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PULSE - Immersive G-force effects for Orbiter 2024

Дата публикации: 10-08-2026 16:57:21



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What started as a quick and dirty G-loc simulation in Orbiter, ended up in a full blown feature complete effects list that renders directly on the Orbiter window. Work in progress. I have nailed down the effects that I want. Some sounds remain to be added and then to tie them to the physics so they respond to the actual G force felt by the pilot.

Stay tuned...

While I am at it, I started reworking the reentry effects. I have already posted some screenshots in the screenshot thread.
Work continues. The streaks are almost done. Added some sparks effects as well. Next is the "bow shock" and then the long trail.
Here is a short video. View from VC is not even started yet. Right now the plasma renders inside the cockpit instead of outside the windows.

This all looks very impressive! Will make aerobraking even more fun.:)
What's the performance impact like?
And jumping-the-gun, could something like this be used to improve the exhaust plumes (would probably have to be intergrated into an addon)?

@Buck Rogers

If you mean exhaust "shimmer", that's already in. Needs some tweaking but the framework for the effect is already implemented. (OF is under some short of attack right now and pasting screenshots doesn't work). Here is a link.

I have the effect super pronounced, so you can see the deformation at near the retro thrusters. In sim the effect is more subtle, but it needs a video to show properly. Not very visible at a screenshot.

If you exhaust "shimmer", that's already in.

Your already on it! That looks pretty nice too!:cool:
Was also thinking of actual plume, changing of form according to atmospheric pressure. Probably not doable as an "after-effect"?

Your already on it! That looks pretty nice too!:cool:
Was also thinking of actual plume, changing of form according to atmospheric pressure. Probably not doable as an "after-effect"?

Oh you mean shock diamonds and plume expansion? That would be a neat feature to have. I'll see what I can do. The scope of this addon has greatly increased from "immersive g-force effects" to "immersive effects".
I had to add a few calls to the D3D9 Client to be able to implement the effects I wanted. With that can of worms now opened, there is no reason not to go ahead and explore all the possibilities.

Here is my list:

G-force effects for camera position in cockpit. (blackout, redout, greyout, eyeballs out, blur, swim, tilt, tunnel vision, throbbing) - all implemented.
Camera shake in VC - implemented
Exhaust shimmer - implemented framework, needs tweaking
Reentry effects - bow shock, plasma streaks and sparks implemented; todo plasma trail with occasional "knots" that remains in the sky for a while after cut-off.

More ambitious features, no idea yet if I can get those:
Visible plasma illuminations at VC windows
Pressure dependent exhaust plumes

Real eclipses (shadow projection of planetary body to planetary body)

(actually Orbiter 2024 already does that. What's missing is a local dimming effect).
VC shadows

Anyway, I'll finish up the plasma trail and post a test version on this thread. I also want to finish up the TrajectoryOptimizer first, since it only requires a few lines changed and the manual (that last one is the part I hate).

Last edited: Thursday at 9:40 AM

Oh you mean shock diamonds and plume expansion? That would be a neat feature to have. I'll see what I can do

(y)That would be awesome!

The scope of this addon has greatly increased

With that can of worms now opened

I was a little hesitant to ask, but if the worms are already out.:)

Nice list of features- will literally be a game-changer!:cool:

Visible plasma illuminations at VC windows

We made a simple VC plasma effect for the N1, but I think yours will be better.

Anyway, I'll finish up the plasma trail and post a test version on this thread. I also want to finish up the TrajectoryOptimizer first, since it only requires a few lines changed and the manual (that last one is the part I hate).

Will wait with anticipation:) (know what you mean with the docs:rolleyes:).

Reentry effect off/on (toggleable). The saturation of the plasma streaks has its own slider, can go from orange/white to red/magenta. A save per vessel will be implemented so one won't have to re-tweak the settings for their favorite vessels. Now working on the long plasma trail. That will have to be at least 10s of km long and be clearly visible from the ground.

1785679058134.png

Shadows in the DeltaGlider VC. (actually, in all VCs)

Toggleable and adjustable. Also depends on the shadow settings you have in the D3D9 advanced video tab. The one shown in the video is the default one. Looks even better with higher settings, but it starts to have an impact on the frame-rate. What you see in the video is almost "free" (hardly any impact on the frame-rate).

Next item: Auroras

Maybe you could add effects that improve the default atmospheric exhaust and contrail similar like you did for reentry effect?

Please, keep doing more effects, it's wonderful :)

Maybe you could add effects that improve the default atmospheric exhaust and contrail similar like you did for reentry effect?

Please, keep doing more effects, it's wonderful :)

It is on my todo list. I don't know how feasible it is, because the exhaust textures and settings are "baked" in the vessel's code and are only loaded once. So I'll need to figure out a way to override the vessel and also make them dynamic. I will investigate for sure, but I don't want to get anybody's hopes up.
If I manage to "bag" a feature, I post a screenshot or video, so the ones you see above in this thread are definitely doable and already implemented in some form (preliminary testing at first with sliders and then "baked in" (physics or cfg file driven, with some slider control from the user).
My goal is to allow full customization, but also with a save feature, so one will not have to re-tweak their settings on every new scenario.

Hopefully, I will have a stable version for sharing (and testing) sometime this next weekend.

Any body. With fully customizable aurora features (number of ribbons, colors, activity, height, tilt relative to axis of rotation and more). All settings are saved per body.
The addon will ship with pre-set defaults, but you can tune any body to your liking, hit save and will always show up like that, until you re-tweak it and save it.
1786068935513.png

1786068996990.png

1786069076798.png

BTW the ribbons are not static, but actually "dance" in the atmosphere. You can see the sliders and options you have to give the look you want in the opened dialog box.

A big thank you to you, dgatsoulis, for your rigorous and professional work.

Plasma streaks visible from the VC are in! Dang those look spectacular! Took me almost the whole week to get this feature to play nicely. It is a bit expensive on the frame rate though. (No worries, it is nowhere near the default Map MFD's frame-rate impact, but it is a bit expensive relative to the other effects). As always, toggle-able from the dialog box.
Need to add some random light flashes inside the VC.

1786205769034.png

XR2 reentry at night. Plasma steaks, long trail and the aurora glowing in the distance.

1786209256706.png

Working out a few details and I'll post a public beta to see what you guys think and what the performance is like on other people's PCs.
Stay tuned...

Last edited: Saturday at 6:16 PM

Thruster effect are in. Shimmer, shock diamonds, expansion plumes, bell glow and more. Fully customizable and already wired to be physics driven (mostly pressure dependent).
Here is a preview:

I have also implemented lightning flashes inside the cloud layer that light up on the night side (will also make it visible on the day time by a toggle, but it would not be reallistic) :

1786301057914.png

I will start a closed beta in a couple of days. If anyone is interested, send me a PM, so I can send you instructions and the addon. This is only for Orbiter 2024 and will require a clean install with no addons. Also a bit of your time to test and report back.

At this point I think you should name it a graphical fx overhaul…

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