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Everything posted by AMPW
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[1.12.5] G-Effects-Reaffected: blackouts, redouts, G-LOCs [v2.0.1 hotfix]
AMPW replied to AMPW's topic in KSP1 Mod Releases
The blackout/redout start is different and it also depends on the trait. While I agree that it would be good to have it as the stock values I don't know any way to change the g stats of kerbals and it would only apply for one direction. The default for g death is 20 times the cumulative g of complete loss of vision (g Loc is at 1.1), which is probaply too much, and it makes it dynamic so it's not possible to give a value for that. The menu also has descriptions for the different parameters, blackout can occure at 1 + deltaGtolerance and redout can occure at 1 - deltaGtolerance. I think it's a bit off for traits which don't have 1x multiplier. Simpler controls would be possible but this mod aims for more realistic g effects so it needs quiet a few settings (I only view it from the mod maker perspective so it doesn't seem that complicated). -
[1.12.5] G-Effects-Reaffected: blackouts, redouts, G-LOCs [v2.0.1 hotfix]
AMPW replied to AMPW's topic in KSP1 Mod Releases
Hi, so I have tested it with stock and rse and I wasn't able to notice anything but this doesn't really mean anything. It's possible that I'm just not able to notice the difference. Just for clarification, does it happens always during the flight or only when sound from this mod is played? In any case, I don't really know what to do about it. Because it is still the original code for the sound I'll look if there's a new/different way to play sound in ksp which might be not affected by this issue. -
[1.12.5] G-Effects-Reaffected: blackouts, redouts, G-LOCs [v2.0.1 hotfix]
AMPW replied to AMPW's topic in KSP1 Mod Releases
I'll have a look at that, thanks for the report. I also noticed that the wake up is too sudden and I wanted to get the hot fix out so it's working at all but I'll change that. I haven't thought about something during the black out but I can agree that it would be better than just darkness. If you pause the game then the g effects aren't added, this is because of some limitations of my current solution. I sometimes use this to orientat me during the blackout. The reverse effect seems pretty unrealistic to me and I want to keep it somewhat accurate (disclaimer: I don't really know anything about g effects) but maybe I'll implement it as an option. Thanks a lot. -
[1.12.5] G-Effects-Reaffected: blackouts, redouts, G-LOCs [v2.0.1 hotfix]
AMPW replied to AMPW's topic in KSP1 Mod Releases
I think if the g limits from this mod are disabled then the stock ones are used. There shouldn't be any interference between the two systems, the custom one is just overwriting the stock values each frame but all of the g effects part is done internally. It already has 1x multiplier as fallback when the profession isn't found in the cfg file but I'll add a other setting. I found a temporary solution to fix this, will be released soon in a hotfix. I also found that the ingame settings are broken which should be fixed asap so I'll have to look into that first. -
[1.12.5] G-Effects-Reaffected: blackouts, redouts, G-LOCs [v2.0.1 hotfix]
AMPW replied to AMPW's topic in KSP1 Mod Releases
By default the calculations for the g tolerance are custom ones from this mod so the values from the individual kerbals are ignored. All kerbals are trained equally, the only difference is the gender and profession. Depending on the direction it's -2 or +4 g before g effects can appear but it takes way too much time for this to happen. The relevant config parts and the calculations are the orginal ones from ser but there's something wrong, thanks for the report, will need to look into that later. The profession adjustments are all defined in the config file, it's possible to add custom ones there but I'll add a modifier for others that aren't definied. I don't play with mks or other mods with more professions but maybe I'll have a look at them. I don't want to add other professions to the ingame menu because there's already too much there and not everyone has extra ones. -
[1.12] B9 Procedural Wings Fork, Modified
AMPW replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, this is a really great mod but I have several planes that I can't really build because I'm limited by the wingtip offset maximum. I know that this is a very special case but could someone help me find where this maximum is definded? I have no problem with compiling the dll myself but I can't find this maximum. Thanks in advance. -
This is a continuation of Sers awsome G-Effects mod. Originally started by russnash37 and then continued by Ser until KSP 1.3. Check out Sers post for more information and a video showing the effects. Supported KSP version: 1.12.5 Should be compatible with KSP >= 1.8 License: GNU GPLv3 (included) Source code: github Dependencies: None This mod might be incompatible with other mods that change how Kerbals are affected by g-forces because it replaces the default system with a custom one. Download from Spacedock Now Stock integration: 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 still ignored. Ser tried to make focus on realism as much as he was able to research the subject so the default settings assume that all kerbals including tourists are trained astronauts wearing G-suits. Pilots are more trained than others, of course. The following G-effects are simulated: Blackouts/redouts Loss of color vision a.k.a greyout Tunnel vision as G rises Kerbals grunt while they perform AGSM (anti-G straining maneuver) and take a heavy breath after Blood beating in kerbal's ears on redout (wear headphones with good bass and you'll feel it) G-LOC (G-induced loss of consciousness) Kerbal deaths of a sustained over-G G forces have different severity in four directions: upward, downward, backward, forward, so you may find that a kerbal launched in a rocket stands more G than a kerbal piloting a plane upside down on a circular trajectory. Kerbal's specialization also affects how much he can stand. IMPORTANT v2.0.0 and the previous version had a few issues that I haven't spotted. Sorry for that and thanks to PicoSpace for pointing out some of them. KeepFit is no longer supported. Installation: Place contents of the GameData folder of the zip into your KSP/GameData folder Configuration: Configuration of the mod is done via G-Effects.cfg file. Look through it to have an exhaustive description of its parameters. I have added almost all of the settings into two ingame setting tabs, the settings have either a tooltip when hovering over the slider or are simple enough to don't need one. Please be aware that the formatting of the config file will be worse after saving the configuration ingame but all descriptions are retained. Known issues and limitations: Be careful with various tweaks that may lead to some sudden acceleration rise or collision lags, for example ejection or undocking force tweaks, as they may cause crew to lose consciousness or even die of excessive g forces. G-forces caused by a ship's rotation don't affect because they are not likely to be severe enough to induce any significant effects. Effects are calculated for the active vessel's crew only. You can switch to another vessel and back and have effects applied as if they have just started. The overlay can sometimes partially stay and won't fade away. Sometimes the overlay won't get removed, not even while paused. Negative g-effects (redout) can be countered by positive over g and vice versa. To be implemented: option to choose between stock and this mods g effects calculation
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[1.12.x] Textures Unlimited Recolour Depot
AMPW replied to Manwith Noname's topic in KSP1 Mod Development
Very awesome mods, thx for all of the work done. However, there are many unsupported mods. Are there any resources on how to create the configs for turd and also would it be possible to overpaint unsupported parts with a specific color and transparency? This would at least give some use for unsupported parts. -
[1.3.0, 1.2.2] G-Effects: blackouts, redouts, G-LOCs [v0.4.2] (2017 Jun, 25)
AMPW replied to Ser's topic in KSP1 Mod Releases
I managed to get it working on 1.12 and I'm planning a release soon but there are a few things that I want to do first, mainly a menu to partially disable it. Edit: I have released it now, you can find it in my profile. There's still some work to do but thanks to Ser it's not that much. -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
AMPW replied to DocNappers's topic in KSP1 Mod Releases
The Logs haven't shown any obvious problem but through some testing I found out that principa was the problem. Idk why because it's for a totally different part but at least I found the root.- 673 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
AMPW replied to DocNappers's topic in KSP1 Mod Releases
Hi, so I'm having some problems with the vessel mover and switcher, mainly that the vessel mover isn't really taking the craft, the craft gets picked up by the vessel mover but falls back to the ground. Vessel switcher seems to change the orientation and the craft crashes because of that. I have quiet a few mods installed but my guess is currently some problem with far and rss. The other mods are mainly parts or likely unrelated, so my question is, are there any problems related to far known? Thanks in advance and have a nice day.- 673 replies
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- bdarmory plus
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