Ser Posted September 4, 2015 Author Share Posted September 4, 2015 (edited) People, why have you started to download v0.1.2 of this mod? Is that just a kerbalstuff statistic bug or are there any troubles with the latest versions noone is telling about? Edited September 4, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Ser Posted November 11, 2015 Author Share Posted November 11, 2015 Made some minor tests and the mod seems to still work with KSP 1.0.5.A new version and more thorough tests are upcoming so an update will be released soon anyway. Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted November 11, 2015 Share Posted November 11, 2015 Great news! Quote Link to comment Share on other sites More sharing options...
Ser Posted November 14, 2015 Author Share Posted November 14, 2015 (edited) Version 0.2.3 is outChanges:Loss of color vision (a.k.a "greyout") effect addedKeepFit mod interoperability implemented. This means that if you have KeepFit installed (optional) then kerbals' ability to withstand over G will also depend on their fitness levels from KeepFit. You'll need KeepFit of version not lower than 0.8.3.3 for that.Default damping threshold lowered to eliminate over G effects when going EVARecompiled with KSP 1.0.5 Edited November 14, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted November 14, 2015 Share Posted November 14, 2015 Great! Quote Link to comment Share on other sites More sharing options...
Anquietas314 Posted November 22, 2015 Share Posted November 22, 2015 (edited) Bug report for 0.2.3: with this mod installed, the stock mach and reentry effects seem to be broken. [SPOILER="screenshot"]A slightly modified version of the stock Osprey being flown in sandbox [IMG]http://i.imgur.com/fP9xRCn.jpg[/IMG][/SPOILER] I've tried installing via CKAN and kerbalstuff, same issue in both cases. Running the steam version of the game (1.0.5 w/ silent update) on windows 10. Great mod though besides this one issue :D Edited November 22, 2015 by armagheddonsgw Quote Link to comment Share on other sites More sharing options...
Ser Posted November 22, 2015 Author Share Posted November 22, 2015 (edited) [quote name='armagheddonsgw']Bug report for 0.2.3: with this mod installed, the stock mach and reentry effects seem to be broken.[/QUOTE] That's strange. I play with this mod all the time and reentry and mach effects seem to be ok. I cannot even suppose how my mod might affect that. Could you provide your output_log.txt file from KSP_Data folder when that happens? Edited November 22, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Anquietas314 Posted November 22, 2015 Share Posted November 22, 2015 (edited) [quote name='Ser']Could you provide your output_log.txt file from KSP_Data folder when that happens?[/QUOTE] Sure: [URL="https://dl.dropboxusercontent.com/u/96846275/Logs.zip"]Logs[/URL] I've included KSP.log and settings.cfg from the main folder as well, although a quick look through both logs doesn't point to anything. For some reason though KSP identifies win10 as 8.1. As for what might be affecting it, shader bugs can cause all sorts of weird stuff in my experience :confused: - especially the platform specific kind. EDIT: I should add, I'm running the game from a copy separated from steam so potential game updates don't break things, hence the steamworks errors in the log. I've checked with the copy in my steam folder, and it doesn't matter. Edited November 22, 2015 by armagheddonsgw Quote Link to comment Share on other sites More sharing options...
Ser Posted November 23, 2015 Author Share Posted November 23, 2015 (edited) armagheddonsgw, I've managed to repeat it but can't figure out why it happens in certain cases. You can use [URL="https://github.com/SerTheGreat/G-Effects/releases/download/v0.2.2/G-Effects-0.2.2.zip"]the previous version 0.2.2[/URL] until I fix the issue. It has not much difference from the current one, just lacks that greyout shader and KeepFit integration. If you choose to use the previous version set gDampingThreshold to 44 in the config file to get rid of weird effects when going on EVA. Edited November 23, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted November 25, 2015 Share Posted November 25, 2015 Does the crash to desktop bug still occur when you launch an unmanned vehicle? Quote Link to comment Share on other sites More sharing options...
Ser Posted November 25, 2015 Author Share Posted November 25, 2015 (edited) [quote name='Galenmacil']Does the crash to desktop bug still occur when you launch an unmanned vehicle?[/QUOTE] How often do you experience that? I'm not aware of the bug. So please figure out that yourself and if something weird happens with the mod post your output_log.txt from KSP_Data folder here. In the majority of cases the crash to desktop is caused by memory overflow due to several heavy mods used (parts and visuals). If you're on Win you could also install the mod named GCMonitor that displays the available amount of memory. That'll help to sort things out. Edited November 25, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Ser Posted December 1, 2015 Author Share Posted December 1, 2015 (edited) I've tried several other mods using post-processing shaders (like b/w cams etc.) and found that they eat up reentry and mach visual effects too. Seems like it is a common KSP trouble with the main camera and post-processing conflicts. A version with workaround is on the way. Edited December 1, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Ser Posted December 2, 2015 Author Share Posted December 2, 2015 (edited) Version 0.3.1 is out This version still supports interoperability with KeepFit. Changes: Slightly improved greyout effect Added config options to enable/disable greyouts There are separate options to disable greyouts for 3rd person and IVA. By default only IVA greyout is enabled. 3rd person one is disabled to solve the not visible mach and reentry effects issue. If you wish you can enable it back but most likely you won't see reentry effects in that case. If you are going to use mods like MovieTime or HullCam it is advised to disable corresponding greyout for desired camera effects worked properly. All that's because of how post-processing effects work in KSP: there can be only one. I'll keep trying to find a more functional solution to implement it in future versions. Edited December 2, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Ser Posted February 15, 2016 Author Share Posted February 15, 2016 Because of sad news from KerbalStuff, the download link was changed to GitHub. You should download G-Effects-...zip from the page that opens. Quote Link to comment Share on other sites More sharing options...
Matuchkin Posted February 18, 2016 Share Posted February 18, 2016 (edited) In the video, did you just survive being unconcious in a damn airplane? What? Edited February 18, 2016 by Matuchkin Quote Link to comment Share on other sites More sharing options...
Ser Posted February 19, 2016 Author Share Posted February 19, 2016 12 hours ago, Matuchkin said: In the video, did you just survive being unconcious in a damn airplane? What? Yes, why not? Over-G had been caused by a pilot pushing on the stick. When he loses consciousness he drops the stick, control surfaces return to neutral positions and thus G-load relaxes too. Having normal G, a pilot wakes up after a few seconds and if the airplane wasn't pointing towards the ground he survives. Of course, in the real life there's a problem of a possible pilot's leaning on controls on G-LOC. And if that doesn't happen there's a risk of some uncontrolled muscular contractions on wake up causing some random inputs + several seconds of disorientation afterwards. That's not simulated, but... may be it should. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 8, 2016 Share Posted March 8, 2016 I am not seeing any G-Effects, no matter how high G's I pull. Is this mod known to conflict with anything? Quote Link to comment Share on other sites More sharing options...
Ser Posted March 8, 2016 Author Share Posted March 8, 2016 8 hours ago, theonegalen said: I am not seeing any G-Effects, no matter how high G's I pull. Is this mod known to conflict with anything? No, it's not known to conflict with anything. Post a link to your output_log.txt please Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 9, 2016 Share Posted March 9, 2016 (edited) 20 hours ago, Ser said: No, it's not known to conflict with anything. Post a link to your output_log.txt please here - on google drive because my dropbox is full This log is from when I just now dropped G-Effects into my completely stock install, and saw no G-Effects. EDIT: Upon further testing, I'm only seeing red-out effects, not blackouts. Edited March 9, 2016 by theonegalen Quote Link to comment Share on other sites More sharing options...
dcompart Posted March 11, 2016 Share Posted March 11, 2016 I don't know if this has been added or discussed, but could you add lateral Gs as well? Quote Link to comment Share on other sites More sharing options...
Ser Posted March 12, 2016 Author Share Posted March 12, 2016 (edited) On 09.03.2016 at 6:44 AM, theonegalen said: here - on google drive because my dropbox is full This log is from when I just now dropped G-Effects into my completely stock install, and saw no G-Effects. EDIT: Upon further testing, I'm only seeing red-out effects, not blackouts. The same issue has been reported once. Have you any non-standard settings? Could you also change the enableLogging to true in the mod's cfg file and post that output_log.txt? Sorry for delays, I'm at a ski resort now so I won't be able to launch KSP and try anything for the next week. On 11.03.2016 at 8:55 PM, dcompart said: I don't know if this has been added or discussed, but could you add lateral Gs as well? What do you mean by "lateral Gs"? The ones that act in the forward - backward direction are already implemented, they just have higher tolerances than longitudal Gs. Or may be you mean the forces that act in the direction from one shoulder to another? They are not implemented because of two reasons: first, it is hard to imagine a vessel design that makes them significant and second, there's few to none info about RL tolerances and effects of such forces. If you still need them in the mod I could think about implementing them somehow. Edited March 12, 2016 by Ser Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 13, 2016 Share Posted March 13, 2016 16 hours ago, Ser said: The same issue has been reported once. Have you any non-standard settings? Could you also change the enableLogging to true in the mod's cfg file and post that output_log.txt? Sorry for delays, I'm at a ski resort now so I won't be able to launch KSP and try anything for the next week. No problem, thanks for the help. I think I'm using all the settings that the mod came with. I'll try again with logging enabled tomorrow. Quote Link to comment Share on other sites More sharing options...
Ser Posted March 22, 2016 Author Share Posted March 22, 2016 On 13.03.2016 at 1:28 PM, theonegalen said: No problem, thanks for the help. I think I'm using all the settings that the mod came with. I'll try again with logging enabled tomorrow. Do you still have the issue? I'd like to fix it but can't reproduce. Quote Link to comment Share on other sites More sharing options...
quadro7f Posted March 31, 2016 Share Posted March 31, 2016 I wanna report of some stange bug - I don't see any G-Effects (the black, the reds and a G-loc) after I add more than 3 kerbals in a crew. Yet, for a single and two members everything works perfectly tho. Here is some screens: Spoiler 5 crew, no effects during maneuvers and after the loosing of control: Same goes for 3 kerbals (notice the G-indicator at max there): But for a two and a single pilot works just perfectly: I have no idea why it's so.. My specs and mods are: Spoiler CPU i7-5820K, RAMM 16Gb DDR4, Video AMD Radeon HD 5800 (2Gb), Windows 7 64bit KSP 1.0.5 (64bit hack, forced OpenGL, on max graphics, stable as hell) Mods: All of them works perfectly tho, but maybe some may cause a conflict with G-Effects? or idk Quote Link to comment Share on other sites More sharing options...
Ser Posted March 31, 2016 Author Share Posted March 31, 2016 (edited) 1 hour ago, quadro7f said: I wanna report of some stange bug - I don't see any G-Effects (the black, the reds and a G-loc) after I add more than 3 kerbals in a crew. Yet, for a single and two members everything works perfectly tho. All of them works perfectly tho, but maybe some may cause a conflict with G-Effects? or idk Thanks for reporting, I'll try to reproduce that. No conflicts are known to cause the behaviour you are reporting. EDIT: as I can see on the first screenshot only Valentina is unconscious and no effects, that's strange. Have you ever made them all lose consciousness? Also it would be useful if you enabled logging in G-Effects config, achieved the issue and posted a link to output_log.txt after that. Edited March 31, 2016 by Ser Quote Link to comment Share on other sites More sharing options...
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