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[1.1.2] KSPRC - Renaissance Compilation: artworks remake [V-0.7 Pre Release 3]


Proot

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39 minutes ago, vagabond77 said:

Hi everyone!!!

Someone has already tried the new version of Scatterer?

I did some little test and I think it's much better. :)

yes, with KSP DX11, KSPR and the last version of scatter: the sky is totally white in middle of day.

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5 hours ago, Dix2lespace said:

yes, with KSP DX11, KSPR and the last version of scatter: the sky is totally white in middle of day.

Forgote about DX11 ! Diference in term of graphic is small,and has impact fps a lot for some users. Dont get it,why you people use dx11 for this game ! is not like battlefield 4 or metro last night,or another game with REAL graphic not like KERBAL. I use dx9 with last scatterer and ksprc and it work GORGEOS with out a bug,and a lot of fps ! if you look UP^ here in my recent post,can read about fps/graphic. And the wawes of wather in new scatterer is SAME as is with dx11.. so..

Edited by Istrati
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19 minutes ago, Istrati said:

Forgote about DX11 ! Diference in term of graphic is small,and has impact fps a lot for some users. Dont get it,why you people use dx11 for this game ! is not like battlefield 4 or metro last night,or another game with REAL graphic not like KERBAL. I use dx9 with last scatterer and ksprc and it work GORGEOS with out a bug,and a lot of fps ! if you look UP^ here in my recent post,can read about fps/graphic. And the wawes of wather in new scatterer is SAME as is with dx11.. so..

People use Direct 11 and OpenGL because they save memory, opening up space for more mods. Linux users (myself included) actually are restricted to OpenGL.

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3 hours ago, fallout2077 said:

People use Direct 11 and OpenGL because they save memory, opening up space for more mods. Linux users (myself included) actually are restricted to OpenGL.

I know,but soory..i forgote that i use unity 4.6.2 for 64bit workaround. that's why i use d9.. but anyway..i dont think i know if mine is working with dx11 becouse of unity. i will try. tks

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3 hours ago, Istrati said:

I know,but soory..i forgote that i use unity 4.6.2 for 64bit workaround. that's why i use d9.. but anyway..i dont think i know if mine is working with dx11 becouse of unity. i will try. tks

If you are using 64bit, then go with dx9. There are more artifacts in dx11, especially on scatterer. If you come across a bug remember to switch back to 32bit to see if it there too before reporting bugs.

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I did some more testing this weekend.  These are fresh installs, with a new career, and minimal part-count ships (1 command pod only, probe core and srb, etc):

With Scatterer and EVE installed, using OpenGL, my framerate stays at 59 fps, and everything runs without any physics slowdowns.  Doing the same install with KSPRC and OpenGL, I can keep my framerate above 45, but no matter what, physics slowdown occurs at a minimum of 1/3 time dilation, and at worst, 1/4 time dilation.  

Obviously KSPRC uses a TON more memory, with all the nice textures and everything, but why the physics slowdown?  

Then, if I try to launch my probe core and srb, the frame rate drops down to ~10 fps, and the physics drops to about 15-20% (5-6 real-life seconds pass for every 1 second in-game time).

That is a massive hit, and I can't understand what might be causing it.  I'm running a GTX 970 with 4GB onboard RAM, and it is not seeming to be maxed out at all.  It is all a physics bottleneck on the CPU.  

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18 hours ago, Istrati said:

Forgote about DX11 ! Diference in term of graphic is small,and has impact fps a lot for some users. Dont get it,why you people use dx11 for this game ! is not like battlefield 4 or metro last night,or another game with REAL graphic not like KERBAL. I use dx9 with last scatterer and ksprc and it work GORGEOS with out a bug,and a lot of fps ! if you look UP^ here in my recent post,can read about fps/graphic. And the wawes of wather in new scatterer is SAME as is with dx11.. so..

The FPS is not a problem for me, I have a good PC. With KSP forced in DX11 I save 800 mo of RAM. And If I've correctly understood, the new Z-buffer 24bit of scattering is only compatible with Open GL or DX11. My graphic bug is a bug setting with KSPR+ new scattering (I thinks...)

Edited by Dix2lespace
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8 hours ago, Dix2lespace said:

The FPS is not a problem for me, I have a good PC. With KSP forced in DX11 I save 800 mo of RAM. And If I've correctly understood, the new Z-buffer 24bit of scattering is only compatible with Open GL or DX11. My graphic bug is a bug setting with KSPR+ new scattering (I thinks...)

Dx9 seems to use a 24bit depth buffer by default so its not necessary. Rendering a custom one via shader replacement is a bit more performance intensive so it's better if it can be avoided. With the newest version however the difference between dx9 and 11 is much smaller in terms of artifacts.

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The framerate losses are a sum of causes. I'm working on it.
One of the causes, this is right, is at the particle emitters in the sun, which are always active, resulting in a obvious framerate drop in some computers.
Clouds problems seems to be solved solved atm; right now I'm just struggling with the terrain scatter collisions.

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hey all, I'm a noob here and I'm having a lil problem. just tried to install ksprc mod on a vanilla ksp install. no previous mods expect chatterer. now game crashes relentlessly. if I remove the ksprc it goes back to normal. I'm using win 10, and have a fairly beefy rig. any insight would be great and highly appreciated  thanks in advance.

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2 hours ago, teknophile said:

hey all, I'm a noob here and I'm having a lil problem. just tried to install ksprc mod on a vanilla ksp install. no previous mods expect chatterer. now game crashes relentlessly. if I remove the ksprc it goes back to normal. I'm using win 10, and have a fairly beefy rig. any insight would be great and highly appreciated  thanks in advance.

KSPRC is a very intensive mod to run. It could very well be that the crashes are being caused just because of this. If you have more specific info like if the game crashes less when removing a certain aspect of KSPRC that could be useful info for Proot to know. Other than that I don't have much to say sadly :/

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2 hours ago, teknophile said:

hey all, I'm a noob here and I'm having a lil problem. just tried to install ksprc mod on a vanilla ksp install. no previous mods expect chatterer. now game crashes relentlessly. if I remove the ksprc it goes back to normal. I'm using win 10, and have a fairly beefy rig. any insight would be great and highly appreciated  thanks in advance.

 

5 minutes ago, Avera9eJoe said:

KSPRC is a very intensive mod to run. It could very well be that the crashes are being caused just because of this. If you have more specific info like if the game crashes less when removing a certain aspect of KSPRC that could be useful info for Proot to know. Other than that I don't have much to say sadly :/

Are you running the default 32-bit version of KSP or have you done the "Windows 64-bit workaround"?

If you haven't then you most likely need Active Texture Management mod - try with the standard version first - then the aggressive if the game still crashes.

Also you might be interested in the Dynamic Texture Loader mod.

The textures from KSPRC is very heavy on the RAM = the 32bit version of KSP will crash when addressing more than 3.5GB RAM.

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For even more performance improvements, use my clouds.cfg! It gets rid of the 3d clouds on kerbin but keeps the 2d ones, preserving the in-orbit experience. I went from 10-15 FPS in the space center to 20-30 FPS (both with the improvements mentioned earlier in this thread.)

Just place this config in GameData/KSPRC/Atmospheres/clouds.cfg, all it does is comment out the volume sections, eliminating 3d clouds on kerbin

EVE_CLOUDS
{
	OBJECT
	{
		name = ParticlesA
		body = Moho
		altitude = 475000
		speed = 300,300,0
		detailSpeed = 300,300,0
		killBodyRotation = true
		settings
		{
			_Color = 155,125,20,20
			_MainTex = KSPRC/Atmospheres/Textures/glowclouds
			_DetailTex = KSPRC/Atmospheres/Textures/empty
			_DetailScale = 0
			_DetailDist = 0.0000001
			_DistFade = 100
			_DistFadeVert = 0
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffPow = 3
				_FalloffScale = 1.5
				_RimDist = 1
				_RimDistSub = 0
				_InvFade = 0
			}
		}
	}
	OBJECT
	{
		name = ParticlesB
		body = Moho
		altitude = 675000
		speed = 0,300,300
		detailSpeed = 0,300,300
		killBodyRotation = true
		settings
		{
			_Color = 255,135,25,20
			_MainTex = KSPRC/Atmospheres/Textures/glowclouds
			_DetailTex = KSPRC/Atmospheres/Textures/empty
			_DetailScale = 0
			_DetailDist = 0.0000001
			_DistFade = 100
			_DistFadeVert = 0
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffPow = 3
				_FalloffScale = 1.5
				_RimDist = 1
				_RimDistSub = 0
				_InvFade = 0
			}
		}
	}
	OBJECT
	{
		name = CloudsA
		body = Duna
		altitude = 6000
		detailSpeed = 0,28,3
		speed = 0,28,0
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/kerbin2
			_DetailTex = KSPRC/Atmospheres/Textures/nubs
			_DetailScale = 6
			_Color = 250,245,210,125
			_DetailDist = 0
		}
		layer2D
		{
			shadow = True
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffScale = 6
				_DetailDist = 0.00000001
				_RimDistSub = 1
			}
			shadowMaterial
			{
				_ShadowFactor = 1.25
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 75,95,60
			area = 20000,4
			rotationSpeed = 0
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/2
				_LeftTex = KSPRC/Atmospheres/Textures/particle/1
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 0.55
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = Sandstorm
		body = Duna
		altitude = 300
		speed = 1,300,0
		detailSpeed = 0,300,0
		scaledOverlay = Geometry
		killBodyRotation = True
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/vulclouds
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 4
			_Color = 55,20,15,2000
			_DetailDist = 0
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 75,95,60
			area = 20000,4
			rotationSpeed = 0.1
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/1
				_LeftTex = KSPRC/Atmospheres/Textures/particle/2
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 0.55
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = SandstormDust
		body = Duna
		altitude = 300
		speed = 1,300,0
		detailSpeed = 0,300,0
		scaledOverlay = Geometry
		killBodyRotation = True
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/vulclouds
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 4
			_Color = 30,2,1,3000
			_DetailDist = 0
		}
		layerVolume
		{
			size = 2750,2
			maxTranslation = 75,95,60
			area = 20000,4
			rotationSpeed = 0.1
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/4
				_LeftTex = KSPRC/Atmospheres/Textures/particle/5
				_FrontTex = KSPRC/Atmospheres/Textures/particle/6
				_LightScatter = 0.55
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = Aurora
		body = Duna
		altitude = 20000
		speed = 0,1010,0
		detailSpeed = 0,1500,0
		settings
		{
			_Color = 10,2550,68,255
			_MainTex = KSPRC/Atmospheres/Textures/reaurora
			_DetailTex = KSPRC/Atmospheres/Textures/borealisD
			_DetailScale = 6
			_DistFadeVert = 0
			_DetailDist = 0.000001
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffPow = 3
				_FalloffScale = 6
				_DetailDist = 0
				_MinLight = 1
				_RimDist = 1
				_RimDistSub = 0
				_InvFade = 1000000000000000
			}
		}
	}
	OBJECT
	{
		name = CloudsA
		body = Laythe
		altitude = 4000
		speed = 0,40,0
		detailSpeed = 0,50,0
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/laythe
			_DetailTex = KSPRC/Atmospheres/Textures/nubs
			_DetailScale = 8
			_Color = 250,252,250,255
			_DetailDist = 0
		}
		layer2D
		{
			shadow = True
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffPow = 3
				_FalloffScale = 6
				_DetailDist = 0.00000001
				_RimDist = 1
				_RimDistSub = 0
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 75,95,60
			rotationSpeed = 0.00095
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/2
				_LeftTex = KSPRC/Atmospheres/Textures/particle/1
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 0.5
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = CloudsB
		body = Laythe
		altitude = 5000
		speed = 0,50,0
		detailSpeed = 0,60,0
		settings
		{
			_Color = 250,255,250,245
			_MainTex = KSPRC/Atmospheres/Textures/kerbin2
			_DetailTex = KSPRC/Atmospheres/Textures/nubs
			_DetailScale = 10
			_DetailDist = 0
		}
		layer2D
		{
			shadow = True
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffScale = 6
				_RimDistSub = 0
			}
			shadowMaterial
			{
				_ShadowFactor = 0.65
			}
		}
		layerVolume
		{
			size = 5000,2
			maxTranslation = 75,95,60
			rotationSpeed = 0.00095
			particleMaterial
			{
				_Color = 225,255,235,255
				_TopTex = KSPRC/Atmospheres/Textures/particle/2
				_LeftTex = KSPRC/Atmospheres/Textures/particle/1
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 0.5
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = Aurora
		body = Laythe
		altitude = 18000
		speed = 0,1150,0
		detailSpeed = 0,-1500,0
		settings
		{
			_Color = 10,255,68,255
			_MainTex = KSPRC/Atmospheres/Textures/reaurora
			_DetailTex = KSPRC/Atmospheres/Textures/borealisD
			_DetailScale = 1
			_DetailDist = 0.0000001
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_DetailDist = 0
				_MinLight = 1000000
				_RimDist = 0
				_RimDistSub = 0
			}
		}
	}
	OBJECT
	{
		name = CloudsA
		body = Eve
		altitude = 3000
		speed = 0,25,0
		detailSpeed = 0.01,50,0
		settings
		{
			_Color = 150,55,70,255
			_MainTex = KSPRC/Atmospheres/Textures/eve3
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 10
			_DetailDist = 0.000002
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_RimDistSub = 1
				_FalloffPow = 3
				_FalloffScale = 9
			}
			shadowMaterial
			{
			}
		}
		layerVolume
		{
			size = 2000,2
			maxTranslation = 1085,100,1085
			area = 10000,4
			rotationSpeed = 0.0025
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/2
				_LeftTex = KSPRC/Atmospheres/Textures/particle/1
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 1
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = CloudsB
		body = Eve
		altitude = 4500
		speed = 0,50,0
		detailSpeed = 0.02,100,0
		settings
		{
			_Color = 180,80,95,255
			_MainTex = KSPRC/Atmospheres/Textures/eve
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 8
			_DetailDist = 0.000002
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffPow = 3
				_FalloffScale = 9
				_RimDistSub = 1
			}
			shadowMaterial
			{
			}
		}
		layerVolume
		{
			size = 3000,2
			maxTranslation = 1085,100,1085
			area = 15000,4
			rotationSpeed = 0.0025
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/2
				_LeftTex = KSPRC/Atmospheres/Textures/particle/1
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 1
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = CloudsC
		body = Eve
		altitude = 6000
		speed = 0,100,0
		detailSpeed = 0.03,200,0
		settings
		{
			_Color = 250,155,160,255
			_MainTex = KSPRC/Atmospheres/Textures/neve
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 6
			_DetailDist = 0.000002
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_FalloffPow = 3
				_FalloffScale = 9
				_RimDistSub = 1
			}
			shadowMaterial
			{
			}
		}
		layerVolume
		{
			size = 3000,2
			maxTranslation = 1085,100,1085
			rotationSpeed = 0.0025
			area = 20000,4
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/2
				_LeftTex = KSPRC/Atmospheres/Textures/particle/1
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 1
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = Sandstorm
		body = Eve
		altitude = 300
		speed = 0,0,0
		detailSpeed = 0.1,375,0
		offset = 0,270,0
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/teve
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 6
			_DistFadeVert = 4E-05
			_Color = 75,35,60,90
			_DetailDist = 0
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 75,95,60
			area = 20000,4
			rotationSpeed = 0.15
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/1
				_LeftTex = KSPRC/Atmospheres/Textures/particle/2
				_FrontTex = KSPRC/Atmospheres/Textures/particle/3
				_LightScatter = 0.55
				_MinLight = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = SandstormDust
		body = Eve
		altitude = 300
		speed = 0,0,0
		detailSpeed = 0.1,375,0
		offset = 0,270,0
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/teve
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 6
			_DistFadeVert = 4E-05
			_Color = 55,15,40,225
			_DetailDist = 0
		}
		layerVolume
		{
			size = 2750,2
			maxTranslation = 75,95,60
			area = 20000,4
			rotationSpeed = 0.2
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/4
				_LeftTex = KSPRC/Atmospheres/Textures/particle/5
				_FrontTex = KSPRC/Atmospheres/Textures/particle/6
				_LightScatter = 0.55
				_MinLight = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = TorD
		body = Eve
		altitude = 10
		speed = 0,0,0
		detailSpeed = 0,500,0
		killBodyRotation = True
		rotationAxis0 = 0,1,0
		rotationAxis2 = 0,1,0
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/tor1
			_DetailTex = KSPRC/Atmospheres/Textures/fu11
			_DetailScale = 10
			_Color = 130,40,90,3000
			_DetailDist = 0
		}
		layerVolume
		{
			size = 1500,1
			area = 12000,4
			rotationSpeed = 4
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/10
				_LeftTex = KSPRC/Atmospheres/Textures/particle/11
				_FrontTex = KSPRC/Atmospheres/Textures/particle/12
				_LightScatter = 0.55
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = geysersA
		body = Eeloo
		speed = 0,0,0
		detailSpeed = 0,100,0
		offset = 0,180,0
		altitude = 50
		settings
		{
			_Color = 250,250,255,926
			_MainTex = KSPRC/Atmospheres/Textures/elogei
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 10
			_DetailDist = 0
		}
		layerVolume
		{
			rotationSpeed = 0
			size = 10000,3
			area = 30000,4
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/gei
				_LeftTex = KSPRC/Atmospheres/Textures/particle/gei
				_FrontTex = KSPRC/Atmospheres/Textures/particle/gei
			}
		}
	}
	OBJECT
	{
		name = geysersB
		body = Eeloo
		speed = 0,0,0
		detailSpeed = 0,100,0
		offset = 0,180,0
		altitude = 75
		settings
		{
			_Color = 250,250,255,926
			_MainTex = KSPRC/Atmospheres/Textures/elogei
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 10
			_DetailDist = 0
		}
		layerVolume
		{
			rotationSpeed = 0
			size = 8000,3
			area = 20000,4
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/gei
				_LeftTex = KSPRC/Atmospheres/Textures/particle/gei
				_FrontTex = KSPRC/Atmospheres/Textures/particle/gei
			}
		}
	}
	OBJECT
	{
		name = CloudsA
		body = Kerbin
		altitude = 2000
		speed = 0,24,0
		detailSpeed = 0,40,5
		scaledOverlay = Geometry
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/kerbin1
			_DetailTex = KSPRC/Atmospheres/Textures/nubs
			_DetailScale = 7
			_Color = 250,250,250,255
			_DetailDist = 0.00000001
		}
		layer2D
		{
			shadow = True
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_DetailDist = 0.00000001
				_RimDistSub = 1
			}
			shadowMaterial
			{
			}
		}
		// layerVolume
		// {
		// 	size = 2000,2
		// 	maxTranslation = 1050,200,1150
		// 	area = 10000,4
		// 	rotationSpeed = 0
		// 	particleMaterial
		// 	{
		// 		_TopTex = KSPRC/Atmospheres/Textures/particle/2
		// 		_LeftTex = KSPRC/Atmospheres/Textures/particle/1
		// 		_FrontTex = KSPRC/Atmospheres/Textures/particle/3
		// 		_LightScatter = 5
		// 		_MinLight = 1
		// 	}
		// }
	}
	OBJECT
	{
		name = CloudsB
		body = Kerbin
		altitude = 1900
		speed = 0,24,0
		detailSpeed = 0,40,5
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/kerbinB
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 6
			_Color = 175,175,175,255
			_DetailDist = 0.00000001
		}
		// layerVolume
		// {
		// 	size = 2000,2
		// 	maxTranslation = 1050,200,1150
		// 	area = 10000,4
		// 	rotationSpeed = 0
		// 	particleMaterial
		// 	{
		// 		_TopTex = KSPRC/Atmospheres/Textures/particle/2
		// 		_LeftTex = KSPRC/Atmospheres/Textures/particle/1
		// 		_FrontTex = KSPRC/Atmospheres/Textures/particle/3
		// 		_LightScatter = 5
		// 		_MinLight = 1
		// 	}
		// }
		layer2D
		{
			macroCloudMaterial
			{
			}
			shadowMaterial
			{
			}
		}
	}
	OBJECT
	{
		name = CloudsC
		body = Kerbin
		altitude = 3900
		detailSpeed = 0,40,10
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/kerbin2
			_DetailTex = KSPRC/Atmospheres/Textures/nubs
			_DetailScale = 9
			_Color = 250,250,250,255
			_DetailDist = 0.00000001
		}
		// layerVolume
		// {
		// 	size = 3500,2
		// 	maxTranslation = 125,110,50
		// 	area = 18000,4
		// 	rotationSpeed = 0
		// 	particleMaterial
		// 	{
		// 		_TopTex = KSPRC/Atmospheres/Textures/particle/3
		// 		_LeftTex = KSPRC/Atmospheres/Textures/particle/2
		// 		_FrontTex = KSPRC/Atmospheres/Textures/particle/1
		// 		_LightScatter = 5
		// 		_MinLight = 1
		// 	}
		// }
		layer2D
		{
			shadow = True
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_DetailDist = 0.00000001
				_RimDistSub = 1
			}
			shadowMaterial
			{
			}
		}
	}
	OBJECT
	{
		name = Particles
		body = Kerbin
		altitude = 150
		speed = 0,11,0
		detailSpeed = 0,0,0
		rotationAxis0 = 1,1,0
		rotationAxis1 = 0,1,1
		rotationAxis2 = 1,0,1
		settings
		{
			_Color = 2550,2530,2500,2000
			_MainTex = KSPRC/Atmospheres/Textures/full
			_DetailTex = 
			_DetailScale = 0
			_DetailDist = 1
			_DistFade = 0.0002
			_DistFadeVert = 0.0003
		}
		layerVolume
		{
			size = 420,2
			maxTranslation = 492,412,456
			area = 700,1
			rotationSpeed = 0.01
			particleMaterial
			{
				_Color = 255,250,245,255
				_TopTex = KSPRC/Atmospheres/Textures/particle/7
				_LeftTex = KSPRC/Atmospheres/Textures/particle/8
				_FrontTex = KSPRC/Atmospheres/Textures/particle/9
				_LightScatter = 1
				_MinLight = 1
				_InvFade = 10
			}
		}
	}
	OBJECT
	{
		name = Aurora
		body = Kerbin
		speed = 0,800,0
		detailSpeed = 0,1000,100
		altitude = 10000
		settings
		{
			_Color = 100,3550,680,2000
			_MainTex = KSPRC/Atmospheres/Textures/reaurora
			_DetailTex = KSPRC/Atmospheres/Textures/borealisD
			_DetailScale = 16
			_DetailDist = 0
		}
		layer2D
		{
			shadow = False
			shadowOffset = 0,0,0
			macroCloudMaterial
			{
				_DetailDist = 0
				_MinLight = 10000000000
				_InvFade = 0
				_RimDist = -10000000
				_RimDistSub = 0
				_FalloffPow = 3
			}
		}
	}
	OBJECT
	{
		name = TorM
		body = Eve
		altitude = 775
		speed = 0,0,0
		detailSpeed = 0,500,0
		killBodyRotation = True
		rotationAxis0 = 0,1,0
		rotationAxis2 = 0,1,0
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/tor1
			_DetailTex = KSPRC/Atmospheres/Textures/fu11
			_DetailScale = 0
			_Color = 130,40,90,3000
			_DetailDist = 0
		}
		layerVolume
		{
			size = 2500,1
			area = 12000,4
			rotationSpeed = 3
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/10
				_LeftTex = KSPRC/Atmospheres/Textures/particle/11
				_FrontTex = KSPRC/Atmospheres/Textures/particle/12
				_LightScatter = 0.55
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = TorU
		body = Eve
		altitude = 2200
		speed = 0,0,0
		detailSpeed = 0,500,0
		killBodyRotation = True
		rotationAxis0 = 0,1,0
		rotationAxis2 = 0,1,0
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/tor1
			_DetailTex = KSPRC/Atmospheres/Textures/fu11
			_DetailScale = 10
			_Color = 150,47,105,3000
			_DetailDist = 0
		}
		layerVolume
		{
			size = 3500,1
			area = 12000,4
			rotationSpeed = 2
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/10
				_LeftTex = KSPRC/Atmospheres/Textures/particle/11
				_FrontTex = KSPRC/Atmospheres/Textures/particle/12
				_LightScatter = 0.55
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = Glow
		body = Eve
		altitude = 35000
		speed = 0,100,100
		detailSpeed = 100,100,0
		killBodyRotation = true
		settings
		{
			_MainTex = KSPRC/Atmospheres/Textures/glowclouds
			_DetailTex = KSPRC/Atmospheres/Textures/besnu
			_DetailScale = 1
			_Color = 100,600,0,40
			_DetailDist = 0.000001
		}
		layer2D
		{
			macroCloudMaterial
			{
				_RimDist = 1
				_RimDistSub = 0
				_InvFade = 0
				_FalloffPow = 3
				_FalloffScale = 3.75
			}
		}
	}
}

 

 

 

Edited by peachoftree
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40 minutes ago, peachoftree said:

How do you get to that menu? I don't think I've ever seen it

Command for opening EVE UI is Alt + 0 (zero) in Windows.. might be different command keys + 0 in Linux

I would also like to add that Scatterer UI is Alt + F10/F11 in Windows.

Edited by Murdox
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The framerate drops are not related to the textures, as far as I know...

Sorry I'm truly busy lately IRL and I keep strugling with the terrain scatters. I think I've made a mistake which I can't find, so all colliders are off, even when the configs appear to be right. :P

If I can't find the error soon I'll release the update without this, delaying the terrain scatters for a later update.

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On 1/30/2016 at 5:20 PM, 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 have this same issue, I've found. Weirdly, sometimes it's linked to whether or not solar panels are deployed? Going to try the fix. 

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4 hours ago, Proot said:

The framerate drops are not related to the textures, as far as I know...

Sorry I'm truly busy lately IRL and I keep strugling with the terrain scatters. I think I've made a mistake which I can't find, so all colliders are off, even when the configs appear to be right. :P

If I can't find the error soon I'll release the update without this, delaying the terrain scatters for a later update.

Take your time man :) - Dr. Turkey was saying that he worked 20 out of 24 hours in the past day... I hope you aren't working that hard :(. That sounds crazy to me.

Like they always say - Only make others do what you'd be happy doing yourself.

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