Jump to content

Search the Community

Showing results for tags 'g-effects'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 2 results

  1. 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
  2. The work was originally started by russnash37 who gave a permission to take over and extend his project Supported KSP version: 1.2.2, 1.3.0 License: GNU GPLv3 (included) Source code: on GitHub I've tried to make focus on realism as much as I 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. You can use this mod together with KeepFit by timmers_uk. In this case kerbals' fitness will affect their ability to withstand over G effects (supported by G-Effects v0.2.3+ and KeepFit v0.8.3.3+). Download from SpaceDock (for KSP 1.3.0) Download from SpaceDock (for KSP 1.2.2) If you don't have a joystick it is recommended to use with Analog Control Continued mod for the best aircraft experience Installation: Save the old G-Effects.cfg file if you have changed it. Delete previous version of the mod. Place contents of the zip into your KSP/GameData folder. You'll have to enter the config params you have saved manually into the new version's configuration file because it has several important changes. 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. Configuration: Configuration of the mod is done via G-Effects.cfg file. Look through it to have an exhaustive description of its parameters. The major parameters of those you can fine tune are: A common kerbal's ability to resist G effects Restrict video and audio effects to IVA mode only Severity of effects of G forces applied from different directions How much specialization help a kerbal to resist an over-G Disable G-deaths and more The sounds are still a little WIP so you always have an option to disable them via config file if you find'em too annoying. Anyway, after trying the mod please respond to the poll in this thread for I knew which way to move further. Would also appreciate any comments or suggestions. Known issues and limitations: 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. Planned features:
×
×
  • Create New...