AMPW Posted May 31 Share Posted May 31 (edited) 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 It is likely that KSP >= 1.8 will work but there is NO guarantee. 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 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 Currently a simple picture is used as an overlay which affects the entire KSP window, including the UI (the ui of some mods may be unaffected). Until I figured out how to use the shader correctly (not my main priority) it'll stay that way. Any help is appreciated, feel free open a pull request on github or write a comment here. 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 also added a ingame menu accessible via modifier key (alt-gr for me on qwertz layout) + F8 This menu allows to enable/disable IVA/maincam visual effects and Kerbal g limits, change the overall sound effect volume from this mod, the g-resistance and the delta g tolerance. 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: using Shaders instead of pictures Edited June 6 by AMPW available on spacedock Quote Link to comment Share on other sites More sharing options...
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