Istrati Posted February 13, 2016 Share Posted February 13, 2016 3 hours ago, OzEtkin said: Tried using Unity 4.6.2 as suggested but now get: Could..... not preload global game manager #0 i=0 FYI I'm running Windows 10. 2 hours ago, Manwith Noname said: KSP 1.0.5 is built using Unity 4.6.4 OMG.... soory guys ! is not unity 4.6.2... i forgote that.. is indeed 4.6.4... i think i will delete part 1 and part 2 of videos.. and make just 1 video 10min max and do ALL the stuff, becouse i manage to understand that if you make long videos (funny) ones, it get bored for others... ... hm....however if i think better, i think i will do part 3 without delete those 2.. i see a lot of people having real fun with my videos 2 , glad to see that duuno what to do... In the meantime i have a problem that i dont remember what boulderCO and Eve i was used to have... .. i will manage to finish this "journey" 5 hours ago, MrMeeb said: Dude! Don't quit! I know many people (myself included) that really want to make KSP look as good as possible, without losing FPS, and your videos provide a perfect guide to people new to the visual mods sections on how to make KSP look great. What I suggest you do (if you do wanna continue) is to make your own page in the KSP Fan Works section. That way, you have a lot more control over the topic, and people will be less (arguably unnecessarily) grumpy because your videos will have there own section. Ignore the haters. Just keep searching for the higher FPS. Teach us! ........ You are so GOD DAMN RIGHT SUN ! Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 13, 2016 Share Posted February 13, 2016 7 hours ago, MrMeeb said: Hm..i was wondering...maybe i give you my folders from BoulderCo and EVE to the dropbox to download ? becouse i cant find right now from where i download my clouds...:( .. or even easy way.. i wil put everything that contains the graphic allready done by me ? isn't this easy way ? tell me guys. Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 13, 2016 Share Posted February 13, 2016 (edited) GOGOGO PART 3 ! https://www.youtube.com/watch?v=KM-tIHT_5nY . Soory guys for previos parts off my videos, for those who want JUST and VERY fast result/answer how to have best graphic and a lot off fps. And keep in mind that is JUST graphic mode. You saw allready that i have a lot of mods ^UP in my recent post,and work beautiful without bugs with unity 4.6.4 mod. Sure maybe another mods tend to have bugs (maybe) with these tweaked ksprc and unity,but chance to have bugs is maybe just 5%. So.. GO and LAUNCH THAT SHIP ! If you have questions about everythink just ask. Edited February 13, 2016 by Istrati Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 13, 2016 Share Posted February 13, 2016 (edited) @Istrati Thats very cool. But first: what is causing this flickering in the cloud layers? Second: Duna is too garishly. Third: On the dark Side of Kerbin it is bright as of the Day side. Edited February 13, 2016 by Cheesecake Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 13, 2016 Share Posted February 13, 2016 (edited) 17 minutes ago, Cheesecake said: @Istrati Thats very cool. But first: what is causing this flickering in the cloud layers? Second: Duna is too garishly. Third: On the dark Side of Kerbin it is bright as of the Day side. 1 The flickering in the clouds... is not in the clouds..is margins of terrain and it is from mod- scatter 2 Duna... i dont know what you mean with "garishly" i dont know very well english (few "hard" words that i know... you need to be more explicit 3 The night side... well look in PS icon (planetshine) fromright up corner of screen, and see if the sliders is not set to high !.. i think i forgote the luminance slider up to the max.. 4 And tell me pls.. you can download the gamedate from link that i past there? you manage to do like me and it work ? tks. Edited February 13, 2016 by Istrati Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 13, 2016 Share Posted February 13, 2016 Yes i download it from Dropbox. It works very well in the first tests. 1. I mean not the flickering of the terrain. There are flickering like thunderstorms in your videos. I removed the the Astronomers Atmosphere and Lighning. Now there are no flickering. 2. It`s the same problem as the night side: I changed the Luminance-Settings in PS, everything is OK now. 3. Look at 2. Quote Link to comment Share on other sites More sharing options...
OzEtkin Posted February 13, 2016 Share Posted February 13, 2016 Well, I really appreciate the effort put into this, but after following all the steps I see no improvement in FPS. I guess I'll just wait for an update. Quote Link to comment Share on other sites More sharing options...
abserver Posted February 13, 2016 Share Posted February 13, 2016 I apologize for my English. I used the translator. I repeated all actions from video No. 3. Yes, the gain of FPS is. But there was other problem after replacement of the KSP file by the Unity file I created new career, but right at the beginning I pumped over all structures at the spaceport to the last level. You can check it? image Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted February 13, 2016 Share Posted February 13, 2016 18 minutes ago, abserver said: I apologize for my English. I used the translator. I repeated all actions from video No. 3. Yes, the gain of FPS is. But there was other problem after replacement of the KSP file by the Unity file I created new career, but right at the beginning I pumped over all structures at the spaceport to the last level. You can check it? image That's a known bug when using the Win64 workaround. You can either go back to 32-bit or just suffer through it. Quote Link to comment Share on other sites More sharing options...
abserver Posted February 13, 2016 Share Posted February 13, 2016 Just now, Red Iron Crown said: That's a known bug when using the Win64 workaround. You can either go back to 32-bit or just suffer through it. And as we now do it? Delete all the mods? Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted February 13, 2016 Share Posted February 13, 2016 6 minutes ago, abserver said: And as we now do it? Delete all the mods? If you want to go back to 32-bit you need to restore the files you changed when installing the 64-bit thing. The other option is to just ignore the upgraded facilities, I believe the difference is cosmetic only. We're drifting away from the topic of this thread, I suggest you head over to the thread about the Win64 workaround for further help: Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted February 13, 2016 Share Posted February 13, 2016 5 minutes ago, Red Iron Crown said: That's a known bug when using the Win64 workaround. You can either go back to 32-bit or just suffer through it. There is a mod who fix this issue. I have find it some day ago. Quote Link to comment Share on other sites More sharing options...
abserver Posted February 13, 2016 Share Posted February 13, 2016 I apologize. Thanks for the answer. Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted February 13, 2016 Share Posted February 13, 2016 (edited) Facility Reset for 64bit KSP This correct the bug in career-x64. Edited May 19, 2021 by Snark Link to defunct website removed by moderator Quote Link to comment Share on other sites More sharing options...
Synthesis Posted February 13, 2016 Share Posted February 13, 2016 (edited) So...I've finally found out what's been breaking the RPM Vessel View display in KSP. It's something in the KSRPC pack. (It shouldn't be a giant grey shape, it should be an ALCOR lander,) Honestly, after a few weeks of struggling with this, I'm just glad to find have narrowed it down. Does anyone have an idea what might be the cause? I'm going to go ahead and take this apart one by one and try and find out... I'm a recently adopter of KSPRC, so I know a few bugs are to be expected. I was just curious to see if anyone else had the issue. Edited February 13, 2016 by Synthesis Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted February 13, 2016 Share Posted February 13, 2016 I fixed it by setting allowRefractiveAtmospheres in Kopernicus Expansion to false. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted February 13, 2016 Share Posted February 13, 2016 37 minutes ago, PyjackMeat said: I fixed it by setting allowRefractiveAtmospheres in Kopernicus Expansion to false. Haha, I should have waited...I was merticulously pulling my folders in and out to test which ones worked. Thank you, kind scholar. Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 14, 2016 Share Posted February 14, 2016 (edited) 12 hours ago, vagabond77 said: There is a mod who fix this issue. I have find it some day ago. 12 hours ago, abserver said: I apologize. Thanks for the answer. I will post here in about 1 hour a link how to resolve the allready upgraded bildings,how do do it. just whait here i done it. Here https://www.youtube.com/watch?v=2d-ZETsHoqY But tks to VAGABOND77 ! 15 hours ago, Cheesecake said: Yes i download it from Dropbox. It works very well in the first tests. 1. I mean not the flickering of the terrain. There are flickering like thunderstorms in your videos. I removed the the Astronomers Atmosphere and Lighning. Now there are no flickering. 2. It`s the same problem as the night side: I changed the Luminance-Settings in PS, everything is OK now. 3. Look at 2. OK. i glad that is all ok. And the flikering? :)))) i ge it now :)) yep was the lighting.. you deleted the lighting cfg that's right ! but not the atmosphere too ! that is the config in game (on the go) that i will talk later in part4 , is for modification off that "bluesih" effect on planets .... And i'm VERY glad that i can help you guys ! Edited February 14, 2016 by Istrati Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 14, 2016 Share Posted February 14, 2016 11 hours ago, OzEtkin said: Well, I really appreciate the effort put into this, but after following all the steps I see no improvement in FPS. I guess I'll just wait for an update. In the first place i dont think that is someone that have no improvement after doing this, and the second one.. you dont tell you pc specification... if you have old card video or processor.that will be the problem. soory.. it's logical that that i have 130 fps and you have just 50 or 60 if you have low pc spec, and especially if you forgote to disablle vsync... than fps stay's at hz monitor all the time. soory i do not want to offense in anyway. Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 14, 2016 Share Posted February 14, 2016 (edited) Tks Vagabond77 for doing "my life" more easyest way with that mod reset factory 64. TKS ! Ksp funny- BIG PARACHUTE ! :)) https://www.youtube.com/watch?v=LcJ9mlxaKIs. Esti roman ? Edited February 14, 2016 by Istrati Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted February 14, 2016 Share Posted February 14, 2016 3 minutes ago, Istrati said: Tks Vagabond77 for doing "my life" more easyest way with that mod reset factory 64. TKS ! Ksp funny- BIG PARACHUTE ! :)) https://www.youtube.com/watch?v=LcJ9mlxaKIs GoooodMorning to all!!! Hi Istrati, Can you make a little test for me? Edit files GameData\KSPRC\KSPRC.cfg in this way: @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 } } } } I have a big increment FPS (mostly in the space view). P.S.: In my pc configuration if i change Kopernicus with your old version i have no improvement... Thanks. Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 14, 2016 Share Posted February 14, 2016 25 minutes ago, vagabond77 said: GoooodMorning to all!!! Hi Istrati, Can you make a little test for me? Edit files GameData\KSPRC\KSPRC.cfg in this way: @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 } } } } I have a big increment FPS (mostly in the space view). P.S.: In my pc configuration if i change Kopernicus with your old version i have no improvement... Thanks. Yep.. if you not download (all) the folders that i give you,it wont work.. insted if you put just the Kopernicus 0.5 there you will need to do something. in this cfg that you give me here. try to delete (JUST!) the @bodySUN. all that contain bodySun. Tell me the diference. The cfg must start with bodyMOHO. i will test right now, and show you what? if chance the fps in game ? or what?. Quote Link to comment Share on other sites More sharing options...
Istrati Posted February 14, 2016 Share Posted February 14, 2016 14 minutes ago, Istrati said: Yep.. if you not download (all) the folders that i give you,it wont work.. insted if you put just the Kopernicus 0.5 there you will need to do something. in this cfg that you give me here. try to delete (JUST!) the @bodySUN. all that contain bodySun. Tell me the diference. The cfg must start with bodyMOHO. i will test right now, and show you what? if chance the fps in game ? or what?. I tested , and is the same fps. i dunno what you change in that cfg. the fps is the same on orbit/landeve/ but on duna land..i think i have 5 fps +..i dont know for sure.. Part 4 https://www.youtube.com/watch?v=2d-ZETsHoqY and a funny part in 5 ! https://www.youtube.com/watch?v=LcJ9mlxaKIs Quote Link to comment Share on other sites More sharing options...
OzEtkin Posted February 14, 2016 Share Posted February 14, 2016 10 hours ago, Istrati said: In the first place i dont think that is someone that have no improvement after doing this, and the second one.. you dont tell you pc specification... if you have old card video or processor.that will be the problem. soory.. it's logical that that i have 130 fps and you have just 50 or 60 if you have low pc spec, and especially if you forgote to disablle vsync... than fps stay's at hz monitor all the time. soory i do not want to offense in anyway. No problem. I have a pc with an intel i5 CPU @ 3.50GHz, 32 GB RAM, NVIDIA GeForce GTX 960 video card, running windows 10. Still only getting 25 FPS. I will check vsync settings. Quote Link to comment Share on other sites More sharing options...
Riks Posted February 14, 2016 Share Posted February 14, 2016 Guys quick question, I know that it has already been answered somewhere in this thread but I can't really find the page. What mod/config file controls the darkness of night and day? I mean in space, on the dark side of planets.... Thanks in advance! Quote Link to comment Share on other sites More sharing options...
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