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G-Effects mod for Kerbal Space Program

Supported KSP version: 1.12.5
It is likely that KSP >= 1.8 will work but there is NO guarantee.
This mod might be incompatible with other mods that change how Kerbals are affected by g-forces because it replaces the default system with a custom one.
It is recommended to enable g force limits on kerbals (via advanced difficulty settings) to see how far kerbals are away from G-LOC, but currently this setting is ignored by this mod.

The work was originally started by russnash37 who gave a permission to Ser (SerTheGreat) to take over and extend his project.
Ser has maintained the project until KSP 1.3.
Since Ser and russnash37 weren't active on github or the KSP forum for a long time I wasn't able to contact them.

Ser tried to make focus on realism as much as he was able to research the subject so the default settings assume that all kerbals including tourists are trained astronauts wearing G-suits. Pilots are more trained than others, of course.

Available on Spacedock and   CKAN Indexed

The following G-effects are simulated:

  • Blackouts/redouts
  • Loss of color vision a.k.a greyout
  • Tunnel vision as G rises
  • Kerbals grunt while they perform AGSM (anti-G straining maneuver) and take a heavy breath after
  • Blood beating in kerbal's ears on redout (wear headphones with good bass and you'll feel it)
  • G-LOC (G-induced loss of consciousness)
  • Kerbal deaths of a sustained over-G

G forces have different severity in four directions: upward, downward, backward, forward, so you may find that a kerbal launched in a rocket stands more G than a kerbal piloting a plane upside down on a circular trajectory. Kerbal's specialization also affects how much he can stand.

Installation:

Place contents of the GameData folder of the zip into your KSP/GameData folder

Configuration: Configuration of the mod is done via G-Effects.cfg file. Look through it to have an exhaustive description of its parameters. I have also added a ingame menu in the settings, named G-Effects (1) and (2), it's rather large but it contains most of the settings

Known issues and limitations:

  • Be careful with various tweaks that may lead to some sudden acceleration rise or collision lags, for example ejection or undocking force tweaks, as they may cause crew to lose consciousness or even die of excessive g forces.
  • G-forces caused by a ship's rotation don't affect because they are not likely to be severe enough to induce any significant effects.
  • Effects are calculated for the active vessel's crew only. You can switch to another vessel and back and have effects applied as if they have just started.
  • The overlay can sometimes partially stay and won't fade away.
  • Negative g-effects (redout) can be countered by positive over g and vice versa.

To be implemented:

  • option to choose between stock and this mods g effects calculation

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G-Effects mod for Kerbal Space Program 1.12.x

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