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.
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):
- Stock Visual Terrain (SVT)
- Distant Object Enhancement
- Engine Lighting
- Galileo’s Sun Flares [X]
- JayS_NL’s Custom KSP ReShade [X]
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).
- Download EVE and drop in GameData.
- 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:
It does make quite a difference to the terrain clarity.
SVT has two dependencies:
- SVE (see above)
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.
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.
Download and drop in GameData.
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.
PlanetShine also makes some changes to ambient lighting in space on on a planet’s surface.
Download and drop in GameData.
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.
Download and drop in GameData.
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!
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.)
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.
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:
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.
Galileo’s Sun Flares has just one dependency:
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.
- Download and extract Galileo’s Sun Flares. I’m assuming you now have a file called “GalileosSunFlares” in some directory (I’ll call it ).
- Choose a colour and a flare variant e.g. White/5.
- 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.
- 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.
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.
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.
- Download ReShade, a post-processing injector for games.
- 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.
- 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).
- Download, install, and run the free program DDS Converter.
- 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.
- If you’re using SVE, repeat step 2 for /GameData/StockVisualEnhancements/EVE/Atmosphere/Textures.
- 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!)
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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 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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
- Run KSP in forced D3D11 mode with the “-force-d3d11” flags. Do this by following the guide here.
- 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.