Jump to content

[1.0.1] Firefly - Revamped Atmospheric Effects


MirageDev

Recommended Posts

1 hour ago, MirageDev said:

Hey!

If anyone runs into the Linux bug, then please see this Github issue page and reply in it: https://github.com/M1rageDev/Firefly/issues/16

We're trying to collect as much info about it as possible, to be able to find out what's causing it, since I can't reproduce the bug on my Linux install.

 

  Reveal hidden contents

mentioning @Marsflugzeug, @klyith and @abcmatteo, since you reported it here :)

 

Posted to the github issue page with fresh screenshots and a log. Let me know if it isnt the correct log file or if anything else is needed.

Link to comment
Share on other sites

17 minutes ago, MirageDev said:

It just turns the stock setting down, but if it's set to anything other than "Minimal" then the effects mix and look worse. The mod will get additional customization settings in future updates though, which would allow for additional aero fx for example.

Awesome. So, I don't know if it's within this mod's scope, but are there any plans to add specific atmospheric effects like vapor cones or condensation trails?

Link to comment
Share on other sites

On 2/13/2025 at 4:53 PM, mindseyemodels said:

Hopefully this periodic table image doesnt break. This should help with developing configs PeriodicTable.jpg

That is not accurate. Colors don't depend on element alone, but on the energy transitions involved, which is a subject to input energy and its distribution/dissipation among molecules. That is why oxygen in auroras glows red in high energy events (high vacuum at high atmosphere, intense Solar activity) and green (lower vacuum at lower atmosphere). Nitrogen does violet and blue, depending on energy and hardness of vacuum.

This table shows colors of typical low energy plasma excitation by high frequency electric field oscillation, or atmospheric flames (in case of alkali metals). Information about fluorine is also incorrect because it would appear violet-blue, similar to radon. Many elements as plasmas emit ultraviolet radiation, especially mercury, but if we speak of colors, we speak of light, the stuff we see.

Therefore it can not be used as a source of color information for reentry which is a lot more complex event.

 

6 hours ago, stupid dumb idiot said:

LqOkYNu.png?ex=67b17b25&is=67b029a5&hm=d

meme isnt mine, just some bs off of steam that i saw no one else has posted here

This is one of the rare things out there that actually are memes and it's hilarious. Image appeared in 2015, right before world and Internet turned to hell. One of the last nonhateful, funny things to which Internet has given birth. I wonder if Mudasir found a new friend.

Link to comment
Share on other sites

@MirageDev First of all: I LOVE THIS MOD !!! I am pretty sure, the little bugs will get ironed out. I can not emphase enough how much i like what you created! Thank you so so much!

 

I discovered some slight visual bugs (Win-System, not Linux):

I can confirm, that the stock drills when stowed into an air protective Shield (here some storage part from Near future Launch vehicles) causes some reentry effects outside the vessel as @Lyra has shown:

tvfeU4h.png

 

Secondly: The mod seems to have some little issues with retractable parts like the graphene heat spreaders from Nertea's Heat Controll mod. Here you can see them retracted, but causing heavy reentry effects:

645o6xk.png

 

 

 

 

 

Link to comment
Share on other sites

I tried this mod out on MacOS (ARM, not Intel), but my game slowed to a crawl (1/4 of normal simulation speed) even when just sitting on the runway. I assume it's because KSP / Firefly can't make use of Apple Metal shaders at the moment. Is optimized MacOS support anywhere on the roadmap?
I also have a couple other mods - would JNSQ, Kerbal Konstructs, or Waterfall cause any problems?

Link to comment
Share on other sites

15 minutes ago, SkyFall2489 said:

I tried this mod out on MacOS (ARM, not Intel), but my game slowed to a crawl (1/4 of normal simulation speed) even when just sitting on the runway. I assume it's because KSP / Firefly can't make use of Apple Metal shaders at the moment. Is optimized MacOS support anywhere on the roadmap?
I also have a couple other mods - would JNSQ, Kerbal Konstructs, or Waterfall cause any problems?

huh

i have mac

works for me- have the latter two mods I have

should I test out?

16 minutes ago, SkyFall2489 said:

MacOS (ARM, not Intel

OHHHHHH that makes sense(ish)

Link to comment
Share on other sites

Just released 1.0.1! :)

 

Changelog:

  • Add custom envelopes for benjee10's SOCK
  • Add error/problem handling and list, warning users about incorrect installs or other issues
  • Add warning about enabled stock effects
  • Add additional message to the effect editor, informing to not use the simulation sliders in normal gameplay
  • Add transition_offset to the planet pack configs
  • Change planet pack config speed_multiplier to strength_multiplier
  • Fix RSS reentry starting too late
  • Fix graphics bug on Linux + Proton (Mac is still broken though), huge thanks to @bmsbwd, @KlyithSA and @Cypherthe1st for helping to find the fix
Link to comment
Share on other sites

17 hours ago, MirageDev said:

Just released 1.0.1! :)

 

Changelog:

  • Add custom envelopes for benjee10's SOCK
  • Add error/problem handling and list, warning users about incorrect installs or other issues
  • Add warning about enabled stock effects
  • Add additional message to the effect editor, informing to not use the simulation sliders in normal gameplay
  • Add transition_offset to the planet pack configs
  • Change planet pack config speed_multiplier to strength_multiplier
  • Fix RSS reentry starting too late
  • Fix graphics bug on Linux + Proton (Mac is still broken though), huge thanks to @bmsbwd, @KlyithSA and @Cypherthe1st for helping to find the fix

FYI 1.0.1 not updated on ckan?

Link to comment
Share on other sites

On 2/18/2025 at 3:14 AM, MirageDev said:

Just released 1.0.1! :)

 

Changelog:

  • Add custom envelopes for benjee10's SOCK
  • Add error/problem handling and list, warning users about incorrect installs or other issues
  • Add warning about enabled stock effects
  • Add additional message to the effect editor, informing to not use the simulation sliders in normal gameplay
  • Add transition_offset to the planet pack configs
  • Change planet pack config speed_multiplier to strength_multiplier
  • Fix RSS reentry starting too late
  • Fix graphics bug on Linux + Proton (Mac is still broken though), huge thanks to @bmsbwd, @KlyithSA and @Cypherthe1st for helping to find the fix

I updated to 1.0.1 and the RSS reentry still seems to appear after below 70km

The  reentry effect begin to show up after entry strength hitting above 500, which happened around 70km 

Edited by mark7
Link to comment
Share on other sites

On 2/15/2025 at 7:53 AM, lajoswinkler said:

That is not accurate. Colors don't depend on element alone, but on the energy transitions involved, which is a subject to input energy and its distribution/dissipation among molecules. That is why oxygen in auroras glows red in high energy events (high vacuum at high atmosphere, intense Solar activity) and green (lower vacuum at lower atmosphere). Nitrogen does violet and blue, depending on energy and hardness of vacuum.

This table shows colors of typical low energy plasma excitation by high frequency electric field oscillation, or atmospheric flames (in case of alkali metals). Information about fluorine is also incorrect because it would appear violet-blue, similar to radon. Many elements as plasmas emit ultraviolet radiation, especially mercury, but if we speak of colors, we speak of light, the stuff we see.

Therefore it can not be used as a source of color information for reentry which is a lot more complex event.

ok to clarify some things. Mirage and i simplified things a bit to make them easier to code as well as more consistent. we separated the colors by element using the 3 most common elements as sources of colors instead of using the sum of the whole. doing the latter would have given a very BLAND single color which would defeat the entire purpose of the color by atmospheric composition thing. what we did is not only easier to code than adding up the emission spectra of ALL the elements based on altitude, speed and pressure... but also way prettier and more interesting.

and another thing, i couldn't find much info beyond discharge tubes when it came to plasma colors so that's what we used because otherwise it is EXTREMELY specific information that people don't really bother putting on google or Wikipedia because "element plasma colors in atmospheric reentry" is not really a commonly studied field. after all space programs JUST RECENTLY started putting GOOD cameras aboard spacecrafts specifically to capture reentry footage so we were working with mostly unknowns here

 

edit: MODS do not delete this as i requested earlier, the edit button just now showed up and i got the merged posts rectified

Edited by mindseyemodels
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...