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Configuration
All tunables live in GameData/Relativity/relativity.cfg, read via GameDatabase — no recompile to
retune, and it is ModuleManager-patchable so modpacks can override it. Delete a line to use its code
default, so the mod runs fine with an empty or absent file.
RELATIVITY
{
betaMin = 0.01
betaSane = 0.995
debugMode = false
kerbalismDilation = true
attitudeExponent = 1
kerbalismExcludedRules = radiation
attitudeSkipModules = ModuleControlSurface, ModuleAeroSurface, ModuleGimbal
rp1RetirementDilation = true
}
| Key | Default | Meaning |
|---|---|---|
betaMin |
0.01 |
Activation gate. Below this β the whole layer is identity — no thrust correction, no resource scaling, dashboard idle. In-system speeds are always below it, so this keeps the mod interstellar-only. See The Physics#6-safety-guards. |
betaSane |
0.995 |
Kraken fail-safe ceiling. At or above this β the layer treats the vessel as glitched and disables (logs one line). Sits just above any legitimate drive. |
debugMode |
false |
true = per-engine AddForce census + extra diagnostics in KSP.log; false = one aggregated line. The LCtrl+LAlt+C census respects this. |
kerbalismDilation |
true |
Scale Kerbalism metabolic resource use (food/water/O₂/…) by 1/γ. Set false to leave Kerbalism untouched. |
attitudeExponent |
1 |
γ-exponent on rotation authority (The Physics#4-attitude-turning-slows-as-1γ). 1 = physical 1/γ; 0 disables the attitude slowdown (turning stays instant); higher = more sluggish. |
kerbalismExcludedRules |
radiation |
Comma-separated Kerbalism rules left at coordinate time (not dilated). Radiation must stay here so dose keeps ticking at ×1.00 — this is the "radiation, not starvation" design. Stock and ROKerbalism both name it radiation. |
attitudeSkipModules |
ModuleControlSurface, ModuleAeroSurface, ModuleGimbal |
ITorqueProvider modules not slowed by the attitude 1/γ. Every other torque provider (stock or modded reaction wheels / RCS) is auto-discovered and scaled — add a module here to exempt it. |
rp1RetirementDilation |
true |
RP-1 only. Push a crew's retirement date forward by their accumulated dilation, so retirement counts the crew's proper time rather than the calendar. Independent of RP-1's own (capped) "interesting flight" extension. |
The relativistic visual effects (Visuals) add their own keys to the same node. Only the
player-facing ones are listed here — the full tuning surface (beam curve shape, floors/caps,
white bleed, dither, sunflare shield…) is deliberately ModuleManager-only, with live dev sliders
behind debugMode.
| Key | Default | Meaning |
|---|---|---|
dopplerVisual |
true |
Master switch — false never loads/applies the visual layer. |
dopplerForceHDR |
true |
Force the flight camera stack to HDR while the layer is active (float buffers stop the beamed sky from banding). Sub-relativistic play keeps the stock LDR stack. |
dopplerColorStrength |
1.0 |
Hue-shift strength. 1.0 = physically exact timing (the sky dims aft faster than it visibly reddens); raise it to make the colour arrive ahead of the dimming. |
dopplerAberration |
true |
Star-bunching sky warp (galaxy cubemap + live rear-detail camera above β ≈ 0.5). false = colour/beaming only. |
dopplerBodyWarp |
true |
Also aberrate the apparent direction of planets/moons/sun (render-only; distance/size preserved). |
dopplerVesselMask |
true |
Keep engine plumes at their stock colour (hidden plume-layer render; runs only while engine/RCS thrust is flowing). false = plumes ride the sky effect. |
dopplerSuppressScattererTAA |
true |
Suspend Scatterer's own TAA while the visual is active (its projection jitter shimmers under beam amplification); restored after. |
-
doseBeamingExponent— an optional forward-beaming boost to radiation dose at high β (models blueshifted/beamed cosmic rays). Off by default (dose stays ×1.00). A positive value scales dose by roughly(γ(1+β))^exponent. Enabling it strengthens the radiation-is-the-constraint design. Add it to the node if you want it.
Because the node loads through GameDatabase, ModuleManager is not required just to run the mod — it
is only needed if you want to patch these values from another config. Example patch:
@RELATIVITY:FOR[YourModpack]
{
@betaMin = 0.05
@attitudeExponent = 0
}
- The Physics — what each threshold actually controls.
- Compatibility — which of these keys matter for Kerbalism, RP-1, and autopilots.
Relativity v1.0.0 · report a bug · MIT