Ser Posted July 1, 2015 Author Share Posted July 1, 2015 (edited) Does this mod have any other requirements like FAR etc? I installed it and it isn't working for me.No, it doesn't require any other mods. Please check that you have this exact folder structure: [KSP_Folder]\Gamedata\G-Effects\Plugins [KSP_Folder]\Gamedata\G-Effects\SoundsAnd the file blackout.png is in the folder [KSP_Folder]\Gamedata\G-Effects\Post a link to your KSP_Data\output_log.txt and KSP.log files.EDIT: Are you sure the root part of your vessel isn't a probe core? Edited July 1, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 2, 2015 Share Posted July 2, 2015 Hi, first congratulation for this mod, it's really beautiful.I had an issue with it. Undocking a 3man Pod from a station, I had the crew inside the capsule Uncoscious for a while. Is it a known issue? Or am I the first to have this? Quote Link to comment Share on other sites More sharing options...
Ser Posted July 2, 2015 Author Share Posted July 2, 2015 Hi, first congratulation for this mod, it's really beautiful.I had an issue with it. Undocking a 3man Pod from a station, I had the crew inside the capsule Uncoscious for a while. Is it a known issue? Or am I the first to have this?Congratulations, you are the first I'll take a look at this.Does that happen every time you undock or randomly? Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 2, 2015 Share Posted July 2, 2015 It happened to me just one time, the first time I changed the crew of the station. This evening I'll re try it and I'll let you know. Quote Link to comment Share on other sites More sharing options...
abowl Posted July 2, 2015 Share Posted July 2, 2015 Just got a new idea. What if the g's drain a new resource. Ah let me start over.You lose control of a craft if the probe runs out of electricity. You dont have this problem with manned flights. What if the g forces could drain a new type of resource, that if drained would make you lose control of the craft until the resource came back.For example pulling too high g's will lead to the resource rapidly draining. When drained. You cant control the craft. The resource - lets call it consoucness for now - replenishes passively. Quote Link to comment Share on other sites More sharing options...
Ser Posted July 2, 2015 Author Share Posted July 2, 2015 (edited) If I understood you right it is implemented just in the way you've described. In the source code it is called "cumulativeG". It "accumulates" the harm of g forces applied to a kerbal. When it is high enough, the black/red out starts, if rises further then the kerbal loses consciousness and control. When the g forces go down it "replenishes" at some rate. It is different from a resource just in the fact that it's amount is not displayed anywhere.Or may be you have an issue of not losing control on G-LOC? Edited July 2, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 2, 2015 Share Posted July 2, 2015 Ok, I made some tests, and it seems that the issue isn't related to this mod, but another collision issue of KSP.When you undock to ships, it seems that sometimes, randomly, those two collides at high speed, maybe cause KSP see those as a single part. On the ground, one part will explode (docking port), in space they just separe themselves, but with a high G-load, that cause the Unconscious state.I suspect that Squad needs to focus on collision issues before anything else. Quote Link to comment Share on other sites More sharing options...
Ser Posted July 3, 2015 Author Share Posted July 3, 2015 (edited) Nansuchao, thanks for reporting that. I'll try to find a workaround because currently I'm implementing g deaths and it would be nice for a crew to survive that glitch. But until it's fixed we'll call it a sudden depressurization Edited July 3, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 3, 2015 Share Posted July 3, 2015 In this case, can I suggest to have this option toggable? Actually KSP has a great issue with collision, and maybe loose crew on a distant mission due to two undocking vessel it's too much... Quote Link to comment Share on other sites More sharing options...
Ser Posted July 3, 2015 Author Share Posted July 3, 2015 (edited) Of course. If you look into G-Effects.cfg you'll see that I usually try to make as much parameters as possible to be configurable. May be it will be turned off by default for several updates until I'm sure that the majority of hazards have a work around. Edited July 3, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 3, 2015 Share Posted July 3, 2015 Thank you, I hope they resolve the collision issue, actually going Eva is terribly dangerous... Quote Link to comment Share on other sites More sharing options...
Ser Posted July 3, 2015 Author Share Posted July 3, 2015 actually going Eva is terribly dangerous...Well, there's some realism in that fact Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 3, 2015 Share Posted July 3, 2015 Of course. But real astronauts haven't to worry about to be kicked out of the solar system touching a part of their ship, or die descending a ladder or coming out from a hatch for no reason... For realism I use TAC LF, KIS/KAS (and the EVA controls doesn't help), but for the love of the Kraken, I don't want to be worried of my own ship ;-) Quote Link to comment Share on other sites More sharing options...
Ser Posted July 3, 2015 Author Share Posted July 3, 2015 (edited) or die descending a ladder or coming out from a hatch for no reason... Alexey Leonov, the first man who was on EVA in space, had big, nearly fatal troubles trying to return back to his ship. Such things aren't simulated in KSP but others are Just kidding. Of course glitches cannot be welcome because you have nothing to do with them. But I think most of the collision-related stuff could be addressed to Unity engine. Squad moves KSP to Unity 5, so hope most of the issues will be solved, though there's no doubt we'll get the others. Edited July 3, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 3, 2015 Share Posted July 3, 2015 Yes, no doubt at all, sadly. Little OP. I just had a Munar Mission almost lost cause the gimbals of the three engines were fighting against the SAS. I had to disable the gimbals, but it's so sad to fight against glitch this way. I think I'll enjoy more hard realism like Kaboom and Entropy, but until the game works in this way... Quote Link to comment Share on other sites More sharing options...
Ser Posted July 3, 2015 Author Share Posted July 3, 2015 There are mods that fix gimbal and SAS issues. Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 3, 2015 Share Posted July 3, 2015 Really? Which one? Quote Link to comment Share on other sites More sharing options...
Ser Posted July 3, 2015 Author Share Posted July 3, 2015 Stock bug fixes are the first place to look. A gimbal fix was there.Crzyrndm's mods workshop for some improved SAS.I haven't tested them much but I think they worth to try. Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 3, 2015 Share Posted July 3, 2015 I have Stock Bug Fixes, the great work from Claw. The other one is new to me, thanks for the info. Quote Link to comment Share on other sites More sharing options...
Scientist Posted July 8, 2015 Share Posted July 8, 2015 ah far as realism goes, another mod called keepfit basicly simulates fitness in space, and the g forces that can be handled (both short term and long time durattion) before kerbal dies, basicly its simulating brittle bones - your mod does the classic G effects for vision etc that are more commonly known, would said effects ever be different when considering time spent in space such as keepfit does?heart would do less work in 0G, and get weaker, so i would think threshhold would lowerpoint being, perhaps interface with keepfit, if available, and follow its numbers for influence?could be a 2nd dll, only enabling keepfit effects if its installed Quote Link to comment Share on other sites More sharing options...
Ser Posted July 9, 2015 Author Share Posted July 9, 2015 (edited) I know the Keepfit mod and have thought about its integration. My mod doesn't take any long term effects into account, I'd say its scope is simulation of short term effects. The major things I like about Keepfit are the idea of kerbal g-training, fitness degradation in zero-g environment and the body "tiredness" of a long lasting over-G struggle that should reduce the ability to resist further. So you're right, it might be interesting if G-Effects worked in conjunction with Keepfit.Had some time trying Keepfit before posting the answer. Need to study it better and to have a conversation with its author timmers_uk. Edited July 9, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
Scientist Posted July 10, 2015 Share Posted July 10, 2015 id give it a big plus to tie in but i can also see some would dislike, shouldnt be hard to make it optional tie-in if keepfit provided Quote Link to comment Share on other sites More sharing options...
Ser Posted July 12, 2015 Author Share Posted July 12, 2015 (edited) Major changes are:Implemented kerbal deaths of a sustained over-gLosing conciousness and approaching a critical state are indicated in probe core and IVA-only modes when in 3rd person viewSAS is disabled on G-LOC if the vessel doesn't have a probe core (as SAS functionality in KSP highly depends on kerbal piloting a vessel)Controls get locked on G-LOC not only for keyboard but for all input methods now.Please be careful with various ejection or undocking force tweaks as they were reported to cause some terminal acceleratons on crew. If you experience such sudden crew loses there's an option to disable G deaths in the config file. Edited July 12, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
TicTacToe! Posted July 12, 2015 Share Posted July 12, 2015 Just wanted to chip in here about the sounds - was going to vote in the poll but my option wasn't there. In my (bizarre) opinion, kerbals have never made sounds in-game so I feel really creeped out when I hear them grunting or panting. So really, as long as the option to turn off the sounds remains possible, then I'm satisfied! However, if you manage to get them to crack out grunts and wails like they do in the release cinematics... Quote Link to comment Share on other sites More sharing options...
Ser Posted July 12, 2015 Author Share Posted July 12, 2015 (edited) Just wanted to chip in here about the sounds - was going to vote in the poll but my option wasn't there. In my (bizarre) opinion, kerbals have never made sounds in-game so I feel really creeped out when I hear them grunting or panting. So really, as long as the option to turn off the sounds remains possible, then I'm satisfied! However, if you manage to get them to crack out grunts and wails like they do in the release cinematics...For me personally there's no KSP without Chatterer and ColisionFX for a long time, so kerbals making sounds have become something natural for me. I know that my sounds are a little crappy and inconsistent with those people got used to but I'll work to make them better so, I hope, they'll feel more natural for everyone after some time. Edited July 12, 2015 by Ser Quote Link to comment Share on other sites More sharing options...
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