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Collision FX Add some drama to your rough landings! Collision FX adds sparks and dust, with sound and lighting effects when you collide or scrape your craft. Landing gear also has a rubbery screech on contacting the ground. Click for full album Downloads CurseForge | GitHub Requires Module Manager Download packages, binaries and libraries licensed All Rights Reserved. Sounds assets used under licence individually, see Readme for details. Source included, project also available on GitHub licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Planned features Smoke alongside the sparks and with tyre screeching. Multiple sound effects. Different effects for different surfaces. Scraping speed controlled via crossfading different sounds rather than changing tempo. Steam when hot parts contact water. Fragments breaking off when parts are being damaged by reentry heat. Shrapnel when colliding in a vacuum. Change log v4.0 (2017-03-09) Rebuilt for KSP 1.2.2. Improved collision handling for wheels. Updated biome configuration for new biomes. v3.3 (2015-11-04) Added biome-specific dust effects. Fixed bug with light intensity being much higher than intended. Lowered light intensity and made it cfg adjustable. Added a new sound. v3.2 (2015-05-14) Fixed KF regression in previous release. Landing gear now generate dust effects. v3.1 (2015-05-13) Fixed spark sounds not stopping. v3.0.2 (2015-05-07) Support for Adjustable Landing Gear v1.1.0. Support for Kerbal Foundries v1.8G. Updated to Module Manager 2.6.3. v3.0.1 (2015-04-30) Fixed wheels causing sparks. v3.0 (2015-04-30) Rebuilt for KSP 1.00 Fixed EVA kerbals causing sparks. Added collision sound for EVA kerbals. Updated to Module Manager 2.6.2. v2.2 (2015-01-14) Added different effects for different biomes around Kerbin. Now includes module manager. v2.1 (2014-12-18) Rebuilt for KSP 0.90. Modified collision detection. Added Gaalidas' fix for Kerbal Foundries parts. v2.0 (2014-12-02) Fixed wheel, repulsor and track parts from Modular Multiwheels and Kerbal Foundries showing sparks. Improved collision detection. Fixed stuck lights and sounds. v1.2 (2014-12-02) Disabled effects for EVA kerbals and Kerbal Foundries wheels and tracks. v1.1 (2014-11-29) Fixed issues with wheels producing sparks in some cases. Disabled effects for Firespitter wheels as they have their own effects. v1.0 (2014-11-29) Initial release.
Previously we have had the discussion here about the hazards of space travel. http://microcapmagazine.com/2016-03-12-researchers-found-that-ancient-dust-found-in-meteorites-actually-came-from-exploding-stars/ This article discusses the origin of dust. The authors found using fingerprint Isotopes that particles in the meteorite, basically dust grains, prolly did not form in space, but formed in a classical Nova (reaction of a binary star companion with a dwarf) shooting essentially grains of dust into space. Previously people have been thinking that gas ejected from nova slowed down and interacted in places like our oort cloud forming dust, this study shows that the particles actually are ejected into space.
http://www.cosmosup.com/hypergiant-red-star-vy-canis-majoris-is-going-to-die-soon/ VYcm is a very large red giant that is heading toward its immenent demise. The star is ejecting cuurently mass from its outer layers into the surrounding media, when the corona loses enough mass it will begin to collapse. The scientist of this article have found that the star is beginning to produce increasing larger dust grains. I speculate these are prolly being turned up from the radioactive core. They also claim that the larger dust grains would likely survive the pending explosion being accelerated in the surrounding media. Such large grains are useful for accretion models of the type that formed our solar system, in the same way certain salts can be used to seed rain clouds.