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Gameplay G Effects v0.2.1

AMPW

Member
KSA G Effects v0.2.1 (KSA build 4939)

This mod aims to bring highly realistic (human) g effects to KSA, including blackout, redout, ALoC, GLoC, death through G forces and confusion/disorientation.

While I'll try to get it realistic there aren't many sources for a lot of the things and I don't have any personal experience but I'll gladly accept any help in getting it more realistic.

Unlike the KSP G-Effects (Reaffected) mod the visuals are intended to be fully shader based.

G forces through rotation are planned but I can't tell yet how well it'll work.

Two patches to increase the performance of the second stage engine of the "rocket" vehicle are included.

Current state:
  • Gz+ response curves are available in the logic repo
    • Medium duration Gz+ exposure is implemented
  • Basic KSA integration
    • Vehicle locking while unconscious is implemented, and it prevents any key input for the vehicle.

In progress:
  • Gz-

ToDo:
  • Unconsciousness at roughly 3 Gz+ after a prolonged periode
  • Gz-
  • Gx/Gy effects
  • Confusion/Disorientation
  • Death

Preview video:

Available on GitHub and now also on SpaceDock

Dependencies:


Sources and licenses:
 
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Yeah don't think custom post process shaders are possible yet, not sure when they will be either as the BRUTAL framework has a long way to go. I have a lot of experience in this area though, so once it is possible I'm happy to contribute!
 
Currently working on getting a simple greyscale shader correctly working, there are still some internal issues.
 

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Got a single hardcoded shader working properly (I'll only use a single shader) but for getting this integrated into KittenExtensions I need a bit more work to add multi shader and priority support.
 

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A short update after a long time:

The post processing shaders are now an independent mod (ShaderExtensions) and the KSA G Effects mod has a GitHub repo now though not much is there yet, mostly test stuff for the ShaderExtensions mod. It is licensed under GPLv3

The G Effects Logic is now a separate project with it's own repo. It is also licensed under GPLv3 but with a for contributions mandatory CLA which mainly grants me the necessary rights to sell and sublicense this project without prior notice.

The Gz+ response curves look okay for now so I will work on the KSA implementation and some basic visual effects,
Screenshot 2026-05-08 172139.pngScreenshot 2026-05-08 171956.png
Ignore the green line, that was just left from a failed test.
 
A few necessary updates to the G logic before the KSA integration:
  • Better Gz+ response curves
  • Perfusionlevel (bloodheadlevel / resting head blood) and brainO2 are simulated for better accuracy
  • Mapping of consciousness and greyscale/tunnelvision effects
    • greyscale and tunnelvision are currently the same value, this may or may not change in the future
  • Simple time to GLoC unit tests
    • [1 5 5],[-] with 25 to 35 seconds allowed
    • [1 9 5],[-] with 5 to 14 seconds allowed


1779032820638.png
1779032845603.png

Close to GLoC the vision will always be lost.
And I need to update my test program for the updated settings and especially for dynamic multi instance support but since I now have all values I need for the first KSA integration it's not a priority.

I should also mention that a GLoC will only occure around 5 Gz+ but the vision will be severly impaired at 3-4 Gz+. Since strain/tiredness is currently ignored it's a pretty good value but this will be changed in the future.

Edit: I did update my test program first...
1779052147599.png
but the sequence parser and multi instance support are just so much better than before.
 
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Release v0.1.1:
  • Update GEffectsLogic to v0.2.0 for enhanced Gz+ simulation
    • Includes fixed GSuit multiplier
 
Update v0.2.1:
  • Better visual effects
  • Update GEffectsLogic to v0.5.0 to support the new visual effects
 
I'm currently working on negative Gz effects and one of the benefits of my simplified flow simulation is that the push/pull effect is naturally occurring without needing to fake it.
The red line is the consciousness and in the top graph a short Gz- maneuver was added which caused unconsciousness within 5-10 seconds while it normally takes around 35 seconds. Still working on the details and realism aspect but it looks very promising already.

1785182537689.png
 
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