lexicutioner Posted February 27 Share Posted February 27 On 2/23/2025 at 4:25 PM, Squirrel Slapper said: Was really excited for this but I installed the update and unfortunately reentry still doesn't start until ~70,000m. Same issue here. I really wish there was a more clear solution. Quote Link to comment Share on other sites More sharing options...
MirageDev Posted March 1 Author Share Posted March 1 Version 1.0.2 out now! This one should hopefully finally fix the RSS effect altitudes, but it also adds configs for Kcalbeloh and OPM, and makes the smoke effect much better. Changelog: Add configs for Kcalbeloh and OPM (thanks @SPACEMAN9813 on Github) Add Sol compatibility Add temporary workaround for drill envelope Make the smoke particles much faster and longer Make the dynamic pressure affect the effect strength more, fixing the RSS transition (again) Fix particle systems going in wrong direction in certain cases Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted March 1 Share Posted March 1 10 minutes ago, MirageDev said: Version 1.0.2... ...but it also adds configs for Kcalbeloh and OPM, and makes the smoke effect much better. Changelog: Add configs for Kcalbeloh and OPM (thanks @SPACEMAN9813 on Github) Make the smoke particles much faster and longer Make the dynamic pressure affect the effect strength more... HELL YEAH, INTERGRATED OPM-KCALBELOH SUPPORT Quote Link to comment Share on other sites More sharing options...
1FingerSalute Posted March 1 Share Posted March 1 A while back I watched the starship flight 5 reentry, and then the 6 reentry.... I saw the glow starting at around 100 kilometers.... I wondered why don't I see this in RSS?? Glow usually doesn't start until 70K or so..... And today I now get to see this: Was at around 85K at this time, but it started at 100K ish. It's absolutely perfect! Thank you very much! Quote Link to comment Share on other sites More sharing options...
fierydeltav Posted March 1 Share Posted March 1 hey there, just wondering if this is on purpose? this is for ksrss 1.0x scale, but i dont think thats an issue, because it was fine before 1.02. wonder if the offset is weird or its just ksrss Quote Link to comment Share on other sites More sharing options...
Rakete Posted March 1 Share Posted March 1 (edited) On 2/18/2025 at 2:57 AM, Lyra said: The offset drill effects bug is still present in 1.0.1, unfortunately I can confirm fortunately. Same for the excessive effects of retracted graphene heat spreaders from Nertea's System heat mod. Haven't yet tried out 1.0.2. Sorry. I am on vacation atm. Edited March 1 by Rakete Quote Link to comment Share on other sites More sharing options...
redthezoroark Posted March 2 Share Posted March 2 3 hours ago, fierydeltav said: hey there, just wondering if this is on purpose? this is for ksrss 1.0x scale, but i dont think thats an issue, because it was fine before 1.02. wonder if the offset is weird or its just ksrss If you're talking about the blue "ghost" heat shield, then yes, that's bow shock. Quote Link to comment Share on other sites More sharing options...
Lyra Posted March 2 Share Posted March 2 11 hours ago, MirageDev said: Add temporary workaround for drill envelope Workaround seems to work for me with no issues after a few short test flights, thank you! Quote Link to comment Share on other sites More sharing options...
fierydeltav Posted March 2 Share Posted March 2 49 minutes ago, redthezoroark said: If you're talking about the blue "ghost" heat shield, then yes, that's bow shock. ah, ok. i just didnt remember seeing it previously, ty ty Quote Link to comment Share on other sites More sharing options...
DannyT Posted March 2 Share Posted March 2 Will smoke trails be customizable in the future? Quote Link to comment Share on other sites More sharing options...
unpluggedlamp Posted Tuesday at 05:21 PM Share Posted Tuesday at 05:21 PM Does this have BDB support? Sorry if this had been asked already. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted Tuesday at 08:35 PM Share Posted Tuesday at 08:35 PM 3 hours ago, unpluggedlamp said: Does this have BDB support? Sorry if this had been asked already. This mod does not have to be compatible with part-mods as it does not make any changes to parts. It only replaces/supplements the stock reentry system. So it works with all partmods. Quote Link to comment Share on other sites More sharing options...
Rakete Posted Thursday at 04:27 PM Share Posted Thursday at 04:27 PM Does the version 1.0.2 make this mod-config pack obsolete?: Or is it still required? Do they conflict? Quote Link to comment Share on other sites More sharing options...
Rakete Posted Thursday at 08:38 PM Share Posted Thursday at 08:38 PM (edited) @MirageDev Little Bugreport: On some vehicles that are rotational symmetric no The upper fins create reentry effects, the lower ones don't, what looks a bit odd. I am running version 1.0.2 In some try even the back of the lower stage burned somehow in fire, which was also odd, since the rocket flew straight prograde. Here the shown subassembly lower stage. Should be stock except the fins, that are from @NESDs Spike X Mod. https://www.filemail.com/d/pswssibokpezsbi (available for one week, due to the filehoster being free of charge.) ------------------------------------------------- And another small oddity... (no complaint, just an thought on further improval:) Those particles spawn left of the yellow line out of nowhere. Partially they spawn distant from the vessel at this line. If you look from the side, it does not make sense to have particles appear in out of nowhere. I think, particles should only spawn in the shape of the vessel behind it, as they were left behind. But spawning distant from the vessel (up the yellow line) looks a bit weird. Here an example (see green arrow) of particles spawning distant from vessel left of the yellow line. (Zoom into picture as needed). They should spawn nearer to the ship - left of the yellow line. Edited Thursday at 09:14 PM by Rakete Quote Link to comment Share on other sites More sharing options...
kaputzz Posted Friday at 01:24 AM Share Posted Friday at 01:24 AM I was using deadly reentry mod, I'm not sure if this is the same thing, but better? I think deadly reentry is more than effects, but also has effects. should I expect incompatibility? Thanks! Quote Link to comment Share on other sites More sharing options...
mad_hans Posted Friday at 02:07 AM Share Posted Friday at 02:07 AM (edited) Hello, first of all I just wanted to say the mod is fantastic ! I think it is one of the best visual mods to enhance the overall experience of the game. I have two questions about this mod: 1) How to remove the mod and go back to the vanilla reentry effects? I tried just removing the FireFly folder form the KSP folder, but then I see no reentry effects anymore. Is any other file on the KSP installation changed because of the mod? 2) If I just disable the mod on the mod's GUI (TOGGLE EFFECTS OFF), then I can't enable the mod anymore on that flight. How to re-enable the mod? Edited Friday at 02:08 AM by mad_hans Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Friday at 03:47 AM Share Posted Friday at 03:47 AM @kaputzz Deadly Reentry causes parts to have realistic (lower) heat tolerances and heatshields to break when they run out of ablator. It's really not the same kind as this mod. You might be trying to remember Reentry Particle Effects. That one is a similar kind to this mod. They shouldn't be incompatible but you absolutely wouldn't want to keep that mod around now. Quote Link to comment Share on other sites More sharing options...
newzilla7 Posted Friday at 01:11 PM Share Posted Friday at 01:11 PM 11 hours ago, mad_hans said: Hello, first of all I just wanted to say the mod is fantastic ! I think it is one of the best visual mods to enhance the overall experience of the game. I have two questions about this mod: 1) How to remove the mod and go back to the vanilla reentry effects? I tried just removing the FireFly folder form the KSP folder, but then I see no reentry effects anymore. Is any other file on the KSP installation changed because of the mod? 2) If I just disable the mod on the mod's GUI (TOGGLE EFFECTS OFF), then I can't enable the mod anymore on that flight. How to re-enable the mod? To answer #1, the mod requires (and automatically sets) the game's aero effects graphics option to be "minimal". If you turn it back up after removing Firefly, that should restore the stock effects. Quote Link to comment Share on other sites More sharing options...
Squirrel Slapper Posted Friday at 06:19 PM Share Posted Friday at 06:19 PM On 3/1/2025 at 12:44 PM, MirageDev said: This one should hopefully finally fix the RSS effect altitudes ... and makes the smoke effect much better. Hell yeah the smoke effect was the one thing that looked off, thanks! Quote Link to comment Share on other sites More sharing options...
Saaur Posted 21 hours ago Share Posted 21 hours ago Help, plz. I can't install from ckan because I'm using volumetric clouds and RSS Reborn, which require manual installs. I've tried just backing up the Firefly folder and replacing it with the downloaded version but then KSP won't finish loading. Is there just a config file I can replace to fix the altitude issue in RSS? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.