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[1.0.3] Firefly - Revamped Atmospheric Effects


MirageDev

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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.

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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
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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

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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:

 

Ogmzyih.jpeg

 

Was at around 85K at this time, but it started at 100K ish.

It's absolutely perfect! Thank you very much! :D

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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 by Rakete
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3 hours ago, fierydeltav said:

image.png?ex=67c4bc95&is=67c36b15&hm=d225508e86aa43d3cf7bbccd492c92f545cb36c1aee182ea582acc4c21c945d7&=

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.

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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!

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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.

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@MirageDev

Little Bugreport: On some vehicles that are rotational symmetric and fly exactly prograde, the effects do not appear rotational symmetric. Some parts generate effects, others don't.

4D50sES.png

Example The upper fins create reentry effects, the lower ones don't, what looks a bit odd.  All of them are exposed to the airstream because the vessels goes prograde.

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.

XB7y8nv.png

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.

1reCBH0.png

 

 

 

 

Edited by Rakete
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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!

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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 by mad_hans
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@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.

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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.

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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!

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Help, plz. I'm playing RP-1 with v1.0.0. 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 1.0.0 folder and replacing it with the downloaded version of v1.0.2 but then KSP won't finish loading. Is there just a config file I can replace to fix the altitude issue in RSS?

Edited by Saaur
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On 3/8/2025 at 5:16 PM, Saaur said:

Help, plz. I'm playing RP-1 with v1.0.0. 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 1.0.0 folder and replacing it with the downloaded version of v1.0.2 but then KSP won't finish loading. Is there just a config file I can replace to fix the altitude issue in RSS?

I don't know the answer for what manual files you could swap out, but as someone who plays RP1 with volumetrics and RSS Reborn, I thought I would offer a bit of unsolicited advice: you should try using CKAN. It is definitely possible to use alongside manually managed mods, thanks to the "Held" feature CKAN added a few years back. It just seems like not many people know about it. It's not that hard, and the time you get back by allowing CKAN to handle the majority of your mod list will be more time spent in-game. Your sanity will thank you, I speak from experience. :) 

If you wanted to try it,  it's best to start with a fresh install to prevent accidentally overwriting any manual changes you may have made, especially if you make those changes directly in mod folders vs. a MM patch in a separate location. At the very least, you should back up your existing install first in case something goes awry. 

The flow is, install the mods you want from CKAN, tell CKAN not to update the mods you want to manually manage anymore, then make your manual changes. So:

  1. Install the base RP-1 Express Install first via CKAN 
  2. Mark the mods that you need to manually update with the "Held" label (found by right-clicking on the mod in the list, under "Labels"). 
    1. I think for volumetrics and Reborn, you would want to label Scatterer, EVE, RealSolarSystem, and RSS Visual Enhancement (if it was part of the express install, I can't remember now). 
  3. You can make your manual changes to those mods, such as deleting those mod folders from GameData and pasting in the latest releases from your source

That's it. After this, you can use CKAN to auto-manage all mods except those with the "Held" label, which CKAN will display but not prompt you for updates ever again unless you remove the label. Again, I realize this is a lot about CKAN when you were asking about how to modify Firefly to work, but I guess my point is - if you use CKAN like I described above, you don't have to chase down manual fixes like this for the vast majority of mods, like in this case, and you can spend more time enjoying the game. I hope this helps! :) 

Edited by Zelda
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