KBM Posted January 28, 2016 Share Posted January 28, 2016 6 hours ago, Synthesis said: Sorry to bother you again KBM, but you mind if I get your settings CFG? I figure I would give that a try. As great as KSPRC looks, I think I might end up trying to turn off specific parts of the shaders in return for better framerate as well. I have now checked that all the settings are correct - you can find my settings.cfg here. Just download and put it in the main data directory (where KSP.exe is) - replace existing. There are three presets, defaulting to High V2. Try that one first or else try Default V2 or Low V2 (terrain quality). I really recommend leaving all the other settings as-is. Of course you should change to your native resolution and tick fullscreen. Let me know how it goes. Quote Link to comment Share on other sites More sharing options...
Proot Posted January 28, 2016 Author Share Posted January 28, 2016 26 minutes ago, Poodmund said: You can also use http://hugin.sourceforge.net/ to convert between the two, rotate Cube Maps and all kind of things. Also, @Proot, can I just confirm that the pqs.cfg has been updated to the latest EVE syntax so I do not have to include an overwrite with my visual pack distribution? I did not hear back last time I asked so I am just checking. Yes. Also TTR reflections will be distributed as an extra. Not by default. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 28, 2016 Share Posted January 28, 2016 Superb! I can't wait to delve into the update. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted January 28, 2016 Share Posted January 28, 2016 8 hours ago, Proot said: I have an update really close to be ready. Lighter in memory but with better look, and with much better fps performance. I've improved the clods (textures and particles) in almost all planets, some terrain textures too. The hugest clouds has been converted to the EVE cubemaps, wich looks much better than the old system. I've overhauled the terrain scatters in all bodies and I've added that scatters in some bodies where before there hadn't. Now you can climb or hit the trees, rocks, cactus.... there are rocks and sea weed in the oceans. And well, wait to see the crags at Duna... We just need and update in EVE to solve a gap in the clouds, and I need to solve an inconsistency in the terrain scatter collisions (I guess is my fault somewhere in my Kopernicus configs, but its hard to find it). Then it will be released. Man... colliders for surface features has been a want for quite some time now. Makes me happy to see you're one of the first to add it. - Good to hear that there's "Much better FPS performance". The way you say makes it seem like it is indeed quite a bit of improvement. Even if it's only a few frames better I look forwards. And what's this about crags at Duna?! Are you trying to say that you actually have things to worry about when landing besides hills now? Man... SQUAD should really acquire you. 3 hours ago, Proot said: I use a program called "Cubethesphere". My skybox is also generated with that program from my texture base. You use Cubethesphere too?! Woah! I was introduced to this old program by a friend of mine and it's always been extremely useful. 30 minutes ago, Proot said: Yes. Also TTR reflections will be distributed as an extra. Not by default. Hm... It was creating too much lag wasn't it . Probably a good idea in that case. Are you planning on including an "extras" folder in the main DL? Quote Link to comment Share on other sites More sharing options...
Proot Posted January 28, 2016 Author Share Posted January 28, 2016 1 minute ago, Avera9eJoe said: Man... colliders for surface features has been a want for quite some time now. Makes me happy to see you're one of the first to add it. - Good to hear that there's "Much better FPS performance". The way you say makes it seem like it is indeed quite a bit of improvement. Even if it's only a few frames better I look forwards. And what's this about crags at Duna?! Are you trying to say that you actually have things to worry about when landing besides hills now? Man... SQUAD should really acquire you. You use Cubethesphere too?! Woah! I was introduced to this old program by a friend of mine and it's always been extremely useful. Hm... It was creating too much lag wasn't it . Probably a good idea in that case. Are you planning on including an "extras" folder in the main DL? Thanks Joe. Yup, the plan is have risky landings and many other funs. For example you should drive a bit more carefully in Kerbin, taking in count the rocks, the trees and other obstacles... or you must search for a clear zone for your landing if you are in the middle of a forrest, to avoid destroy your vessel against the trees. Also, all this should be persistent: if you go to a place, you should see the terrain scatters just there, not an empty zone with added decoration in the next loading (like in the stock behaviour). Probably a new place to discover too, I don't want to spoil more. Next step, for my dreamed "Laika Sir Common Enterprises" is to creat and add -all we, together- sicence experiments for all this new objects, like experiments for rocks (exogeology!), with plants in Kerbin (biology!) or in the deep ocean (oceanography!). Of course all this possible thanks to Kopernicus Mod, a.k.a. @Thomas P.'s amazing work. So if you like all this, you should be giving thanks to him and support to his project which -by the way- maintains just by himself: http://forum.kerbalspaceprogram.com/index.php?/topic/103277-105-kopernicus-beta-06-december-28/&page=1 Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 28, 2016 Share Posted January 28, 2016 5 hours ago, Proot said: I use a program called "Cubethesphere". My skybox is also generated with that program from my texture base. 2 hours ago, Poodmund said: You can also use http://hugin.sourceforge.net/ to convert between the two, rotate Cube Maps and all kind of things. Also, @Proot, can I just confirm that the pqs.cfg has been updated to the latest EVE syntax so I do not have to include an overwrite with my visual pack distribution? I did not hear back last time I asked so I am just checking. Neat! Hopefully this'll make it easy for me to convert SVE over when I approach that Thanks guys! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted January 29, 2016 Share Posted January 29, 2016 Just going to take an early guess... #bringbacktheboulder Quote Link to comment Share on other sites More sharing options...
Synthesis Posted January 29, 2016 Share Posted January 29, 2016 (edited) On 1/28/2016 at 2:03 PM, KBM said: I have now checked that all the settings are correct - you can find my settings.cfg here. Just download and put it in the main data directory (where KSP.exe is) - replace existing. There are three presets, defaulting to High V2. Try that one first or else try Default V2 or Low V2 (terrain quality). I really recommend leaving all the other settings as-is. Of course you should change to your native resolution and tick fullscreen. Let me know how it goes. Thanks for the file--I played around with it last night. I'm still more or less getting 15 FPS on the launch pad with a small ship--there might be a little improvement, but it doesn't seem to be much beyond what i got with the post you recommended a while back. Also, the grass KSC seems very...darkish? Unusually so? Curiously, changing terrain quality didn't seem to do anything for either framerate or even visual quality (there wasn't much of a difference between High, default and low). I definitely appreciate the help. It might be I have something else that's sucking up my framerate, I have a lot of part mods, but nothing really else in the way of visuals. I might end up giving it a try with the absolute simplest cloud cover mod you can get, and see how that stacks up. I know at least one of my mods is causing me problems (my parts bin occasionally appears completely empty when I hit 'Return to Vehicle Assembly' from the launchpad--I can only fix that by exiting the VAB and coming back in). Again, thanks for your help sofar--I have gotten a little improvement (while the game looks just as good as it did when it was slogging down to 5 FPS), and I'm grateful for that. EDIT: Actually, upon playing it again--I'm getting 22 FPS in a rather large spacecraft about 3000 meters above KSP...that's actually surprising playable! Still room for improvement of course. Edited January 30, 2016 by Synthesis Quote Link to comment Share on other sites More sharing options...
iRonnie16 Posted January 29, 2016 Share Posted January 29, 2016 Hey Proot. Love the mod but at the moment I'm fighting for whatever fps I can squeeze out of my game and I was wondering what files exactly I'd need to delete to use vanilla textures of Kerbin. Thanks. Quote Link to comment Share on other sites More sharing options...
Legate Loginod Posted January 30, 2016 Share Posted January 30, 2016 (edited) Wonderful mod , but god damm it does lag on my potato , without the mod i get 50 fps just looking to the Space Center , with the mod installed if i get past 20 fps on the same place it will be a miracle , is there anyway to get some fps on it? P.S : Should i use the 64 Bits version of the game? And if yes how do i do it? Edited January 30, 2016 by Legate Loginod Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 30, 2016 Share Posted January 30, 2016 (edited) I've been done some tweakings with my x64 -force-d3d9 win10 installation and shortly it goes like this: I removed part reflections from TextureReplacer folder and if i remember right file was called MM_ReflectionPluginWrapper. Also removed one of three cloud layers in clouds.cfg in KSPRC/Atmospheres folder. And using vagabond77 tweaks from page91. Spoiler On 6.1.2016 at 8:17 PM, vagabond77 said: 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. Proot just stated earlier in this page he should have new release incoming anytime soon and its going to include his own tweaks with performance along with other planned features if you just dont mind to wait before messing up with current release performance. Oh yeah added/overhauled scattering fx + surface colliders just made me drool all over my desktop! Edited January 30, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 30, 2016 Share Posted January 30, 2016 I have changed the cityLights.cfg to this: Quote EVE_CITY_LIGHTS { OBJECT { body = Kerbin cityLightsMaterial { _CityOverlayTex { value = KSPRC/CityLights/Textures/kerbinBN } _CityOverlayDetailScale { value = 45 } _CityDarkOverlayDetailTex { value = KSPRC/CityLights/Textures/nd5 } _CityLightOverlayDetailTex { value = KSPRC/CityLights/Textures/nd5 } } } OBJECT { body = Moho cityLightsMaterial { _CityOverlayTex { value = KSPRC/CityLights/Textures/kerbinBN } _CityOverlayDetailScale { value = 45 } _CityDarkOverlayDetailTex { value = KSPRC/CityLights/Textures/fu11 } _CityLightOverlayDetailTex { value = KSPRC/CityLights/Textures/fu11 } } } } But I can only see some little single points who are glowing. I play with KSP 64bit in Windows, freshest Kopernicus, KSPRC, Planet Shining. I used no other Mods. Graphics Settings are highest. Quote Link to comment Share on other sites More sharing options...
Cetera Posted January 30, 2016 Share Posted January 30, 2016 On 1/28/2016 at 4:51 AM, Proot said: I have an update really close to be ready. Lighter in memory but with better look, and with much better fps performance. I've improved the clods (textures and particles) in almost all planets, some terrain textures too. The hugest clouds has been converted to the EVE cubemaps, wich looks much better than the old system. I've overhauled the terrain scatters in all bodies and I've added that scatters in some bodies where before there hadn't. Now you can climb or hit the trees, rocks, cactus.... there are rocks and sea weed in the oceans. And well, wait to see the crags at Duna... We just need and update in EVE to solve a gap in the clouds, and I need to solve an inconsistency in the terrain scatter collisions (I guess is my fault somewhere in my Kopernicus configs, but its hard to find it). Then it will be released. Is @rbray89 going to have an update for EVE soon? I thought he was having PC issues. Quote Link to comment Share on other sites More sharing options...
Cetera Posted January 30, 2016 Share Posted January 30, 2016 I've noticed something when I install this: I'm not having frame rate issues per se, as my fps monitor tells me I'm getting between 49 and 60 fps. However, outside with a minmal craft, nothing more than a pod and a kerbal, essentially, I'm getting a massive physics hit, resulting in time passing at about 30% of normal, and a constant yellow time meter. Anyone have any ideas about that? I am running most of your config file settings, @KBM. Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 30, 2016 Share Posted January 30, 2016 (edited) 23 minutes ago, Cetera said: I've noticed something when I install this: I'm not having frame rate issues per se, as my fps monitor tells me I'm getting between 49 and 60 fps. However, outside with a minmal craft, nothing more than a pod and a kerbal, essentially, I'm getting a massive physics hit, resulting in time passing at about 30% of normal, and a constant yellow time meter. Anyone have any ideas about that? I am running most of your config file settings, @KBM. I'm not 100% sure if this going to help but I just checked out that config file and issue might be caused by PHYSICS_FRAME_DT_LIMIT = 0 You can try to change that to near default value and see how it goes. You can also find Max Physics Delta-Time per Frame slider from in game general settings. Default value is 0.04 Edited January 30, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 30, 2016 Share Posted January 30, 2016 @Proot - Will I be able to disable the collision of ground scatter? Its a hell of a thing. Sounds great for landing hazards, but for multi-hundred kilometer rover trips that sounds like a nightmare. Trips so long I set an autopilot and walk away from the keyboard. Quote Link to comment Share on other sites More sharing options...
Supergamervictor Posted January 31, 2016 Share Posted January 31, 2016 5 hours ago, Motokid600 said: @Proot - Will I be able to disable the collision of ground scatter? Its a hell of a thing. Sounds great for landing hazards, but for multi-hundred kilometer rover trips that sounds like a nightmare. Trips so long I set an autopilot and walk away from the keyboard. I'd also like to add, would they be destructibles? It would be strange for a cactus vs tank and the cactus seemingly wins by collision. Also would it be possible to edit a certain area, so that we can change the ground scatter amount for a certain area. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted January 31, 2016 Share Posted January 31, 2016 6 hours ago, Motokid600 said: ....Sounds great for landing hazards, but for multi-hundred kilometer rover trips that sounds like a nightmare. Trips so long I set an autopilot and walk away from the keyboard. You should have a look at this mod... http://forum.kerbalspaceprogram.com/index.php?/topic/129363-105autorove-autonomous-rovermovement-in-the-background/ Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 31, 2016 Share Posted January 31, 2016 45 minutes ago, Manwith Noname said: You should have a look at this mod... http://forum.kerbalspaceprogram.com/index.php?/topic/129363-105autorove-autonomous-rovermovement-in-the-background/ I saw this but I mistook it for a simple autopilot. Sounds great, thank you. Quote Link to comment Share on other sites More sharing options...
Istrati Posted January 31, 2016 Share Posted January 31, 2016 FOR ALL KSP-PLAYERS WHO WANT BETTER FPS with this KSPRC. After 5 hours of tweak,read,write,delete,copy/paste,etc etc etc , i find why THE HELL fps drop to HALF in space (far from every planet) after about 10-15 seconds... I have 120 fps immediately i load a plane in space,and in about 15 second they drop to about 65 fps... and WHEN I DELETE from KSPRC.cfg this excrements - @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 } } } } Next when i loaded again the plane, i have STABLE fps 145 ! NOT DROP ANY !. (except when looking at planets with atmosfere) becouse i have boulderCO and EVE and is normal to drop fps,when looking at planets. And one thing to LISTEN NOW- From KSPRC i deleted folder - Atmosphere/Cityligth and Flags. And cfg's - pgs/texturese and windowed. Not need those becouse with my bolderCO and my EVE (diferent from KSPRC) it's work A LOT better. . For any question how to do it, just ask me. And by the way ! I have 9 DAYS ! yes 9 DAYS looking / search/ reading/ and tweak's to make KSP graphic look F@@NG GORGEOS ! and have a lot of fps !. Quote Link to comment Share on other sites More sharing options...
Istrati Posted January 31, 2016 Share Posted January 31, 2016 And i forgote.. Planetshine from KSPRC also causing problems with fps (a lot), i deleted and and i use a diferent planetshine (i think downgrade) Quote Link to comment Share on other sites More sharing options...
KBM Posted January 31, 2016 Share Posted January 31, 2016 (edited) 16 hours ago, Cetera said: I've noticed something when I install this: I'm not having frame rate issues per se, as my fps monitor tells me I'm getting between 49 and 60 fps. However, outside with a minmal craft, nothing more than a pod and a kerbal, essentially, I'm getting a massive physics hit, resulting in time passing at about 30% of normal, and a constant yellow time meter. Anyone have any ideas about that? I am running most of your config file settings, @KBM. 16 hours ago, Murdox said: I'm not 100% sure if this going to help but I just checked out that config file and issue might be caused by PHYSICS_FRAME_DT_LIMIT = 0 You can try to change that to near default value and see how it goes. You can also find Max Physics Delta-Time per Frame slider from in game general settings. Default value is 0.04 This is indeed correct, I read somewhere that setting the PHYSICS_FRAME_DT_LIMIT to zero could increase the framerate but slow down time, but I would recommend to set this to 0.01 instead or try the default value of 0.04. Sorry for the fault in the file. The file has now been corrected to 0.01. Edit: 0.04 and 0.01 in PHYSICS_FRAME_DT_LIMIT instead of 0.4 and 0.1 which I typed by accident. Edited January 31, 2016 by KBM Wrong values for default PHYSICS_FRAME_DT_LIMIT Quote Link to comment Share on other sites More sharing options...
Ixenzo Posted January 31, 2016 Share Posted January 31, 2016 With low physics Δt the game will calculate physics interactions more times per second, resulting in smooth physics and framerate and significant time dilation. Like in EVE - when a system is overloaded with too much physics, its time is dilated to reduce freezes, lag and provide smoothness (once a 2 "normal" hour battle took 11 dilated hours). Higher numbers will have little to no time dilation but you'll get lag, frame skips, freezes, etc. I'm using Δt=0.05, everything has been good so far: no time dilation in space at all, minor during launches and x4 physical warp is really fast, about 3.5 seconds per 4 "normal". Quote Link to comment Share on other sites More sharing options...
Cetera Posted January 31, 2016 Share Posted January 31, 2016 8 hours ago, KBM said: This is indeed correct, I read somewhere that setting the PHYSICS_FRAME_DT_LIMIT to zero could increase the framerate but slow down time, but I would recommend to set this to 0.01 instead or try the default value of 0.04. Sorry for the fault in the file. The file has now been corrected to 0.01. Edit: 0.04 and 0.01 in PHYSICS_FRAME_DT_LIMIT instead of 0.4 and 0.1 which I typed by accident. Putting it back to 0.04 for me dropped the frame rate down to about 30-35 fps, and made the time physics worse, making real time pass at 25%-30%. Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted February 1, 2016 Share Posted February 1, 2016 Hi everyone!!! Someone has already tried the new version of Scatterer? I did some little test and I think it's much better. Quote Link to comment Share on other sites More sharing options...
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