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Gameplay G Effects

AMPW

New Member
Nov 14, 2025
12
18
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.

Current state:
Gz+ response curves are available in the logic repo.

In progress:
Basic KSA integration

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!
 
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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.
 
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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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