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


Proot

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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.

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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. :D

Yes. Also TTR reflections will be distributed as an extra. Not by default.

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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?

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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

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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. :D

Neat! Hopefully this'll make it easy for me to convert SVE over when I approach that :D Thanks guys!

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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 by Synthesis
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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 by Legate Loginod
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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 by Murdox
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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.

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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.

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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.

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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 by Murdox
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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. 

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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/

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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 !.

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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 by KBM
Wrong values for default PHYSICS_FRAME_DT_LIMIT
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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".

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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%.

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