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[1.12.*] WYG! Watch Your G-forces!


kurgut

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bSTzQU3.png
 

Description :

This little mod does one simple thing : lower the maximum G-forces limit of all crewed parts, to 8g for pods/station parts.
If it goes above that, the spacecraft will disassemble itself in an explosive and deadly fashion.

Why ? Because in KSP, you can do the most absurd reentry profiles, and still survive, whereas in reality, manned spacecrafts couldn't withstand that much load, the atmospheric entries are critical both regarding heat, and G-forces load.

This is the point this mod attempts to adress, to make flying manned spacecrafts more challenging.

Note that (Space)planes parts were lowered to 25g only, to allow jet-like planes to be flown.

Of course, you need to enable the parts G-forces limits in difficulty settings for this mod to work.
RSS configs are provided too, with max G-forces set at 12g (value took from the Apollo spacecraft).

By the way, 8g could not sound much to you, but you really have to push it hard on reentry profile to reach that point ^^

Example video :

Spoiler

 

Dependency :

- Module Manager


Links :

- Spacedock download : WYG! - Watch Your G-forces! on SpaceDock

- Github download : Releases · kurgut/WYG-WatchYourG-Forces- (github.com)
CKAN available

- Source code : kurgut/WYG-WatchYourG-Forces- (github.com)

 

Installation :

Merge the zip's GameData folder with your KSP/GameData folder.

 

License :

MIT

 

NOTE :

The current way the patching is done for (space)planes parts is via MM tag search (aero), meaning that if a mod author didn't insert this tag in his part's .cfg, this mod won't apply to it. Please notify me on the KSP forum or github if you encounter any of those so I can patch it.

 

Cheers :) 

Edited by kurgut
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On 12/2/2023 at 1:38 AM, kurgut said:

to 8g for pods/station parts.

Why are parts, not kerbals affected by g-forces? And part g-tolerance doesn't care about time, while kerbals and humans do.  The highest peak acceleration human ever survived was 72g while 8g can be deadly in a prolonged period of time.

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50 minutes ago, Manul said:

Why are parts, not kerbals affected by g-forces? And part g-tolerance doesn't care about time, while kerbals and humans do.  The highest peak acceleration human ever survived was 72g while 8g can be deadly in a prolonged period of time.

Hi ! Because for Kerbals there's the deadly reentry mod which covers that already, but also adds realistic heat mechanics.

So this is here to provide a light pluginless solution for the player to be careful about his atmo entry profiles : )

The value I dit set of 8g is specific to KSP keep in mind it's 1/10 scale of our solar system, so 8g on reentry means you most likely have a reentry profile that would be deadly in real life too.

Edited by kurgut
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3 minutes ago, kurgut said:

The value I dit set of 8g is specific to KSP keep in mind it's 1/10 scale of our solar system, so 8g on reentry means you most likely have a reentry profile that would be deadly in real life too.

Giving parts ridiculously low G-tolerance can have consequences due to KSP being KSP and creating ridiculously high peak accelerations for no reason. Docking/undocking, grabbing an asteroid, driving a rover, or just on a  scene load... there are many ways these changes can ruin the day.

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29 minutes ago, Manul said:

Docking/undocking, grabbing an asteroid, driving a rover

I personally never experienced G-forces jumps in those situations (rover yes, but by player fault), but I bet it could happen yeah.  So far I had no problems in testing, but if I or people do so, I'll of course tweak the value to be higher : )

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3 hours ago, Manul said:

Why are parts, not kerbals affected by g-forces? And part g-tolerance doesn't care about time, while kerbals and humans do.

There's a separate toggle for kerbal gee limits. This mod doesn't say to turn that on too. Perhaps parts don't care about time as it may be pretty costly to run what is effectively a structural fatigue function on how many parts or their joints on a given vessel, or it may be too good at not making SSTOs super easy.

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1 hour ago, JadeOfMaar said:

This mod doesn't say to turn that on too.

In my experience with kerbal gee limits, plasma blackout and require signal to control switched on, the too steep high speed reentry is deadly anyways for any relatively large spacecraft with large wing area because as the pilot blacks out the vehicle looses control and gets shredded or burned or both. :D  Yep, most of my crewed "reentry vehicles" are 100+t OPT cargo spaceplanes or smaller Mk2-based exploration shuttles and sstos

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2 hours ago, Manul said:

In my experience with kerbal gee limits, plasma blackout and require signal to control switched on, the too steep high speed reentry is deadly anyways for any relatively large spacecraft with large wing area because as the pilot blacks out the vehicle looses control and gets shredded or burned or both. :D  Yep, most of my crewed "reentry vehicles" are 100+t OPT cargo spaceplanes or smaller Mk2-based exploration shuttles and sstos

Sounds like something to try indeed. Hopefully if I remember, and next time I launch a JNSQ install, I'll do this.

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11 hours ago, kurgut said:

Hi ! Because for Kerbals there's the deadly reentry mod which covers that already, but also adds realistic heat mechanics.

Actually, Deadly Reentry also does g-force damage to parts as well as Kerbals. I would not recommend installing both this mod and Deadly Reentry. They won't be complementary.

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5 hours ago, Starwaster said:

Actually, Deadly Reentry also does g-force damage to parts as well as Kerbals. I would not recommend installing both this mod and Deadly Reentry. They won't be complementary.

Oh really ? my bad I didn't remember ! I'll correct it, thank you.

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