KSP Graphical Mods

You’re already maxing out KSP’s built-in graphical settings, but you want more. Or maybe you just want a different look and feel. Graphical mods are often a player’s first foray into the world of modding – not just for KSP, but across the board. Additional textures, lighting presets, perhaps even model replacements.

KSP can be beautiful just in vanilla – any space nerd is tickled by Jool rising over Laythe – but you can really up the ante with just a handful of mods from the community.

Up the ante in KSP with a handful of compatible graphical mods. tweet-button

I haven’t found the mods listed here to be compatible out-of-the-box, but I’ve listed the steps necessary to get them all working together. With just a little coercing, they’ll give you an incredible visual experience. Please get in touch or leave a comment if you experience any difficulties and I’ll help out as best I can.

Check out some of my tips to make this process a bit smoother. This includes my recommendation to install these mods manually rather than by using CKAN. If you really insist on using CKAN to install these mods, you’ll have to make some value judgements on the options provided to you for a number of the mods. I don’t think it actually matters what you end up choosing (as in, following the instructions I’ve provided to enable compatibility should work for any choice of configuration/texture pack etc.), so make a decision based on your hardware capabilities and personal preference for visuals. I would, however, recommend not installing recommended mods if and when you’re prompted and that you do things a little more deliberately by following through this guide. You’ll also find that some of these mods install other mods on this list automatically, so if you reach a step and realise it’s already been installed, then follow any compatibility instructions and move on.

If you intend to install all of the mods below, I recommend reading through this list in the order given; I’ll assume you do so in order to deal with incompatibility issues. As a disclaimer, I’m running KSP 1.2.1, which is not the most recent version. There might be additional problems running any other version, especially those before 1.2. I’ve been told that this procedure does work with 1.2.2. The full list of graphical mods featured here with links to download locations (mods with an [X] next to them aren’t available through CKAN):

Scatterer

Scatterer adds atmospheric scattering effects to KSP. It makes sunsets and sunrises even more spectacular. Below is just one sample shot – check out the album here.

Installation

Download and drop in GameData.

EVE + SVE

EVE stands for Environment Visual Enhancements. SVE stands for Stock Visual Enhancements. EVE is a mod that provides a framework for using texture packs (and also provides its own texture pack). SVE is a popular texture pack for use with EVE.

These notably add city lights to Kerbin, and cloud and other atmospheric effects to atmospheric bodies in the rest of the solar system. Kerbin is shown below (this also incorporates Scatterer effects at the terminus, which appears slightly red).

Installation

  1. Download EVE and drop in GameData.
  2. Download SVE and drop in GameData.

Stock Visual Terrain (SVT)

Designed to sit alongside SVE, SVT improves the ground textures for stock celestial bodies (so if you’re using RSS or OPM, this doesn’t apply). See before and after comparison here. One example below:

KSP Minmus SVT before and after comparison

It does make quite a difference to the terrain clarity.

Requirements

SVT has two dependencies:

Kopernicus is a framework allowing for modification of stock planets and moons and addition of new ones. It’s used by a handful of popular mods so having this in your loadout will be useful should you decide to continue the modding journey beyond the realms of the graphical.

Installation

Download SVT and all dependencies and drop each of them into GameData. Your directory structure will be something like this:

Kerbal Space Program
    GameData
        Kopernicus
        StockVisualEnhacements
        SVT

Distant Object Enhancement

Distant Object Enhancement does what it says on the tin; it’s a visual enhancement mod that makes objects realistically visible over large distances. You’ll notice the following differences:

  • Planets and satellites will be visible in the night sky with small flare effects; in much the same way that Mars appears red in our own night sky, Duna will appear red, Eve purple, Jool green etc.
  • Distant vessels will be visualised up to 750 km away, making orbital rendezvous a little more enigmatic!
  • The skybox will be washed out by light from reflecting bodies, just as in real life.

8090EYq.png

Installation

Download and drop in GameData.

PlanetShine

PlanetShine emulates the scientific phenomenon of albedo whereby celestial bodies reflect back a portion of the light reaching their surface. The colour will be tinted with the body’s surface colour. In KSP, this means that light reflected from Kerbin is slightly blue, from Duna slightly red, and from Jool slightly green. See an example of the latter below.

Before and after shots can be seen here, and examples of coloured reflection can be seen here. The colours are identical to those used by Distant Object Enhancement (as in, the modders collaborated).

PlanetShine also makes some changes to ambient lighting in space on on a planet’s surface.

Installation

Download and drop in GameData.

CollisionFX

CollisionFX adds sound effects and sparks with lighting when you collide or scrap your craft. It also adds a rubbery screech to landing gear on contact with the ground. If you’re a player whose landings are often less than ideal – and let’s face it, who isn’t? – this mod will add a little more drama to those landings.

Installation

Download and drop in GameData.

Engine Lighting

Engine Lighting adds lighting effects to engines and decouplers. Light intensity is calculated from thrust and engine power. This works on a lot of modded engines too, thankfully!

Installation

Download and drop in GameData.

TextureReplacer + Rareden’s Real 8K Skybox

The “skybox” is the game’s starry background. You can never actually reach those places – the skybox is just a cuboid wrapped around the playable area. Change the cuboid, change the backdrop to all of your extra-planetary adventures in KSP.

The default skybox is subtle – one can see the galactic plane stretch across the sky, but it’s largely ignorable. The right skybox can become an important part of KSP’s visual landscape.

To replace the skybox, and many other textures (suits, heads, celestial bodies, for example), you need to install a mod named TextureReplacer. (No marks for inspiration, but A+ for usefulness.)

Installation

The default TextureReplacer is incompatible with 1.2.x versions of KSP, so you’ll need to use RangeMachine’s Unofficial Release. Download it and drop it in the GameData folder.

Make TextureReplacer work in KSP version 1.2.x. tweet-button

Both of TextureReplacer and RangeMachine’s Unofficial Release come with Rareden’s Real 8K Skybox installed by default, so you don’t need to do anything beyond that! It’s pretty:

LpzcMQ4.jpg

If you want something different, check the TextureReplacer thread linked above which has a list of skyboxes you can use. Skyboxes will come with six files, each corresponding to a different face of the skybox cuboid, named as follows:

GalaxyTex_NegativeX.jpg
GalaxyTex_NegativeY.jpg
GalaxyTex_NegativeZ.jpg
GalaxyTex_PositiveX.jpg
GalaxyTex_PositiveY.jpg
GalaxyTex_PositiveZ.jpg

Put these files in GameData/TextureReplacer/Default, replacing any that might already be there.

Galileo’s Sun Flares

“Sun flares” refer to the optical effect often most noticeable in KSP due to Kerbol (the sun). Making a small effort to change the flare effect with Galileo’s Sun Flares will be rewarded every time one of your spacecraft orbit across a planet’s terminus and into the sunlight.

Requirements

Galileo’s Sun Flares has just one dependency:

  • Scatterer

Installation

Download the mod and extract the zip file. This will provide you with a folder, GalileosSunFlares, containing four folders corresponding to the colour you’d like to provide to Kerbol – blue, red, white, or yellow. Each of these folders in turn contains six folders, each corresponding to six different flare types. The one shown above, for example, is number five. (I prefer the fifth variant of the white sun, myself.) To distinguish between them you might need to try a few out, or dig into the mod folder a little more and imagine what a composite of the images might look like.

Within each flare type folder, there is a GameData folder containing a folder called “scatterer”. To recap, you have a folder structure something like this:

GalileosSunFlares
    Blue
        ...
    Red
        ...
    White
        1
            ...
        2
            ...
        3
            ...
        4
            ...
        5
            GameData
                scatterer
                    config
                        Sunflares
                            Sun
                                ...
                            Sun.cfg
        6
            ...
    Yellow
        ...

You’ll need to copy one of the nested scatterer folders into your KSP installation GameData folder, overwriting any files when prompted (i.e. you want Galileo’s Sun Flares effects to override the base Scatterer effects).

There’s a further action to take if you’re using SVT. Copy the Sun.cfg file nested inside your chosen sun flare variant to SVT/Sun and overwrite the existing file in there.

In summary:

  1. Download and extract Galileo’s Sun Flares. I’m assuming you now have a file called “GalileosSunFlares” in some directory (I’ll call it ).
  2. Choose a colour and a flare variant e.g. White/5.
  3. Copy the “scatterer” folder for that flare variant into your KSP installation’s GameData folder i.e. copy: /GalileosSunFlares/White/5/GameData/scatterer to: /GameData and overwrite when prompted.
  4. If you’re using SVT, overwrite the Sun.cfg file in the SVT folder with the one from the sun flare variant that you’ve chosen i.e. copy: /GalileosSunFlares/White/5/GameData/scatterer/config/Sunflares/Sun.cfg to: /GameData/SVT/Sun and overwrite when prompted.

Easy steps to get Galileo’s Sun Flares, Scatterer and SVT working together in KSP. tweet-button

JayS_NL’s Custom KSP ReShade

This odd-sounding mod makes myriad tweaks and final touches to the visual feel of KSP in a manner that, in my opinion, makes the whole game a little more vibrant. It works in a similar way to GemFX or SweetFX, so-called “DLL-injectors”. See some of the comparison videos on the JayS_NL’s Custom KSP ReShade thread.

Installation

This is perhaps the most fiddly of all the mods listed on this page to get working. The problem begins on the first post of the thread linked to above – some of the tools referred to no longer exist in the expected form. The author has corrected the installation method in some later posts, but for posterity I’ll include everything here. There are a number of steps that you need to take to get this to play nicely with the other mods here.

  1. Download ReShade, a post-processing injector for games.
  2. Run the downloaded executable, click ‘Select game’, choose the KSP executable (I would recommend running all of these in 64-bit mode, but choose whichever one you normally use e.g. /KSP_x64.exe), then choose the Direct3D 10+ rendering API. ReShade will install files and configuration to your KSP directory.
  3. To avoid rendering artifacts in the game (normally manifesting themselves as “stripes” around KSC and in some clouds on Laythe and Eve), you’ll need to convert some images from one format (known as DDS) to another (PNG).
    1. Download, install, and run the free program DDS Converter.
    2. If you’re using SVT, select all DDS files (with the DDS Converter program) in /GameData/SVT/textures and convert them to PNG, outputting into the same directory. Backup the DDS files somewhere (just in case things go wrong) and delete them from this directory.
    3. If you’re using SVE, repeat step 2 for /GameData/StockVisualEnhancements/EVE/Atmosphere/Textures.
  4. Create a file in your KSP installation directory and call it reshade.ini. Edit the file (e.g. in Notepad) and copy and paste the below, then save it. (There are more steps below this text!)
    KeyBloomAndLensFlares=0,0,0,0
    KeyAdaptiveSharpen=0,0,0,0
    KeyGP65CJ042DOF=0,0,0,0
    KeyDeband=0,0,0,0
    KeyClarity=0,0,0,0
    KeyLumaSharpen=0,0,0,0
    KeyDaltonize=0,0,0,0
    KeyAmbientLight=0,0,0,0
    KeyTonemap=0,0,0,0
    KeyBorder=0,0,0,0
    KeyCartoon=0,0,0,0
    KeyColourfulness=0,0,0,0
    KeyMode3=0,0,0,0
    KeyCA=0,0,0,0
    KeyTechnicolor2=0,0,0,0
    KeySMAA=0,0,0,0
    KeyColorMatrix=0,0,0,0
    KeyAdvancedCRT=0,0,0,0
    KeyCurves=0,0,0,0
    KeyKNearestNeighbors=0,0,0,0
    KeyNonLocalMeans=0,0,0,0
    KeyRingDOF=0,0,0,0
    KeyMagicDOF=0,0,0,0
    KeyMXAO=0,0,0,0
    KeyFilmGrain2=0,0,0,0
    KeyFilmGrain=0,0,0,0
    KeyMatsoDOF=0,0,0,0
    KeyMartyMcFlyDOF=0,0,0,0
    KeyEmphasize=0,0,0,0
    KeyDPX=0,0,0,0
    KeyFilmicPass=0,0,0,0
    KeyMode1=0,0,0,0
    KeyMotionBlur=0,0,0,0
    KeyMode2=0,0,0,0
    KeyFXAA=0,0,0,0
    KeyVibrance=0,0,0,0
    KeyHDR=0,0,0,0
    KeyGaussianBlur=0,0,0,0
    KeyLevels=0,0,0,0
    KeyHighPassSharp=0,0,0,0
    KeyHQ4X=0,0,0,0
    KeyLiftGammaGain=0,0,0,0
    KeyLightDoF_AutoFocus=0,0,0,0
    KeyLightDoF_Far=0,0,0,0
    KeyTechnicolor=0,0,0,0
    KeyLightDoF_Near=0,0,0,0
    KeyLUT=0,0,0,0
    KeyReflectiveBumpmapping=0,0,0,0
    KeyMonochrome=0,0,0,0
    KeyTiltShift=0,0,0,0
    KeyTint=0,0,0,0
    KeySurfaceBlur=0,0,0,0
    KeyVignette=0,0,0,0
    Techniques=AmbientLight,BloomAndLensFlares,Curves,Deband,FilmGrain,HDR,Vibrance,Vignette
    
    [Clarity.fx]
    ClarityBlendMode=2.000000
    ClarityRadius=3.000000
    ClarityOffset=2.000000
    ClarityDarkIntensity=0.400000
    ClarityBlendIfDark=50.000000
    ClarityBlendIfLight=205.000000
    ClarityStrength=0.400000
    ClarityViewBlendIfMask=0.000000
    ClarityLightIntensity=0.000000
    ClarityViewMask=0.000000
    
    [Border.fx]
    border_width=0.000000,1.000000
    border_ratio=2.350000
    border_color=0.700000,0.000000,0.000000
    
    [HQ4X.fx]
    k=-1.100000
    s=1.500000
    mx=1.000000
    max_w=0.750000
    lum_add=0.330000
    min_w=0.030000
    
    [AdaptiveSharpen.fx]
    D_compr_low=0.253000
    L_compr_low=0.169000
    curve_height=0.380000
    curveslope=0.400000
    D_overshoot=0.009000
    L_overshoot=0.003000
    D_compr_high=0.504000
    L_compr_high=0.337000
    max_scale_lim=0.100000
    pm_p=0.750000
    
    [AmbientLight.fx]
    alAdaptBaseMult=1.480000
    alDebug=0.000000
    AL_DirtTex=0.000000
    alInt=4.600000
    alThreshold=14.000001
    AL_Adaptation=1.000000
    AL_Dirt=0.000000
    alAdapt=2.000000
    alLensThresh=0.040000
    alAdaptBaseBlackLvL=2.000000
    AL_Vibrance=-1.000000
    AL_Adaptive=2.000000
    alDirtInt=1.000000
    alLensInt=2.800000
    alDirtOVInt=1.000000
    AL_Lens=-1.000000
    
    [CRT.fx]
    Resolution=1.150000
    Curvature=0.000000
    Gamma=2.400000
    Brightness=0.900000
    MonitorGamma=2.200000
    ScanlineIntensity=2.000000
    CornerSize=0.010000
    ScanlineGaussian=1.000000
    CurvatureRadius=1.500000
    ViewerDistance=2.000000
    Angle=0.000000,0.000000
    Overscan=1.010000
    Oversample=1.000000
    
    [Bloom.fx]
    bGodrayEnable=-1.000000
    iBloomMixmode=2.000000
    fBloomSaturation=0.980000
    bAnamFlareEnable=0.000000
    fBloomThreshold=0.854000
    fLensdirtSaturation=2.000000
    fBloomAmount=0.800000
    fLensdirtIntensity=0.400000
    fBloomTint=0.752941,0.729412,0.690196
    fFlareLuminance=0.095000
    bLensdirtEnable=0.000000
    iLensdirtMixmode=1.000000
    bLenzEnable=0.000000
    fLensdirtTint=1.000000,1.000000,1.000000
    fAnamFlareThreshold=0.900000
    fAnamFlareWideness=2.400000
    fAnamFlareAmount=14.500000
    fAnamFlareCurve=1.200000
    fAnamFlareColor=0.012000,0.313000,0.588000
    fLenzIntensity=1.000000
    fLenzThreshold=0.960000
    bChapFlareEnable=0.000000
    fChapFlareTreshold=0.900000
    iChapFlareCount=15.000000
    fChapFlareDispersal=0.250000
    fFlareIntensity=2.070000
    fChapFlareSize=0.450000
    fChapFlareCA=0.000000,0.010000,0.020000
    fChapFlareIntensity=100.000000
    fGodrayDecay=0.990000
    fGodrayExposure=1.044000
    fGodrayWeight=1.304000
    fGodrayDensity=1.000000
    fGodrayThreshold=0.992000
    iGodraySamples=96.000000
    fFlareBlur=200.980011
    fFlareTint=0.137000,0.216000,1.000000
    
    [ColorMatrix.fx]
    ColorMatrix_Red=0.817000,0.183000,0.000000
    ColorMatrix_Green=0.333000,0.667000,0.000000
    ColorMatrix_Blue=0.000000,0.125000,0.875000
    Strength=1.000000
    
    [Sepia.fx]
    Tint=0.550000,0.430000,0.420000
    Strength=0.580000
    
    [Cartoon.fx]
    Power=1.500000
    EdgeSlope=1.500000
    
    [CA.fx]
    Shift=2.500000,-0.500000
    Strength=0.500000
    
    [Colourfulness.fx]
    lim_luma=0.540000
    colourfulness=0.110000
    
    [SurfaceBlur.fx]
    BlurRadius=1.000000
    BlurOffset=1.000000
    BlurEdge=0.500000
    BlurStrength=1.000000
    
    [Curves.fx]
    Mode=2.000000
    Formula=7.000000
    Contrast=-0.200000
    
    [Daltonize.fx]
    Type=0.000000
    
    [Deband.fx]
    Threshold=0.008000
    Range=19.900002
    Iterations=1.000000
    Grain=0.010000
    
    [Denoise.fx]
    LerpCoefficeint=0.800000
    NoiseLevel=0.150000
    WeightThreshold=0.030000
    CounterThreshold=0.050000
    GaussianSigma=50.000000
    
    [DOF.fx]
    DOF_FARBLURCURVE=2.000000
    fADOF_ShapeCurvatureAmount=0.300000
    DOF_AUTOFOCUS=1.000000
    DOF_MOUSEDRIVEN_AF=-1.000000
    fGPDOFChromaAmount=0.150000
    DOF_INFINITEFOCUS=1.000000
    fGPDOFBiasCurve=2.000000
    DOF_FOCUSPOINT=0.500000,0.500000
    bADOF_ShapeApertureEnable=0.000000
    DOF_FOCUSSAMPLES=6.000000
    DOF_MANUALFOCUSDEPTH=0.020000
    DOF_NEARBLURCURVE=1.600000
    fGPDOFBrightnessMultiplier=2.000000
    bGPDOFPolygonalBokeh=1.000000
    fRingDOFFringe=0.500000
    DOF_FOCUSRADIUS=0.050000
    DOF_BLURRADIUS=15.000000
    fADOF_BokehCurve=4.000000
    iRingDOFSamples=6.000000
    iRingDOFRings=4.000000
    fGPDOFBrightnessThreshold=0.500000
    fRingDOFThreshold=0.700000
    bADOF_ShapeCurvatureEnable=0.000000
    fRingDOFGain=27.000000
    fRingDOFBias=0.000000
    bADOF_ImageChromaEnable=0.000000
    iMagicDOFBlurQuality=8.000000
    fMagicDOFColorCurve=4.000000
    iGPDOFQuality=6.000000
    fADOF_ShapeChromaAmount=0.125000
    fADOF_ShapeRotation=0.000000
    iGPDOFPolygonCount=5.000000
    fGPDOFBias=10.000000
    fADOF_SmootheningAmount=1.000000
    bMatsoDOFChromaEnable=1.000000
    fMatsoDOFChromaPow=1.400000
    fMatsoDOFBokehCurve=8.000000
    iADOF_ShapeQuality=17.000000
    iMatsoDOFBokehQuality=2.000000
    fMatsoDOFBokehAngle=0.000000
    bADOF_RotAnimationEnable=0.000000
    fADOF_RotAnimationSpeed=2.000000
    fADOF_ShapeWeightAmount=1.000000
    fADOF_ShapeApertureAmount=0.010000
    bADOF_ShapeAnamorphEnable=0.000000
    fADOF_ShapeAnamorphRatio=0.200000
    bADOF_ShapeDistortEnable=0.000000
    bADOF_ShapeChromaEnable=0.000000
    fADOF_ShapeWeightCurve=4.000000
    fADOF_ShapeDistortAmount=0.200000
    bADOF_ShapeDiffusionEnable=0.000000
    fADOF_ShapeDiffusionAmount=0.100000
    bADOF_ShapeWeightEnable=0.000000
    iADOF_ImageChromaHues=5.000000
    iADOF_ShapeChromaMode=3.000000
    fADOF_ImageChromaCurve=1.000000
    fADOF_ImageChromaAmount=3.000000
    
    [Vignette.fx]
    Type=0.000000
    Center=0.500000,0.500000
    Ratio=1.000000
    Radius=2.000000
    Amount=-1.000000
    Slope=2.000000
    
    [DPX.fx]
    Strength=0.200000
    RGB_Curve=8.000000,8.000000,8.000000
    RGB_C=0.360000,0.360000,0.340000
    Contrast=0.100000
    Saturation=3.000000
    Colorfulness=2.500000
    
    [Emphasize.fx]
    ManualFocusDepth=0.026000
    FocusRangeDepth=0.010000
    EffectFactor=0.900000
    BlendColor=0.000000,0.000000,0.000000
    FocusEdgeDepth=0.050000
    BlendFactor=0.000000
    
    [FilmGrain.fx]
    Intensity=0.290000
    Variance=0.360000
    Mean=0.500000
    SignalToNoiseRatio=4.000000
    
    [FilmGrain2.fx]
    grainamount=0.050000
    coloramount=0.600000
    lumamount=1.000000
    grainsize=1.600000
    
    [FilmicPass.fx]
    Linearization=0.500000
    Strength=0.850000
    Contrast=1.000000
    Fade=0.400000
    Bleach=0.000000
    Saturation=-0.150000
    GreenCurve=1.000000
    RedCurve=1.000000
    BlueCurve=1.000000
    BaseCurve=1.500000
    BaseGamma=1.000000
    EffectGamma=0.650000
    EffectGammaR=1.000000
    EffectGammaG=1.000000
    EffectGammaB=1.000000
    LumCoeff=0.212656,0.715158,0.072186
    
    [SMAA.fx]
    EdgeDetectionType=1.000000
    EdgeDetectionThreshold=0.100000
    MaxSearchSteps=98.000000
    MaxSearchStepsDiagonal=16.000000
    CornerRounding=0.000000
    DebugOutput=0.000000
    
    [FineSharp.fx]
    cstr=0.900000
    sstr=2.000000
    pstr=1.272000
    xstr=0.190000
    lstr=1.490000
    xrep=0.250000
    
    [FXAA.fx]
    Subpix=0.250000
    EdgeThreshold=0.125000
    EdgeThresholdMin=0.000000
    
    [GaussianBlur.fx]
    GaussianBlurRadius=1.000000
    GaussianBlurOffset=1.000000
    GaussianBlurStrength=0.300000
    
    [HDR.fx]
    HDRPower=1.120000
    radius1=0.713000
    radius2=0.870000
    
    [HighPassSharpen.fx]
    HighPassSharpRadius=1.000000
    HighPassViewBlendIfMask=0.000000
    HighPassSharpOffset=1.000000
    HighPassBlendMode=1.000000
    HighPassBlendIfLight=255.000000
    HighPassBlendIfDark=0.000000
    HighPassLightIntensity=1.000000
    HighPassDarkIntensity=1.000000
    HighPassSharpStrength=0.400000
    HighPassViewSharpMask=0.000000
    
    [LUT.fx]
    fLUT_AmountChroma=1.000000
    fLUT_AmountLuma=1.000000
    
    [Levels.fx]
    BlackPoint=16.000000
    WhitePoint=235.000000
    HighlightClipping=0.000000
    
    [TiltShift.fx]
    BlurMultiplier=10.000000
    Line=0.000000
    Axis=0.000000
    Offset=0.000000
    BlurCurve=1.000000
    
    [LiftGammaGain.fx]
    RGB_Lift=1.000000,1.000000,1.000000
    RGB_Gamma=1.000000,1.000000,1.000000
    RGB_Gain=1.000000,1.000000,1.000000
    
    [MXAO.fx]
    bMXAOSmoothNormalsEnable=0.000000
    fMXAOAmbientOcclusionAmount=2.000000
    fMXAONormalBias=0.200000
    fMXAOFadeoutStart=0.200000
    iMXAOBayerDitherLevel=3.000000
    fMXAOIndirectLightingAmount=4.000000
    iMXAOSampleCount=24.000000
    fMXAOIndirectLightingSaturation=1.000000
    fMXAOSampleRadius=2.500000
    fMXAOBlurSharpness=2.000000
    fMXAOBlurSteps=2.000000
    bMXAODebugViewEnable=0.000000
    fMXAOFadeoutEnd=0.400000
    
    [LightDoF.fx]
    fLightDoF_Width=4.840000
    f2LightDoF_CA=0.000000,1.000000
    f2Bokeh_AutoFocusCenter=0.500000,0.500000
    fLightDoF_Amount=10.000000
    bLightDoF_UseCA=-1.000000
    bLightDoF_AutoFocus=1.000000
    fLightDoF_ManualFocus=0.000000
    bLightDoF_UseMouseFocus=-1.000000
    fLightDoF_AutoFocusSpeed=0.100000
    
    [LumaSharpen.fx]
    pattern=1.000000
    sharp_strength=0.650000
    sharp_clamp=0.035000
    offset_bias=1.000000
    show_sharpen=0.000000
    
    [Monochrome.fx]
    Coefficients=0.210000,0.720000,0.070000
    ColorSaturation=0.000000
    
    [MotionBlur.fx]
    mbRecall=0.400000
    mbSoftness=1.000000
    
    [RBM.fx]
    iRBM_SampleCount=32.000000
    fRBM_LowerThreshold=0.100000
    fRBM_BlurWidthPixels=100.000000
    fRBM_ColorMask_Orange=1.000000
    fRBM_ReliefHeight=0.300000
    fRBM_FresnelMult=0.500000
    fRBM_FresnelReflectance=0.300000
    fRBM_UpperThreshold=0.200000
    fRBM_ColorMask_Red=1.000000
    fRBM_ColorMask_Yellow=1.000000
    fRBM_ColorMask_Green=1.000000
    fRBM_ColorMask_Cyan=1.000000
    fRBM_ColorMask_Blue=1.000000
    fRBM_ColorMask_Magenta=1.000000
    
    [Technicolor2.fx]
    Saturation=1.000000
    ColorStrength=0.200000,0.200000,0.200000
    Brightness=1.000000
    Strength=1.000000
    
    [Technicolor.fx]
    Power=4.000000
    RGBNegativeAmount=0.880000,0.880000,0.880000
    Strength=0.400000
    
    [Tonemap.fx]
    Defog=0.000000
    Bleach=0.000000
    Gamma=1.000000
    Exposure=0.000000
    Saturation=0.000000
    FogColor=0.000000,0.000000,1.000000
    
    [Vibrance.fx]
    Vibrance=0.480000
    VibranceRGBBalance=1.000000,1.000000,1.000000
  5. Run KSP in forced D3D11 mode with the “-force-d3d11” flags. Do this by following the guide here.
  6. Some windows will appear while KSP loads – this is ReShade doing its thing. Once the game has loaded, press SHIFT + F2 to open the ReShade settings menu and change the presets file to point to /reshade.ini.

Force D3D11 in KSP without breaking SVT and SVE and apply beautiful post-processing effects. tweet-button

4 responses to “KSP Graphical Mods

  1. Pingback: Kerbal Beautification Project – Federal Productions·

  2. Pingback: KSP Modded – Part 3: Eve-Bound | Odin Gaming·

  3. Pingback: Dawn of War: Ultimate Apocalypse and Tyranids | Odin Gaming·

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