abcmatteo Posted Friday at 05:03 PM Share Posted Friday at 05:03 PM 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. Quote Link to comment Share on other sites More sharing options...
Spaceman2000 Posted Friday at 05:16 PM Share Posted Friday at 05:16 PM 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? Quote Link to comment Share on other sites More sharing options...
MirageDev Posted Friday at 05:18 PM Author Share Posted Friday at 05:18 PM Just now, Spaceman2000 said: 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? Yes, vapor cones are planned, but there's also an awesome mod that adds them: https://spacedock.info/mod/3805/VaporCones Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted Friday at 05:18 PM Share Posted Friday at 05:18 PM 2 minutes ago, Spaceman2000 said: 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? omg i hope so! Quote Link to comment Share on other sites More sharing options...
stupid dumb idiot Posted Saturday at 05:44 AM Share Posted Saturday at 05:44 AM meme isnt mine, just some bs off of steam that i saw no one else has posted here Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted Saturday at 12:53 PM Share Posted Saturday at 12:53 PM On 2/13/2025 at 4:53 PM, mindseyemodels said: Hopefully this periodic table image doesnt break. This should help with developing configs 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: 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. Quote Link to comment Share on other sites More sharing options...
Rakete Posted Saturday at 02:33 PM Share Posted Saturday at 02:33 PM @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: 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: Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted Saturday at 07:20 PM Share Posted Saturday at 07:20 PM 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? Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted Saturday at 07:36 PM Share Posted Saturday at 07:36 PM 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) Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted Sunday at 03:19 PM Share Posted Sunday at 03:19 PM I FOUND DOUBLE BOWSHOCK. Quote Link to comment Share on other sites More sharing options...
MirageDev Posted Monday at 07:14 PM Author Share Posted Monday at 07:14 PM 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 Quote Link to comment Share on other sites More sharing options...
Lyra Posted yesterday at 01:57 AM Share Posted yesterday at 01:57 AM The offset drill effects bug is still present in 1.0.1, unfortunately Quote Link to comment Share on other sites More sharing options...
towermom9 Posted 16 hours ago Share Posted 16 hours ago 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? Quote Link to comment Share on other sites More sharing options...
mark7 Posted 12 hours ago Share Posted 12 hours ago (edited) 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 2 hours ago by mark7 Quote Link to comment Share on other sites More sharing options...
femboychik Posted 10 hours ago Share Posted 10 hours ago 23 hours ago, MirageDev said: Just released 1.0.1! update ckan version please Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted 8 hours ago Share Posted 8 hours ago (edited) 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 8 hours ago by mindseyemodels Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted 8 hours ago Share Posted 8 hours ago On 2/13/2025 at 10:53 AM, mindseyemodels said: Hopefully this periodic table image doesnt break. This should help with developing configs Thank you so much! Quote Link to comment Share on other sites More sharing options...
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