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[1.0.0] Firefly - Revamped Atmospheric Effects


MirageDev

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1 hour ago, Krakenium said:

You need to allow anyone to access those links.

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a bit of documentation planet pack creators should be aware of that i literally JUST made to help planet pack modders. also planet pack modders NEED to pay attention to the COMPOSITION of their atmospheres. if its COLOR can be REASONABLY explained by a combination of elements in terms of scattering and absorption spectra, then refer to this diagram for plasma colors that match... granted some of these (lithium, sodium, sulfur, and potassium) are solids at earth temperatures and would indicate HELLISH atmospheres and planetary conditions. but i made squares for each one with reasonably low vaporization points

 

 

PeriodicTableNeonWB2017.jpg?ex=67a6a283&

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1 hour ago, mindseyemodels said:

a bit of documentation planet pack creators should be aware of that i literally JUST made to help planet pack modders. also planet pack modders NEED to pay attention to the COMPOSITION of their atmospheres. if its COLOR can be REASONABLY explained by a combination of elements in terms of scattering and absorption spectra, then refer to this diagram for plasma colors that match... granted some of these (lithium, sodium, sulfur, and potassium) are solids at earth temperatures and would indicate HELLISH atmospheres and planetary conditions. but i made squares for each one with reasonably low vaporization points

 

 

PeriodicTableNeonWB2017.jpg?ex=67a6a283&

ooooooooo thanks

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Turns out the fault for my problem on the previous page is because I am on linux, running the windows version of the game through steam proton. Firefly is working fine, no errors in logs.

Changing to proton version 8 produces a very pretty butterfly wings effect!

IHvQWTI.jpeg

 

Running the mod on the linux version of KSP has no bad effects, everything appears as it should. Sadly, the linux version is pretty crappy in a couple other areas.

 

So, uh... if you want to fix this, I'm available for whatever testing or stick-poking you need! I know jack squat about shaders though so I'm useless at anything more than that. But I also totally understand if this is a "lol not my problem" situation.

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This is amazing, honestly. For a 1.0 release, I just can't stop looking at it. Obviously some polishing, maybe a higher resolution smoke texture is number one on my list and the reason I never liked the older reentry effect mods, but this is super beautiful. Instant install.

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32 minutes ago, mindseyemodels said:

Ngl this also comes with a LOT of research for determining what certain atmospheres are made of BEFORE making firefly configs

I got that bit already, the atmosphere calculator has you put in materials that the atmosphere has, so aleast I’m good. 

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6 hours ago, klyith said:

As I understand it KSP uses the graphical shaders to calculate which parts are being exposed to reentry heating.  My guess would be that the BDB parts, since they're fit so closely together, are now exposing the capsule to heat. Compare to stock parts, where the heatshield sticks out a bit around the rim to insure that the capsule doesn't get hit by the effect.

That makes since but here's the strange thing, the five man command module works fine despite having an identical model.

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1 hour ago, Mr. Kerbin said:

I got that bit already, the atmosphere calculator has you put in materials that the atmosphere has, so aleast I’m good.

1 hour ago, Beanjamin said:

anyone got a config for OPM yet?

If there is indeed someone is up to it, I'd suggest either contacting mod creators for the cannon atmosphere composition of their planets, or check the in-game science reports to see roughly what elements, substances, chemicals the atmosphere is made of. Furthermore, if the atmospheres have Spacedust Configs, you can graph atmosphere composition to figure out what concentration and what % of gases make up the atmosphere.

Edited by DareMightyThingsJPL
Grammar correction
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2 hours ago, DareMightyThingsJPL said:

I'd suggest either contacting mod creators for the cannon atmosphere composition of their planets, or check the in-game science reports to see roughly what elements, substances, chemicals the atmosphere is made of.

If neither of these work then simply look at the atmospheres of the bodies they're based on (Tekto = Titan, Sarnus = Saturn, Urlum = Uranus, Thatmo = Triton, Neidon = Neptune). I think OPM is common enough that it should be bundled with stock configs.

Love the mod btw, noticed a few things that don't look great (mostly the plasma at the very front if you're using, say, a shock cone, see below) but over all it is gorgeous and a MASSIVE improvement over reentry particle effect. I have yet to test the performance on large craft but it's better than stock aero FX for a small test craft I made. Automatically up there with Waterfall and Scatterer as one of the best graphics mods!

wl53ysV.png

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2 hours ago, Lyra said:

If neither of these work then simply look at the atmospheres of the bodies they're based on (Tekto = Titan, Sarnus = Saturn, Urlum = Uranus, Thatmo = Triton, Neidon = Neptune). I think OPM is common enough that it should be bundled with stock configs

That should work as well too.

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Im having some trouble, it may be just because i dont know how to use it but when i reenter kerbin or any other planet, there's no reentry effects, not stock or firefly, nothing, when i go into effect editor i dont understand anything at all, but i only know that if i turn up the effect intensity, static reentry effects appear, but they do not depend on reentry, can anybody tell me what i have to do in order for this to work?

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