Jim Meillente Posted October 16, 2016 Share Posted October 16, 2016 Hello, I truly hope this mod isn't dead, the v1.2 stock implementation is... lacking. Quote Link to comment Share on other sites More sharing options...
Ser Posted October 16, 2016 Author Share Posted October 16, 2016 9 hours ago, Jim Meillente said: Hello, I truly hope this mod isn't dead, the v1.2 stock implementation is... lacking. No, it's not dead. I'm waiting for some vital mods to update and then I'll take care of this one. I've already figured out how to bring back some features destroyed by KSP 1.1.x. But prior to that I'll need to revive Analog Control also as it lets me to test g-forces easily. Quote Link to comment Share on other sites More sharing options...
Dentar Posted November 19, 2016 Share Posted November 19, 2016 This is one of those must have mods that is truly deserving of the time and effort spent in making/updating, making a Kerbals life more realistically fun or deadly With fingers crossed for a1.2.1 compatible version, a thanks to all involved!... Quote Link to comment Share on other sites More sharing options...
SpaceToad Posted November 19, 2016 Share Posted November 19, 2016 Thought about G vapor at all? Quote Link to comment Share on other sites More sharing options...
Ser Posted November 20, 2016 Author Share Posted November 20, 2016 23 hours ago, Dentar said: This is one of those must have mods that is truly deserving of the time and effort spent in making/updating, making a Kerbals life more realistically fun or deadly With fingers crossed for a1.2.1 compatible version, a thanks to all involved!... Thanks. 1.2.1 compatible version will surely be there. You see, this mod doesn't depend on FAR and AJE unlike me, so I'm waiting for them for even start playing 1.2. Since Ferram seems to be actively working on FAR, I hope soon the wait should be over. 22 hours ago, SpaceToad said: Thought about G vapor at all? What do you mean "G vapor"? Quote Link to comment Share on other sites More sharing options...
Dentar Posted November 21, 2016 Share Posted November 21, 2016 Your welcome sir Ser, thanks again to and for you! "You see, this mod doesn't depend on FAR and AJE unlike me" lol... Dependencies on KSP mods may lead to withdrawal Quote Link to comment Share on other sites More sharing options...
SpaceToad Posted November 26, 2016 Share Posted November 26, 2016 On 11/20/2016 at 3:01 PM, Ser said: Thanks. 1.2.1 compatible version will surely be there. You see, this mod doesn't depend on FAR and AJE unlike me, so I'm waiting for them for even start playing 1.2. Since Ferram seems to be actively working on FAR, I hope soon the wait should be over. What do you mean "G vapor"? The condensation vapor that appears around the wings in certain meterological conditions as an effect of pulling massive G's. Similar to the sound barrier fog. Quote Link to comment Share on other sites More sharing options...
Ser Posted November 26, 2016 Author Share Posted November 26, 2016 6 hours ago, SpaceToad said: The condensation vapor that appears around the wings in certain meterological conditions as an effect of pulling massive G's. Similar to the sound barrier fog. This mod is intended to simulate physiological effects of g forces, so physical and environmental ones are out of it's scope. Quote Link to comment Share on other sites More sharing options...
Ser Posted January 18, 2017 Author Share Posted January 18, 2017 As I've promised not so long ago Version 0.4.0 is out Available on Spacedock Changes: KSP 1.2.2 compatibility Integration with stock G indications Timewarp compatibility Fixed some sounds being audible during G-LOC Fixed epileptic blinking on wake up from negative G-LOC Stock g-meters and notifications correspond to the mod's state. If you don't need them you may disable "Kerbal G limits" in the game's settings, the main mod's behaviour won't be affected. Kerbal experience and other stock g stats are ignored. Under OpenGL greyout shaders still display nothing but a black screen so disable them in config file in that case Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 18, 2017 Share Posted January 18, 2017 (edited) 4 hours ago, Ser said: As I've promised not so long ago Version 0.4.0 is out Available on Spacedock Changes: KSP 1.2.2 compatibility Integration with stock G indications Timewarp compatibility Fixed some sounds being audible during G-LOC Fixed epileptic blinking on wake up from negative G-LOC Stock g-meters and notifications correspond to the mod's state. If you don't need them you may disable "Kerbal G limits" in the game's settings, the main mod's behaviour won't be affected. Kerbal experience and other stock g stats are ignored. Under OpenGL greyout shaders still display nothing but a black screen so disable them in config file in that case You are only allowed to give 25 likes per day. You cannot give any more likes today. Looks like I'll have to like this tomorrow. Also, forum software is bothering me. OK Edited January 18, 2017 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
Jim Meillente Posted January 19, 2017 Share Posted January 19, 2017 8 hours ago, Ser said: As I've promised not so long ago Version 0.4.0 is out Available on Spacedock Changes: KSP 1.2.2 compatibility Integration with stock G indications Timewarp compatibility Fixed some sounds being audible during G-LOC Fixed epileptic blinking on wake up from negative G-LOC Stock g-meters and notifications correspond to the mod's state. If you don't need them you may disable "Kerbal G limits" in the game's settings, the main mod's behaviour won't be affected. Kerbal experience and other stock g stats are ignored. Under OpenGL greyout shaders still display nothing but a black screen so disable them in config file in that case Thank you for the update. Quote Link to comment Share on other sites More sharing options...
DocMop Posted January 19, 2017 Share Posted January 19, 2017 (edited) Is the log spamming intended? Using v0.4.0 http://images.akamai.steamusercontent.com/ugc/167031784773159763/5AC611D06E2AB476790669388513A5CA2167ECAB/ Logging is disabled! Settings: G-EFFECTS { gResistance = 300 //Expresses the ability of the blood system to resist G effects. Value of 100 is equal to a rookie not wearing a g-suit downwardGMultiplier = 1.0 //Multiplier of a G force that pulls a kerbal downwards upwardGMultiplier = 2.0 //Multiplier of a G force that pulls a kerbal upwards forwardGMultiplier = 0.5 //Multiplier of a G force that pulls a kerbal forward backwardGMultiplier = 0.75 //Multiplier of a G force that pulls a kerbal backward deltaGTolerance = 3 //The G effects start if the G value is below 1 - tolerance or above 1 + tolerance gDampingThreshold = 44 //Threshold for damping unnatural acceleration peaks caused by imperfect physics (in G per frame) gLocStartCoeff = 1.1 //How much more our poor kerbal should suffer after complete loss of vision to have a G-LOC gDeathCoeff = 20.0 //How much more should a kerbal suffer to die of a sustained over-g gDeathEnabled = true //Will the critical conditions and g-deaths take place or not IVAOnly = false //If set to true visual and sound effects will be rendered in IVA mode only but physical effects like G-LOC and loss of control will remain in all views //Greyout is a post-processing effect. It may conflict with other post-processing effects like b/w cameras etc, so disable greyouts if necessary. IVAGreyout = true //Greyout effect in IVA view mainCamGreyout = false //mainCam is used in 3rd person view. The effect is disabled by default because it eats up stock reenty and mach visual effects gLocFadeSpeed = 4 //Speed of fade-out visual effect when a kerbal is losing consciousness gLocScreenWarning = UNCONSCIOUS //Text of a warning displayed when a kerbal loses consciousness. Leave empty to disable. redoutRGB = 180,0,0 //Red, green, blue components of redout color (you can change it even to greenout in case you are certain that green men must have green blood) breathThresholdTime = 8 //Time threshold in seconds for a kerbal needed to breathe after AGSM maxBreaths = 6 //Maximum possible breath sounds to be played minBreaths = 2 //Minimum breath sounds to be played //You can disable specific sound effects by specifying 0 volumes. //Volumes are specified as a multiplier to KSP voice volume global setting (less than 1 means quieter, greater than 1 means louder) gruntsVolume = 0.8 //Volume of grunts and breath when a kerbal tries to push blood back in his head on positive and frontal over-G breathVolume = 0.8 //Volume of heavy breath when a kerbal rests after over-G heartBeatVolume = 1.0 //Volume of blood beating in kerbal's ears on negative over-G femaleVoicePitch = 1.3 //How much female kerbals' voice pitch is higher than males' one breathSoundPitch = 1.8 //Pitch of heavy breath's sounds //Kerbal personal modifiers are used as multipliers for the gResistance parameter and also affect the speed of G effects accumulation femaleModifier = 1.0 //How stronger are females than males //Modifiers by specialization traits. You can add any specialization here with the name matching its description in the game: TRAIT_MODIFIERS { Pilot = 1.3 Engineer = 1.0 Scientist = 1.0 Tourist = 0.6 } enableLogging = false //Enable this only in debug purposes as it floods the logs very much } Edited January 19, 2017 by DocMop Quote Link to comment Share on other sites More sharing options...
Ser Posted January 19, 2017 Author Share Posted January 19, 2017 3 hours ago, DocMop said: Is the log spamming intended? Using v0.4.0 http://images.akamai.steamusercontent.com/ugc/167031784773159763/5AC611D06E2AB476790669388513A5CA2167ECAB/ Bloody hell, I missed that debug logging. Tomorrow (in UTC) a quick fix will be released. Quote Link to comment Share on other sites More sharing options...
Ser Posted January 20, 2017 Author Share Posted January 20, 2017 A quick fix can be downloaded from Spacedock Removed unintentional log spam that could affect FPS. So the fix is recommended to download. Quote Link to comment Share on other sites More sharing options...
evileye.x Posted January 20, 2017 Share Posted January 20, 2017 (edited) Nice to see this mod revived, thanks @Ser. I used it during 1.0.x era, but once find out it was pretty bad for FPS. I will definetly try it out in 1.2.2 and check if it is the case any more. Also @Ser, have you thought of On 18.01.2017 at 11:46 PM, Ser said: Kerbal experience and other stock g stats are ignored. What about changing to integrate stock settings and stats? Any special reasons you don't want to?... Edited January 20, 2017 by evileye.x Quote Link to comment Share on other sites More sharing options...
Ser Posted January 20, 2017 Author Share Posted January 20, 2017 54 minutes ago, evileye.x said: I used it during 1.0.x era, but once find out it was pretty bad for FPS. I will definetly try it out in 1.2.2 and check if it is the case any more. FPS? Haven't notice such problems, except for the cases when logs were heavily spammed which meant that per every frame there were several seek and write disk operations that would hurt performance. Normally this mod doesn't perform any heavy calculations or searches, nor loads any significant number of textures so there shouldn't be any FPS impact at all. If you notice something feel free to report. 1 hour ago, evileye.x said: What about changing to integrate stock settings and stats? Any special reasons you don't want to?... I haven't done anything about it to not delay KSP 1.2.2 compatible release any further. Speaking of stock settings integration, there are pros and cons. It would be nice to have G settings in the same convenient place but on the other hand if when Squad decides to move them or change the way they work that would break half of the mod and would require to get everything together again, do tests etc. So in terms of time that means to spend more time on integration in order to spend more time fixing it in the future. So settings are not of the highest priority, I'm satisfied that at least everything works at the moment. As for stock stats, initially I was against them because it's unrealistic to raise G tolerance based on experience. Real astronauts/pilots train for years to withstand G forces, actually being an astronaut means to have regular centrifuge training to keep an appropriate shape, not to get a star for just one flight and a great strength with it. What can really happen after a single mission is a significant shape loss due to continuous living in zero-G environment. That effect is simulated by the KeepFit mod and it was intended that G-effects should be used together with it to have varying G capability for kerbals in a realistic way. Also I have some doubts on KSP 1.2.2 new stats. "G endurance 2.12x" - what does that mean? Can you tell up to hundredths how stronger you are than your mate or exactly how stronger you became after a single event? I think if such numbers exist they should be hidden deep inside logic and we should see only some statistics on the number of missions, days in service or something like that. On the other hand, in KSP world many things happen instantly: rocket building, technology research and many other things. So gaining experience and G stats could fit that compressed time paradigm. "G endurance" numbers could be thought of as a result of a centrifuge test that a kerbal has already passed behind the scenes. Don't know. I'll look further on how stock stats work and think about that more, so discussion isn't closed yet. Quote Link to comment Share on other sites More sharing options...
diomedea Posted January 20, 2017 Share Posted January 20, 2017 Hi Ser, thanks for keeping this mod alive. Unfortunately, seems I've found an incompatibility. KSP 1.2.2, Win_x64, G-effects (latest 0.4.0 quickfix version) and RemoteTech (latest 1.8.4 version) (plus latest MM 2.7.5 as it's mandatory with RT). With any single-crewed pod, but also with multiple-crewed pods if less than 2 crew members are in, vessels aren't controllable when also RemoteTech is installed (uncontrollable meaning they won't respond to any command). Even having an antenna active (what is normally enough to control uncrewed probes with RemoteTech) doesn't work when G-effects is installed and 1 or less crewmembers are with the pod. Absolutely nothing in the log shows an issue. It's currently unclear to me if the issue should be dealt from this side or RemoteTech's, but hope this report provides enough info to diagnose and fix it. Output_log.txt (doesn't show aything of value to me) Quote Link to comment Share on other sites More sharing options...
Ser Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) 9 minutes ago, diomedea said: Hi Ser, thanks for keeping this mod alive. Unfortunately, seems I've found an incompatibility. KSP 1.2.2, Win_x64, G-effects (latest 0.4.0 quickfix version) and RemoteTech (latest 1.8.4 version) (plus latest MM 2.7.5 as it's mandatory with RT). With any single-crewed pod, but also with multiple-crewed pods if less than 2 crew members are in, vessels aren't controllable when also RemoteTech is installed (uncontrollable meaning they won't respond to any command). Even having an antenna active (what is normally enough to control uncrewed probes with RemoteTech) doesn't work when G-effects is installed and 1 or less crewmembers are with the pod. Absolutely nothing in the log shows an issue. It's currently unclear to me if the issue should be dealt from this side or RemoteTech's, but hope this report provides enough info to diagnose and fix it. Output_log.txt (doesn't show aything of value to me) Thanks for the report, I'll look into this. As I understood, uncontrollable are the vessels with lack of crew, right? Edited January 20, 2017 by Ser Quote Link to comment Share on other sites More sharing options...
diomedea Posted January 20, 2017 Share Posted January 20, 2017 4 minutes ago, Ser said: Thanks for the report, I'll look into this. As I understood, vessels are uncontrollable with lack of crew, right? Unmanned probes are fully controllable (if they have an active connection, as required with RemoteTech). Manned pods would normally not require a connection to be controllable in RT, but when G-effects is also installed, they aren't unless more than 1 crew mans them. Quote Link to comment Share on other sites More sharing options...
evileye.x Posted January 20, 2017 Share Posted January 20, 2017 Ok, tried and no luck - FPS dropped from 36 to 22 on a runway. And the plane is uncontrolable. Quote Link to comment Share on other sites More sharing options...
Ser Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) 9 minutes ago, evileye.x said: Ok, tried and no luck - FPS dropped from 36 to 22 on a runway. And the plane is uncontrolable. Which mods are installed? And post your KSP.log file please. Edited January 20, 2017 by Ser Quote Link to comment Share on other sites More sharing options...
evileye.x Posted January 20, 2017 Share Posted January 20, 2017 23 minutes ago, Ser said: Which mods are installed? And post your KSP.log file please. https://www.dropbox.com/s/nh5xn6iqafvps8j/KSP2.log?dl=0 >100 mods, so I don't insist you to support my issue, just wanted to help you with testing. Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 20, 2017 Share Posted January 20, 2017 (edited) I also did a bit testing today with latest "log spam fix" version and log spam is definitely gone, but also in my case modded install dropping from solid >60fps ~25fps. Then i tried again with fresh install only with this mod and tried both 32/64bit and couldn't control any stock planes on runway at all. It was just like total "input lock" or something. I'm sorry but i can't provide more information/logs today since i already left from home and i'll be back in business on monday. Just wanted to confirm/comment i have also similar problems with mod as evileye.x. So in this current state this is pretty useless report tbh. If still need logs after weekend or more tinkering later i would be happy to provide some more help when i could Edited January 20, 2017 by Murdox Quote Link to comment Share on other sites More sharing options...
Ser Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) @diomedea @evileye.x @Murdox Try this build: https://github.com/SerTheGreat/G-Effects/releases/download/v0.4.0-rt-fix/G-Effects-0.4.0-rt-fix.zip and let me know whether bugs and FPS drops persist or not I just tried with G-Effects and without it using GCMonitor and hadn't notice any FPS difference. Edited January 20, 2017 by Ser Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 20, 2017 Share Posted January 20, 2017 that fix dropped for sure faster than light... warp drive wizard hyperedit kraken lord i say. anyways i need to count on other guys with this problem untill monday. Thanks for fast answer/potential fix and thanks for all your mod updates laters! Quote Link to comment Share on other sites More sharing options...
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