A lightweight Kerbal Space Program mod that adds dynamic, physics-inspired wingtip vortices, wing vapor and atmospheric contrails to aircraft, driven by the lift the wings are actually producing and by the real atmosphere of the celestial body you are flying on.
Wingtip Vortex uses procedural vortex meshes and trails instead of traditional particle effects for the vortices, and a small, capped particle system for the wing vapor.
Current version: 1.5.0 · KSP 1.12.x · no dependencies
Wingtip Vortex generates visual vortices that respond dynamically to the aerodynamic state of the aircraft.
Rather than using fixed G-force and altitude thresholds, the mod models vortex strength around circulation:
Γ ≈ L / (ρ · V · b)
where lift, atmospheric density, airspeed and wingspan determine the strength of the resulting vortex.
Lift is read per surface from the aerodynamics actually in use: KSP's ModuleLiftingSurface.liftForce under stock, or each wing's own force under Ferram Aerospace Research. The effect responds to what the wings are doing rather than to the aircraft's felt G-force.
Contrail formation is atmosphere-driven too. Instead of a fixed altitude band, the mod samples each celestial body's ambient temperature and air density to decide where persistent contrails can form.
The result adapts to Kerbin, Eve, Duna, Kopernicus planets, rescaled systems and different aircraft without per-body altitude tuning.
PluginData/settings.cfgWingtip Vortex scans each aircraft's aerodynamic surfaces and determines which surfaces form the primary and secondary vortex system.
For each relevant lifting surface, the mod reads the actual aerodynamic lift and evaluates vortex strength using the relationship between:
This means vortex behavior changes naturally with flight conditions.
A slow aircraft generating large amounts of lift can produce strong vortices even at 1 G: a 96 m/s approach at 1 g sits at roughly 88% of a 3 g break turn at 250 m/s. A fast aircraft generating relatively little lift produces a much weaker effect.
The primary wingtip pair is rendered as a procedural mesh that curves inward behind the aircraft. Secondary surfaces, such as canards, keep trail-style rendering because their vortices interact differently with the main wing system. Rockets use trails throughout.
Wing vapor is evaluated separately, for every lifting part, every physics step: how hard the part is working, how that load is spread along the chord (with a suction peak near the leading edge as the angle of attack grows), how much the air cools going through that pressure drop, and how much of the water it holds condenses out.
Contrails are evaluated from the atmosphere around the aircraft. Ambient temperature determines the potential contrail region, while atmospheric density controls whether the resulting effect is strong enough to remain visible.
Nothing is hardcoded to a particular altitude. See docs/how-it-works.md and docs/wing-vapor.md for the full physics.
Vortices appear automatically whenever an aircraft is generating sufficient aerodynamic circulation.
You may see strong vortices during:
Vortices fade naturally as circulation decreases.
Wing vapor appears only in a real, hard pull in humid low air, and thins out past the stall.
Persistent contrails appear when atmospheric temperature and density are suitable rather than at a predetermined altitude, so the altitude at which they appear varies significantly between celestial bodies.
Both effects are limited by air density, not height, so the limits fall at a different altitude on every body. Kerbin figures are approximate.
WingtipVortex installation.WingtipVortex folder from the zip's GameData into your Kerbal Space Program GameData/ directory.GameData/WingtipVortex/
alongside:
GameData/Squad/
To upgrade, replace the folder (this resets the in-game settings). To remove, delete it.
Do not leave multiple versions installed. Two copies of the plugin can run simultaneously and produce duplicate vortices.
Fully automatic: no controls or configuration are required.
Install the mod and fly normally. Wingtip Vortex detects each aircraft's lifting surfaces, evaluates the current aerodynamic and atmospheric conditions, and renders the appropriate effects.
If you want to tone an effect down, turn it up or switch it off, use the in-game settings window (app launcher button, or Alt+V).
Volumetric Wing Vapor is a separate, optional mod that draws the wing vapor as one soft volumetric cloud over each wing, in place of the puffs, using Waterfall's shader. It needs Wingtip Vortex 1.5.0 or later and Waterfall.
If vortex placement or behavior looks incorrect, search KSP.log for:
[VORTEX]
The mod logs detailed diagnostic information, with each line tagged by the craft it is about:
session peaks summary when you leave the flightFor wing vapor, create an empty file named verbose.txt in the mod's folder (next to Plugins), fly, and search for [VORTEX] wing vapor:.
Please include the relevant [VORTEX] output when submitting bug reports. See docs/troubleshooting.md.
CC BY-NC-SA 4.0: free to use, change and share with credit, never to sell. Versions up to 1.2.0 were released under MIT and stay under it.
PogKai
Built with help from Claude, Anthropic's AI assistant (research support, baseline code and debugging). The ideas, direction, core KSP integration and all in-game testing are PogKai's.
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