dxdt Posted October 29, 2014 Share Posted October 29, 2014 (edited) KerbQuake v1.2.1created by Sir Haxingtonmaintained by dxdtImmersive IVA / First person-EVA Reactive Camera Shakes Hey all, if you're like me you probably have hundreds of hours in KSP logged and you keep trying new things to make the game interesting. I got hooked on Mihara's Raster Prop Monitor mod and flying IVA, but something was missing. The universe felt a little dead... a little static. So, I put on my Unity hat and threw together KerbQuake, which adds camera shake for various events while in IVA mode.Since Sir Haxington seem to have vanished from the face of Kerbin, I have decided to maintain his KerbQuake mod. Let me know if you experience any bugs.Engine Shakes:The combined engines total thrust will shake the cam accordingly. Throttle up the mainsails!SRBs shake 2.5x more than their liquid fuel brethren.Jet engines shake reduced to nearly zero for smoother space plane rides.Max engine shake reduced slightly for easier button pressing.Atmospheric Shakes:The more dense the atmosphere and the faster you move through it the more it'll shake.Hitting terminal velocity will exaggerate the shake.Re-entry FX will REALLY exaggerate the shake.Re-entry exits are smoother now.Overall effect of atmospheric shake reduced for better space plane flights.Landing & Collision Shakes:Landing shake will depend on how hard you land and shakes when each part touches the ground / water.Nearby collisions (parts popping off you ship on rough landings) will shake the cam hard.Decouplers & Launch Clamps:Decouplers total ejection force will shake accordingly.Launch clamps will shake when released but won't be seen on larger take-offs.Docking:The cam will shake on successful docking, giving you visual feedback for IVA docking!Parachutes:Parachutes will add to the atmospheric shake while semi-deployed.Parachutes will dampen the atmospheric shake while fully deployed.Chutes will give a healthy shake when they go from semi-deployed to fully deployed.RealChutes supported.Rovers:Wheeled vehicles will shake while moving over terrain.Fix for landing gear shakes, space planes shake on take off / landings now.Overall shake increased, especially outside of the Space Center.EVA (first person):Support for shakes in first person EVA using the "Through the Eyes of a Kerbal" mod.Shakes for RCS use.Shakes for ladder grabs.Shakes for landings and rough landings (ragdolls) based on impact speed.Shakes for footsteps on low-G worlds.Early / basic support for the FirstPersonEVA mod.-----------------Download on KerbalStuff or GitHubSource on GitHubLicense Edited October 29, 2014 by dxdt Link to comment Share on other sites More sharing options...
GavinZac Posted October 29, 2014 Share Posted October 29, 2014 Just did some Deadly Re-entry aerobraking at Eve with this mod. Really made the IVA experience as stressful as it should be! Link to comment Share on other sites More sharing options...
collustretvia13 Posted October 29, 2014 Share Posted October 29, 2014 thanks for bringing this back! Link to comment Share on other sites More sharing options...
DasBananenbrot Posted October 29, 2014 Share Posted October 29, 2014 A huge thank you to you for continuing thsi Link to comment Share on other sites More sharing options...
Nelien Posted October 29, 2014 Share Posted October 29, 2014 This is fantastic! Reentry looks absolutely terrifying with this...Any chance we can get a KerbalStuff upload too? Link to comment Share on other sites More sharing options...
dxdt Posted October 29, 2014 Author Share Posted October 29, 2014 This is fantastic! Reentry looks absolutely terrifying with this...Any chance we can get a KerbalStuff upload too?As you wish. Link to comment Share on other sites More sharing options...
FiiZzioN Posted October 29, 2014 Share Posted October 29, 2014 Nice to see this back up and running! Wonderful stuff for any IVA player! Link to comment Share on other sites More sharing options...
Pecan Posted October 29, 2014 Share Posted October 29, 2014 :-) 10 char :-) Link to comment Share on other sites More sharing options...
Sgt. Cookie Posted November 1, 2014 Share Posted November 1, 2014 This mod is completely useless, totally pointless and absolutely necessary. Devs, make this stock! Link to comment Share on other sites More sharing options...
Zeenobit Posted November 9, 2014 Share Posted November 9, 2014 I've noticed a major bug with this mod.The issue is that since I installed this mod, my radial decouplers stopped functioning correctly. They wouldn't eject the attached payload properly (the payload would just "slide" off, most often destroying my ship). I tried many ways of attaching the decouplers, including using tiny boosters to separate the payload. But the boosters wouldn't go off either! Finally, I checked the console log and I noticed I get a spam of the below exception when this happens:[EXC 13:36:38.152] NullReferenceException: Object reference not set to an instance of an object KerbQuake.KerbQuake.Update ()Uninstalling this mod resolved the issue. Link to comment Share on other sites More sharing options...
Mecripp Posted November 9, 2014 Share Posted November 9, 2014 It did the same with realchute for me, Made realchutes spam Null errors still waitting for a fix. Link to comment Share on other sites More sharing options...
franciscoexmachina Posted November 12, 2014 Share Posted November 12, 2014 This mod makes the IVA experience much, much better. I had to remove it, though, because I found it was causing an issue. Whenever I quicksaved (F5) a game during re-entry, and later tried to quickload (F9), it would make KSP unresponsive (windows blue circle followed by blank screen). This required me to restart the game and when you are trying to land spaceplanes, you need all the F9 you can get = )I use several mods, but I believe the ones at play are Deadly Reentry, FAR and KerbQuake. Removing the latter resolved the issue. Great mod, really sad to let it go. Link to comment Share on other sites More sharing options...
GavinZac Posted November 17, 2014 Share Posted November 17, 2014 I've noticed a major bug with this mod.The issue is that since I installed this mod, my radial decouplers stopped functioning correctly. They wouldn't eject the attached payload properly (the payload would just "slide" off, most often destroying my ship). I tried many ways of attaching the decouplers, including using tiny boosters to separate the payload. But the boosters wouldn't go off either! Finally, I checked the console log and I noticed I get a spam of the below exception when this happens:[EXC 13:36:38.152] NullReferenceException: Object reference not set to an instance of an object KerbQuake.KerbQuake.Update ()Uninstalling this mod resolved the issue.Hmm. I am actually getting this issue too, but only if I used manual staging. I usually use SmartParts to stage when a tank is empty which works fine. Link to comment Share on other sites More sharing options...
Shively Posted November 19, 2014 Share Posted November 19, 2014 (edited) Hey, I'm trying to get this mod working (using this 'continued' version), but each time I've installed it, I've noticed essentially 0 shake - going to keep testing under different conditions, then I'll edit this post to include my output_log later tonight.Using this mod alongside KerbTrack - could that be the issue; might the camera being tethered to my head be preventing it from "shaking?" May try temporarily removing it to see.Edit: looks like that's what's happening. Not certain what can actually be done; no big problem for me, as I can just disable KerbTrack as needed. Here's my log, though, if it might be helpful in making the two compatible: http://www./download/294x7z9bbd7jdqo/output_log.txtFor now, it may just be best to edit the OP with the note that the two mods don't play nicely together. Edited November 20, 2014 by Shively Link to comment Share on other sites More sharing options...
pingopete Posted November 24, 2014 Share Posted November 24, 2014 Did you ever have any luck integrating FAR drag into this? I think it'd be immensely awesome I'm thinking about pulling hard turn in jet's causing some camera shake as the drag profile increases. Also everything could be run off of it as FAR drag would take into account atmospheric density, pressure etc, then total 'shake' could simply be a factor of engine power + drag value. I think Farram would probably be happy to lend you some info to enable integration Link to comment Share on other sites More sharing options...
MAKC Posted November 30, 2014 Share Posted November 30, 2014 Any chance of a user-adjustable .cfg for this? The cruising shake is a bit much when I'm doing Mach 3 at high-altitude, leaving me unable to read the RP monitors. Link to comment Share on other sites More sharing options...
achroma Posted December 2, 2014 Share Posted December 2, 2014 Small feature request: a toggle key (on keyboard) to manually initiate shaking even with engines off. For making cinematics. Link to comment Share on other sites More sharing options...
RyanRising Posted December 6, 2014 Share Posted December 6, 2014 I've noticed a major bug with this mod.The issue is that since I installed this mod, my radial decouplers stopped functioning correctly. They wouldn't eject the attached payload properly (the payload would just "slide" off, most often destroying my ship). I tried many ways of attaching the decouplers, including using tiny boosters to separate the payload. But the boosters wouldn't go off either! Finally, I checked the console log and I noticed I get a spam of the below exception when this happens:[EXC 13:36:38.152] NullReferenceException: Object reference not set to an instance of an object KerbQuake.KerbQuake.Update ()Uninstalling this mod resolved the issue.My decouplers were, yes, lacking ejection force, but also not staging correctly. The issue seems to appear with KJR too. You can read more here. Link to comment Share on other sites More sharing options...
jstnj Posted December 7, 2014 Share Posted December 7, 2014 Thanks for maintaining the mod. I have been thinking about how cool a mod would be that would allow small micromovements of the camera both in IVA and external ship views. The completely stationary views that are in KSP now are very sterile and just the smallest 'play' of the camera views would give the game a very dynamic feel. Anyway I have absolutely no modding or coding acumen but I think the KQ mod is trying to increase the same sense of atmosphere in game. Just a suggestion!This is just the first video that I could think of that might show something close to what I'm talking about. The first opening scene of the ship at the beginning. It's not exactly (i dont even have destiny but knew it was a space game). Link to comment Share on other sites More sharing options...
Zaddy23 Posted December 8, 2014 Share Posted December 8, 2014 I discovered that this mod makes staging a bit weird, see this post for more info: http://forum.kerbalspaceprogram.com/threads/102275-Staging-bug Link to comment Share on other sites More sharing options...
Krzd Posted December 11, 2014 Share Posted December 11, 2014 (edited) could you please disable camera shaking when you are landed because it is really annoying when driving a rover in iva with RPM (i am using powered wheels not engines ) Edited December 12, 2014 by Krzd Link to comment Share on other sites More sharing options...
Krzd Posted December 11, 2014 Share Posted December 11, 2014 (edited) Double post, please delete this one. Edited December 12, 2014 by Krzd Double post Link to comment Share on other sites More sharing options...
MadTux Posted December 19, 2014 Share Posted December 19, 2014 Does this work with .90? Link to comment Share on other sites More sharing options...
Ringotuna Posted December 19, 2014 Share Posted December 19, 2014 yes, this mod works in 0.90 Link to comment Share on other sites More sharing options...
MadTux Posted December 19, 2014 Share Posted December 19, 2014 Cool. I've really gotten used to it with .25 Link to comment Share on other sites More sharing options...
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