible atm, imho, with the current memory management/limit. Will Unity 5 improve KSP performance as much as other games that use it? (Besiege,...) Also can't wait for the multi-core heaven that is awaitng in 1.1 Quote Link to comment Share on other sites More sharing options...
JayS_NL Posted January 4, 2016 Share Posted January 4, 2016 (edited) 1 hour ago, Joco223 said: Will Unity 5 improve KSP performance as much as other games that use it? (Besiege,...) Also can't wait for the multi-core heaven that is awaitng in 1.1 from what i've heared it wont be leaps ahead. Though the multithreaded code execution will help allot (parts/physics) and ofcourse the lifting of the memory limit. The rest? Guestimates... Update on the kerbin textures: Edited January 4, 2016 by maseo Quote Link to comment Share on other sites More sharing options...
Joco223 Posted January 4, 2016 Share Posted January 4, 2016 1 hour ago, maseo said: from what i've heared it wont be leaps ahead. Though the multithreaded code execution will help allot (parts/physics) and ofcourse the lifting of the memory limit. The rest? Guestimates... Update on the kerbin textures: They are very nice. Keep going Quote Link to comment Share on other sites More sharing options...
V8jester Posted January 4, 2016 Share Posted January 4, 2016 19 hours ago, CAMFA said: Hello, I have installed ksprc and I am having an issue that I dont know how to fix. I am running KSPRC on a gtx 770 and i7-4770k, with -force-opengl enabled, and when my rocket is sitting on the launchpad, regardless of its size, I get 10fps. It is unplayable. I suspect that it would be the particle clouds that are floating around but I obviously dont know. I have also already removed the reflection wrapper from texture replacer, and it did nothing. Thanks. Hey I just remembered something I had to do when I converted to windows 10. Win 10 won't render KSP using DX9 properly on it's own. I know you are running OpenGL but, how much ram do you have available? I have 16GB, and I run my x64 install with 80+ mods in DX9 to avoid any adverse issues in Scatterer (like decreased FPS). DX11 works good as well I've heard, but DX9 still seems to be the best performance option when you have the hardware to run it. I tend to hover around 11-13GB of used ram while playing so be warned, you need the hardware if you want to use DX9. Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 4, 2016 Share Posted January 4, 2016 (edited) 5 hours ago, Joco223 said: And is everything supposed to be pitch black when behind the planet (except skybox)? Hey @Joco223 If i got your point right and you found that darksides of planets is too dark for your taste or you want to bring some lightning in game. I recommend to check these mods "Ambient Light Adjustment" and dependency mod "Toolbar". With those you may be able to see your vessel again Edit: Also for me Win10, x64 KSP, DX9 = Best Performance 2nd Edit: Sorry fellas still more advertising... I totally forgot to mention Rbray's latest masterpiece "Dynamic Texture Loader" for saving more graphics memory. Especially for DX9 users http://forum.kerbalspaceprogram.com/index.php?/topic/128660-1051-41-dec-31-2015-dynamic-texture-loader/&page=1 Edited January 4, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 4, 2016 Share Posted January 4, 2016 By the way if your looking for a small performance increase and a big stability increase remove all asteroids and prevent them from spawning in the future in the Kopernicus config. ( It's at the bottom ) Helped big time for me. Quote Link to comment Share on other sites More sharing options...
drswagboss Posted January 4, 2016 Share Posted January 4, 2016 On 1/3/2016 at 6:45 PM, Speadge said: 5 hours ago, maseo said: Proot mentioned he's working on a performance fix. It's the mixture of the whole mod that kills the framerate. Be patient. For the realistic texture lovers - spot the differences: Stock: WIP: @Proot hi, the following Setting in the KSPRC.cfg causes for me a black Jool. (JUST with DX11; DX9 is fine) // @Body[Jool] // { // @ScaledVersion // { // ProceduralGasGiant // { // rampTexture = KSPRC/KopernicusExpansion/JoolRamp // cloudSpeed = 0.5 // hasStorms = true // stormMap = KSPRC/KopernicusExpansion/JoolStorms // stormFrequency = 5 // stormDistortion = 0.85 // seed = 731983 // distortion = 0.015 // frequency = 11 // lacunarity = 1.4 // gain = 1.3 // } // } // } Kerbin is like an oversized island Quote Link to comment Share on other sites More sharing options...
Speadge Posted January 4, 2016 Share Posted January 4, 2016 (edited) 24 minutes ago, drswagboss said: Kerbin is like an oversized island why dont u quote 3 more comments and adding a non-relating comment to it for even better clarity? Edited January 4, 2016 by Speadge Quote Link to comment Share on other sites More sharing options...
zenbot Posted January 5, 2016 Share Posted January 5, 2016 (edited) 15 hours ago, Speadge said: just thinking: AMD or nvidia? dx9/11? does it appear on other rendering methods? Have seen this before on AMD cards, have other problems on my NVIDIA(dx11), but not these @Speadge I am running a Powercolor PCS+ r9 290 at it's "stock" speeds with the latest Crimson drivers. Interesting if this is just an AMD problem. I am able to replicate the results using the -force opengl, d3d9, d3d11 flags. @maseo I'll start poking around with the Scatterer files and report back if I can find a workaround. Thanks. On a side note: I notice that sometimes I get an invalid/missing part on save load notice about USI parts when switching between -force flags. I'm usually able to fix it by uninstalling->reinstalling the suspect mods using CKAN. I chalk that up to the quirkiness of the Win64 workaround, as I don't see anything in the log files to indicate what is going wrong. Thanks for the replies. Edited January 5, 2016 by zenbot Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 5, 2016 Share Posted January 5, 2016 8 hours ago, Motokid600 said: By the way if your looking for a small performance increase and a big stability increase remove all asteroids and prevent them from spawning in the future in the Kopernicus config. ( It's at the bottom ) Helped big time for me. Nevermind. The asteroids came back even with the probability turned to zero. Is there anything I can do to really disable them? Quote Link to comment Share on other sites More sharing options...
Speadge Posted January 5, 2016 Share Posted January 5, 2016 (edited) 57 minutes ago, Motokid600 said: Nevermind. The asteroids came back even with the probability turned to zero. Is there anything I can do to really disable them? I think the ones coming back are the stock ones, or are there still more? When u want less, it SHOULD work by just adjusting the settings in the said Kopernicus config for less spawning and shorter lifetime Edited January 5, 2016 by Speadge Quote Link to comment Share on other sites More sharing options...
Speadge Posted January 5, 2016 Share Posted January 5, 2016 3 hours ago, zenbot said: @Speadge I am running a Powercolor PCS+ r9 290 at it's "stock" speeds with the latest Crimson drivers. Interesting if this is just an AMD problem. I am able to replicate the results using the -force opengl, d3d9, d3d11 flags. @maseo I'll start poking around with the Scatterer files and report back if I can find a workaround. Thanks. On a side note: I notice that sometimes I get an invalid/missing part on save load notice about USI parts when switching between -force flags. I'm usually able to fix it by uninstalling->reinstalling the suspect mods using CKAN. I chalk that up to the quirkiness of the Win64 workaround, as I don't see anything in the log files to indicate what is going wrong. Thanks for the replies. Hi, about your missing parts: usually cleaning ModuleManager cache file is way enough to fix that. Happens often after a failed launch of KSP. Pro-Tip: build a script deleting that file on each launch About the graphic issue: i think its better to check scatterer or eve thread about that as proot is "just" using this mods and adding his configs & textures. So the (AMD?-) bug may be known to one of the modders already. Have you tried adding dedicated settings in your driver for KSP.exe? I do that by default, maybe it could just be a rendering issue u can solve by yourself? Quote Link to comment Share on other sites More sharing options...
Bandus Posted January 5, 2016 Share Posted January 5, 2016 Greetings! I noticed while playing using KSPRC I am having an odd graphical issue. Basically, with a vessel in Kerbin orbit if I zoom out all the way, I see this: This looks reasonable to me, however, I did notice there seem to be no clouds which I thought was odd. However, the real issue is that when I zoom in on the vessel a bit, the land masses change to look like this: I'm not sure what is causing this. Any help would be appreciated very much! Quote Link to comment Share on other sites More sharing options...
Dix2lespace Posted January 5, 2016 Share Posted January 5, 2016 hi proot! I want to purpose my experience report of KSPRC. I have the same graphic bug like "bandus" and other users (but maybe we need to fix scatter) and i have instability of ksp 1.05, i can't leave my profil game to the main start menu, the KSP 1.05 instant shutdown. It's only KSPRC + KSP 1.05 in 32bit mode, (with no other mods) After many try to install the game, i can't install the rover dude mods with KSPRC = the start loading don't works. TY for help Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 6, 2016 Share Posted January 6, 2016 (edited) 2 hours ago, Dix2lespace said: hi proot! I want to purpose my experience report of KSPRC. I have the same graphic bug like "bandus" and other users (but maybe we need to fix scatter) and i have instability of ksp 1.05, i can't leave my profil game to the main start menu, the KSP 1.05 instant shutdown. It's only KSPRC + KSP 1.05 in 32bit mode, (with no other mods) After many try to install the game, i can't install the rover dude mods with KSPRC = the start loading don't works. @Dix2lespaceIf I understood right that your 32bit KSP is crashing during loading screen and can't even go main menu (only with KSPRC installed). This sounds like your 32bit game is running out of RAM (memory) wich usually happens around ~3.5gb limit with 32bit KSP. Usually these "visual" and some other mods wich is using lot of heavy textured files can make your game running out of that 3.5gb limit really fast. If possible try to check from "Task Manager" or other monitoring software are you running out of RAM. And if so...? there is some solutions you can try play with. Force OpenGL, force DirectX9 with "Dynamic Texture Loader" mod, KSP x64 workaround or then just try to remove some parts from KSPRC. If you are able to survive trough loading screen and can go to settings from main menu you can try to set textures to "Half Res". Let me know if it was not 32bit RAM crash problem or/and you need further assistance... Edited January 6, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 6, 2016 Share Posted January 6, 2016 All i can say is roll on 1.1 with x64 so we can rid ourselves of this low memory issue and enjoy Proots creation Quote Link to comment Share on other sites More sharing options...
Proteus Posted January 6, 2016 Share Posted January 6, 2016 On 1/4/2016 at 7:45 PM, maseo said: from what i've heared it wont be leaps ahead. Though the multithreaded code execution will help allot (parts/physics) and ofcourse the lifting of the memory limit. The rest? Guestimates... Update on the kerbin textures: ooh boy they look gorgeous i'm drooling,any chance you release them for the public? Quote Link to comment Share on other sites More sharing options...
Dix2lespace Posted January 6, 2016 Share Posted January 6, 2016 Ok thanks a lot Murdox. I go try your advices. Quote Link to comment Share on other sites More sharing options...
Vaporized Steel Posted January 6, 2016 Share Posted January 6, 2016 (edited) I've set water effects to false in the planetlist.cfg file because in v1.05 it turns water into a black glitchy mess depending on camera angle and distance to water. Is this water graphic glitch something that can be fixed? I really hope it does because it would make me and everyone very happy. I'm playing on Unity 64bit which should be pleasant according to the OP It's not water friendly however. Edited January 6, 2016 by Vaporized Steel Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted January 6, 2016 Share Posted January 6, 2016 (edited) 11 minutes ago, Vaporized Steel said: I've set water effects to false in the planetlist.cfg file because in v1.05 it turns water into a black glitchy mess depending on camera angle and distance to water. Is this water graphic glitch something that can be fixed? I really hope it does because it would make me and everyone very happy. I'm playing on Unity 64bit which should be pleasant according to the OP It's not water friendly however. I have no problems with water effects (scatterer) on 64bit. However I am using the -force-d3d9 parameter in a shortcut to KSP.exe since memory limitation is not an issue. This gives good performance and the least glitches EDIT: There is however an issue with gas giants and scatterer at the moment Edited January 6, 2016 by SkyKaptn Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted January 6, 2016 Share Posted January 6, 2016 Hi to All!!! I made some changes with the unique purpose of increasing the frame rate and leave intact as much as possible the magnificent work of Proot. I don't have the knowledge to change dll or shader file, I just edited with Notepad++ some .cfg and replaced some .dll with other versions. My Pc configuration: i7 @4GHz, Nvidia GTX 980 (driver 359.06) and 16GB RAM (Windows10 64bit) My KSP configuration: "Fresh" installation of Kerbal 1.0.5 with x64-Workaround (My intent is to install many other MODS that I use once fixed the framerate problem). In Steam i have add -no-singlethreaded -popupwindow in SET LAUCNH OPTIONS... I use DX9 because the graphics performance is much better and I never seen artifacts. In KSP Graphic Settings is everything to the maximum, i have disable V Sync and Fallback part shader; in General Settings Max Phisics Delta-Time per frame is 0.05 and Simulate in background is disable (with this option enabled and many mods parts frequently game crash or freez). TESTS: No mods install, new sandbox play, go to SPH, load A300 stock (Big plane) and launching. Without moving the mouse on the runway have 69-70 fps, in the map planet (M) 170 fps. With KSPRC[V-0.5] same situation 16-17 fps on the runway and 29-30 in the map planet. With changes 29-30 fps on the runway and 129-130 fps in the map planet. CHANGES: 1) Edit files GameData\KSPRC\KSPRC.cfg (only comment, no change value) @Kopernicus:AFTER[Kopernicus] { // @Body[Sun] // { // Particles // { // Particle // { // target = Sun // texture = KSPRC/Kopernicus/Glow // minEmission = 10 // maxEmission = 500 // lifespanMin = 30 // lifespanMax = 60 // sizeMin = 9 // sizeMax = 4999 // speedScale = 0.0005 // rate = 0.015 // randVelocity = 0.3, 0.6, 0.1 // Colors // { // color1 = 1.000, 0.950, 0.747, 0.750 // color2 = 1.000, 0.994, 0.707, 0.750 // color3 = 1.000, 0.960, 0.724, 0.750 // color4 = 1.000, 1.000, 0.803, 0.750 // color5 = 1.000, 0.970, 0.800, 0.750 // } // } // } // } @Body[Moho] { @PQS { Mods { VertexColorSolid { blend = 1.0 color = 0.01, 0.01, 0.01, 1.0 order = 9999975 } VertexColorMapBlend { map = TextureReplacer/Default/moho00.dds order = 9999976 blend = 0.999 } } Material { saturation = 1.2 contrast = 2.35 powerNear = 0.55 powerFar = 0.36 groundTexStart = 0 groundTexEnd = 1500 steepPower = 3 steepTexStart = 1500 steepTexEnd = 70000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 2000 lowMultiFactor = 20 lowBumpNearTiling = 2000 lowBumpFarTiling = 20 midTex = KSPRC/Terrain/Textures/cracks midBumpMap = KSPRC/Terrain/Textures/cracks_NRM midNearTiling = 3000 midMultiFactor = 35 midBumpNearTiling = 3000 midBumpFarTiling = 35 highTex = KSPRC/Terrain/Textures/cracks highBumpMap = KSPRC/Terrain/Textures/cracks_NRM highNearTiling = 2200 highMultiFactor = 25 highBumpNearTiling = 2200 highBumpFarTiling = 25 } } } @Body[Gilly] { @PQS { Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_gilly_hm.png offset = 0 enabled = true } VertexColorMap { map = TextureReplacer/Default/evemoon100.dds order = 9999977 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.5 powerNear = 0.7 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1000 steepPower = 0.75 steepTexStart = 1000 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/glassoil steepBumpMap = KSPRC/Terrain/Textures/glassoil_NRM steepNearTiling = 800 steepTiling = 80 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 800 lowMultiFactor = 8 lowBumpNearTiling = 800 lowBumpFarTiling = 8 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1000 midMultiFactor = 10 midBumpNearTiling = 1000 midBumpFarTiling = 10 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1000 highMultiFactor = 10 highBumpNearTiling = 1000 highBumpFarTiling = 10 lowStart = 0 lowEnd = 0.1 highStart = 0.2 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Eve] { @PQS { Material { saturation = 1.25 contrast = 3 powerNear = 0.7 powerFar = 0.7 groundTexStart = 0 groundTexEnd = 1500 steepPower = 4 steepTexStart = 15000 steepTexEnd = 90000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 180 lowTex = KSPRC/Terrain/Textures/sands lowBumpMap = KSPRC/Terrain/Textures/sands_NRM lowNearTiling = 1600 lowMultiFactor = 160 lowBumpNearTiling = 1600 lowBumpFarTiling = 160 midTex = KSPRC/Terrain/Textures/arena midBumpMap = KSPRC/Terrain/Textures/dunes_NRM midNearTiling = 500 midMultiFactor = 150 midBumpNearTiling = 150 midBumpFarTiling = 150 highTex = KSPRC/Terrain/Textures/roca highBumpMap = KSPRC/Terrain/Textures/roca_NRM highNearTiling = 500 highMultiFactor = 170 highBumpNearTiling = 500 highBumpFarTiling = 170 } } } @Body[Kerbin] { @Atmosphere { ambientColor = 0.05,0.05,0.051,1 lightColor = 0.65, 0.58, 0.5, 1.0 } @PQS { Material { saturation = 0.975 contrast = 1.7 powerNear = 0.725 powerFar = 0.725 groundTexStart = 0 groundTexEnd = 2000 steepPower = 4 steepTexStart = 10000 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 140 lowTex = KSPRC/Terrain/Textures/arena lowBumpMap = KSPRC/Terrain/Textures/arena_NRM lowNearTiling = 4000 lowMultiFactor = 375 lowBumpNearTiling = 4000 lowBumpFarTiling = 400 midTex = KSPRC/Terrain/Textures/grass midBumpMap = KSPRC/Terrain/Textures/grass_NRM midNearTiling = 4000 midMultiFactor = 300 midBumpNearTiling = 4000 midBumpFarTiling = 325 highTex = KSPRC/Terrain/Textures/pnoise highBumpMap = KSPRC/Terrain/Textures/pnoise_NRM highNearTiling = 4000 highMultiFactor = 100 highBumpNearTiling = 4000 highBumpFarTiling = 100 } } } @Body[Mun] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/NewMunSurfaceMapDiffuse.dds order = 9999978 } } Material { saturation = 1 contrast = 1.15 powerNear = 0.7 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 3500 steepTexStart = 3000 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/lunarsoil steepBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM steepNearTiling = 900 steepMultiFactor = 9 steepBumpNearTiling = 900 steepBumpFarTiling = 9 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 1200 lowMultiFactor = 12 lowBumpNearTiling = 1200 lowBumpFarTiling = 12 midTex = KSPRC/Terrain/Textures/lunarsoil midBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM midNearTiling = 1100 midMultiFactor = 11 midBumpNearTiling = 1000 midBumpFarTiling = 11 highTex = KSPRC/Terrain/Textures/lunarsoil highBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM highNearTiling = 1000 highMultiFactor = 10 highBumpNearTiling = 1000 highBumpFarTiling = 10 globalDensity = 0 } } } @Body[Minmus] { @Template { removePQSMods = AltitudeAlpha } @PQS { materialType = AtmosphericMain Material { saturation = 1 contrast = 1.15 powerNear = 0.75 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 0.5 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/glassoil steepBumpMap = KSPRC/Terrain/Textures/glassoil_NRM steepNearTiling = 1000 steepTiling = 10 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 800 lowMultiFactor = 8 lowBumpNearTiling = 800 lowBumpFarTiling = 8 midTex = KSPRC/Terrain/Textures/lunarsoil midBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM midNearTiling = 1300 midMultiFactor = 13 midBumpNearTiling = 1300 midBumpFarTiling = 13 highTex = KSPRC/Terrain/Textures/glassoil highBumpMap = KSPRC/Terrain/Textures/glassoil_NRM highNearTiling = 1300 highMultiFactor = 13 highBumpNearTiling = 1300 highBumpFarTiling = 13 lowStart = 0 lowEnd = 0.1 highStart = 0.15 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_minmus_hm.png offset = 0 enabled = true } VertexColorSolid { blend = 1.0 color = 0.01, 0.01, 0.01, 1.0 order = 999999998 } VertexColorMap { map = TextureReplacer/Default/NewMunSurfaceMap00.dds order = 999999999 blend = 0.999 } } } } @Body[Ike] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/desertplanetmoon00.dds order = 9999980 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1 powerNear = 0.7 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 50000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 1000 lowMultiFactor = 10 lowBumpNearTiling = 1000 lowBumpFarTiling = 10 midTex = KSPRC/Terrain/Textures/glassoil midBumpMap = KSPRC/Terrain/Textures/glassoil_NRM midNearTiling = 1200 midMultiFactor = 12 midBumpNearTiling = 1200 midBumpFarTiling = 12 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1500 highMultiFactor = 15 highBumpNearTiling = 1500 highBumpFarTiling = 15 lowStart = 0 lowEnd = 0.085 highStart = 0.15 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Duna] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/Duna5_00.dds order = 9999981 } } Material { saturation = 0.875 contrast = 1.36 powerNear = 0.7 powerFar = 0.6 groundTexStart = 0 groundTexEnd = 2750 steepPower = 2 steepTexStart = 2500 steepTexEnd = 30000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 130 lowTex = KSPRC/Terrain/Textures/sands lowBumpMap = KSPRC/Terrain/Textures/sands_NRM lowNearTiling = 3000 lowMultiFactor = 30 lowBumpNearTiling = 3000 lowBumpFarTiling = 30 midTex = KSPRC/Terrain/Textures/marsu midBumpMap = KSPRC/Terrain/Textures/marsu_NRM midNearTiling = 3200 midMultiFactor = 40 midBumpNearTiling = 3200 midBumpFarTiling = 40 highTex = KSPRC/Terrain/Textures/margo highBumpMap = KSPRC/Terrain/Textures/margo_NRM highNearTiling = 2000 highMultiFactor = 22 highBumpNearTiling = 2000 highBumpFarTiling = 22 lowStart = 0 lowEnd = 0.5 highStart = 0.925 highEnd = 1.05 shader = Terrain/PQS/PQS Main - Optimised } } } @Body[Dres] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/dwarfplanet100.dds order = 9999982 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.5 powerNear = 0.75 powerFar = 0.7 groundTexStart = 0 groundTexEnd = 1500 steepPower = 2 steepTexStart = 1500 steepTexEnd = 50000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/regolum lowBumpMap = KSPRC/Terrain/Textures/regolum_NRM lowNearTiling = 1800 lowMultiFactor = 18 lowBumpNearTiling = 1800 lowBumpFarTiling = 18 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1800 midMultiFactor = 18 midBumpNearTiling = 1800 midBumpFarTiling = 18 highTex = KSPRC/Terrain/Textures/glassoil highBumpMap = KSPRC/Terrain/Textures/glassoil_NRM highNearTiling = 1800 highMultiFactor = 18 highBumpNearTiling = 1800 highBumpFarTiling = 18 lowStart = 0 lowEnd = 0.15 highStart = 0.2 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main planetOpacity = 1 passCount = 4 renderQueue = 2000 } } } @Body[Pol] { @PQS { Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_pol_hm.png offset = 0 enabled = true } VertexColorMap { map = TextureReplacer/Default/gp1minormoon200.dds order = 9999984 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.5 powerNear = 0.75 powerFar = 0.7 groundTexStart = 0 groundTexEnd = 1500 steepPower = 2 steepTexStart = 1500 steepTexEnd = 50000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/arena lowBumpMap = KSPRC/Terrain/Textures/arena_NRM lowNearTiling = 1500 lowMultiFactor = 15 lowBumpNearTiling = 1500 lowBumpFarTiling = 15 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1500 midMultiFactor = 15 midBumpNearTiling = 1500 midBumpFarTiling = 15 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1500 highMultiFactor = 15 highBumpNearTiling = 1500 highBumpFarTiling = 15 lowStart = 0 lowEnd = 0.12 highStart = 0.2 highEnd = 0.25 globalDensity = 0 shader = Terrain/PQS/PQS Main planetOpacity = 1 passCount = 4 renderQueue = 2000 } } } @Body[Bop] { @PQS { Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_bop_hm.png offset = 0 enabled = true } VertexColorMap { map = TextureReplacer/Default/gp1minormoon100.dds order = 9999984 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.3 powerNear = 0.75 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 80 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 800 lowMultiFactor = 8 lowBumpNearTiling = 800 lowBumpFarTiling = 8 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1300 midMultiFactor = 13 midBumpNearTiling = 1300 midBumpFarTiling = 13 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1300 highMultiFactor = 13 highBumpNearTiling = 1300 highBumpFarTiling = 13 lowStart = 0 lowEnd = 0.1 highStart = 0.15 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Tylo] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/rockyMoon00.dds order = 9999985 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.3 powerNear = 0.75 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/regolum lowBumpMap = KSPRC/Terrain/Textures/regolum_NRM lowNearTiling = 2000 lowMultiFactor = 20 lowBumpNearTiling = 2000 lowBumpFarTiling = 20 midTex = KSPRC/Terrain/Textures/regolum midBumpMap = KSPRC/Terrain/Textures/regolum_NRM midNearTiling = 1000 midMultiFactor = 10 midBumpNearTiling = 1000 midBumpFarTiling = 10 highTex = KSPRC/Terrain/Textures/cold highBumpMap = KSPRC/Terrain/Textures/cold_NRM highNearTiling = 600 highMultiFactor = 6 highBumpNearTiling = 600 highBumpFarTiling = 6 lowStart = 0 lowEnd = 0.1 highStart = 0.2 highEnd = 0.25 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Vall] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/gp1icemoon00.dds order = 9999986 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.3 powerNear = 0.6 powerFar = 0.5 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1.5 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1100 steepTiling = 110 lowTex = KSPRC/Terrain/Textures/cold lowBumpMap = KSPRC/Terrain/Textures/cold_NRM lowNearTiling = 1000 lowMultiFactor = 10 lowBumpNearTiling = 1000 lowBumpFarTiling = 10 midTex = KSPRC/Terrain/Textures/plainstone midBumpMap = KSPRC/Terrain/Textures/plainstone_NRM midNearTiling = 1500 midMultiFactor = 16 midBumpNearTiling = 1500 midBumpFarTiling = 16 highTex = KSPRC/Terrain/Textures/iceberg highBumpMap = KSPRC/Terrain/Textures/iceberg_NRM highNearTiling = 1500 highMultiFactor = 16 highBumpNearTiling = 1500 highBumpFarTiling = 16 lowStart = 0 lowEnd = 0.6 highStart = 0.9 highEnd = 1 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Laythe] { @PQS { Material { saturation = 1 contrast = 1.55 powerNear = 0.725 powerFar = 0.725 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/sands lowBumpMap = KSPRC/Terrain/Textures/sands_NRM lowNearTiling = 1000 lowMultiFactor = 10 lowBumpNearTiling = 1000 lowBumpFarTiling = 10 midTex = KSPRC/Terrain/Textures/dunes midBumpMap = KSPRC/Terrain/Textures/dunes_NRM midNearTiling = 400 midMultiFactor = 200 midBumpNearTiling = 400 midBumpFarTiling = 200 highTex = KSPRC/Terrain/Textures/marsu highBumpMap = KSPRC/Terrain/Textures/marsu_NRM highNearTiling = 1500 highMultiFactor = 15 highBumpNearTiling = 1500 highBumpFarTiling = 15 lowStart = 0 lowEnd = 0.3 highStart = 0.85 highEnd = 1 } } } @Body[Eeloo] { Particles { Particle { target = Sun texture = KSPRC/Kopernicus/particle.png minEmission = 800 maxEmission = 1000 lifespanMin = 0.1 lifespanMax = 0.1 sizeMin = 0.075 sizeMax = 0.15 speedScale = 0.0 rate = 0.0 randVelocity = 33.3, 66.6, 99.9 Colors { color1 = 1.000, 1.000, 1.000, 0.900 color2 = 1.000, 1.000, 1.000, 0.800 color3 = 1.000, 1.000, 1.000, 0.700 color4 = 1.000, 1.000, 1.000, 0.600 color5 = 1.000, 1.000, 1.000, 0.500 } } } @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/snowydwarfplanet00.dds order = 99999969 } } materialType = AtmosphericOptimized Material { saturation = 1 contrast = 3.5 powerNear = 0.4 powerFar = 0.3 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 40 lowTex = KSPRC/Terrain/Textures/arena lowBumpMap = KSPRC/Terrain/Textures/arena_NRM lowNearTiling = 1000 lowMultiFactor = 100 lowBumpNearTiling = 1000 lowBumpFarTiling = 100 midTex = KSPRC/Terrain/Textures/cold midBumpMap = KSPRC/Terrain/Textures/cold_NRM midNearTiling = 900 midMultiFactor = 8 midBumpNearTiling = 900 midBumpFarTiling = 8 highTex = KSPRC/Terrain/Textures/pnoise highBumpMap = KSPRC/Terrain/Textures/roca_NRM highNearTiling = 300 highMultiFactor = 30 highBumpNearTiling = 300 highBumpFarTiling = 30 lowStart = 0 lowEnd = 0.25 highStart = 0.8 highEnd = 1 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Jool] { @ScaledVersion { ProceduralGasGiant { rampTexture = KSPRC/KopernicusExpansion/JoolRamp cloudSpeed = 0.5 hasStorms = true stormMap = KSPRC/KopernicusExpansion/JoolStorms stormFrequency = 5 stormDistortion = 0.85 seed = 731983 distortion = 0.015 frequency = 11 lacunarity = 1.4 gain = 1.3 } } } } 2) Edit files GameData\DistantObject\PlanetColors.cfg //Color definitions for planets //Custom planet mods can add their own color definitions! Just add another .cfg file inside your mod folder (of any name, //anywhere inside the GameData path), and mirror the format of this document. //The color value is just RGB values, from 0 to 255. This is the color when 100% saturated (default is 65%, see Settings.cfg). CelestialBodyColor { // name = Moho // color = 124,102,88 } CelestialBodyColor { // name = Eve // color = 104,76,141 } CelestialBodyColor { // name = Gilly // color = 134,119,103 } CelestialBodyColor { // name = Kerbin // color = 73,99,121 } CelestialBodyColor { // name = Mun // color = 80,82,81 } CelestialBodyColor { // name = Minmus // color = 187,253,228 } CelestialBodyColor { // name = Duna // color = 165,72,41 } CelestialBodyColor { // name = Ike // color = 64,64,64 } CelestialBodyColor { // name = Dres // color = 128,128,128 } CelestialBodyColor { // name = Jool // color = 117,173,78 } CelestialBodyColor { // name = Laythe // color = 88,92,106 } CelestialBodyColor { // name = Vall // color = 140,158,160 } CelestialBodyColor { // name = Tylo // color = 188,180,168 } CelestialBodyColor { // name = Bop // color = 100,86,76 } CelestialBodyColor { // name = Pol // color = 238,206,152 } CelestialBodyColor { // name = Eeloo // color = 200,205,201 } 3) Download PlanetShine 0.2.4.2 Replace PlanetShine.dll in GameData\PlanetShine\Plugins Add CelestialBodies.cfg in GameData\PlanetShine\Config I hope this can be of help and maybe someone will have better ideas to optimize this beautiful project. 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Greg310 Posted January 6, 2016 Share Posted January 6, 2016 Proot, Thank you, thank you, thank you! Awesome work! Been waiting for this forever seems like! I sent you money Cheers! Quote Link to comment Share on other sites More sharing options...
Greg310 Posted January 6, 2016 Share Posted January 6, 2016 Why does Kerbin look so hazy from space once you are in game? Why doesn't it looks like it does on the main menu screen? You can see what I mean on the first post on this forum page by Bandus. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted January 6, 2016 Share Posted January 6, 2016 Firstly - this is a great collection and I really enjoyed it on my Win64 bit. I had a problem in Jool, well - "Jool" to be more exact, I couldn't get within about 5 million km of the planet, the game would just chunk, but map view was okay. When I was out further , about 25 million, I was able to be in normal view and no chunk. Otherwise this was a great addition to the game and thank you to the team and the community for this. I have a question, can I simply use the sun "flare" parts without the rest? again, thank you for your time and dedication to KSP. Quote Link to comment Share on other sites More sharing options...
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