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Found 26 results

  1. Quarter Size Real Solar System (2.5x Kerbin scale) Quarter Size RSS is a mod that uses the great work from @NathanKell and creates our Real Solar System in a smaller scale in KSP. At 1/4 the size of the Real Solar System, it is still 2.5 times larger than stock KSP and provides a huge challenge to players, but can be achieved with stock parts. It has been figured out by many people the 2.5x scale is the proper scale for KSP. With the way the engines and masses are configured, "realistically" sized rockets would exist in a 2.5x stock scale. Thus I present you with Quarter Size RSS. I am hoping that this is a good balance between stock sizes, Half Size RSS and full size RSS. You can play this with Stock Parts, but it will be best with some of the superb mods listed below. SPECIAL THANKS: @NathanKell and the entire Real Solar System group for creating almost everything that is released in this mod @CaptRobau for letting me use his planets Thatmo and Slate from the Outer Planets mod as two of the Dwarf Planets that we know almost nothing about @OhioBob for creating the atmospheres that are present in the mod The entire Kopernicus team for creating the mod that makes this all possible! @Thomas P. @NathanKell @KillAshley @Teknoman117, Bryce Schroeder @ImkSushi and @pozine for their work on Real Solar System Expanded that provided Ceres and Vesta DOWNLOAD: GITHUB: https://github.com/pap1723/Quarter-RSS/releases/ SPACEDOCK: Soon™ https://github.com/pap1723/ScaledRSS-Textures/releases - These are the textures that are necessary to download Included in the download: Quarter RSS Mod files Module Manager (by @sarbian, @swamp_ig, @ialdabaoth) See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/55219 Kopernicus - See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/114649 A configuration for Custom Asteriods by Starstrider42. See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/80483 INSTALLATION: Extract to KSP/GameData. You should have one dll (Module Manager) in the root of GameData, and three new folders: QuarterRSS, Kopernicus and ModuleFlightIntegrator. However, you are NOT DONE YET!! TEXTURE INSTALLATION: Now, you must select a texture resolution. Download a pre-made pack (8192, 4096, or 2048) and then, if desired, selectively replace with different-resolution texutres. Note that 8192 is dangerous: you will almost assuredly run out of memory on 32-bit versions of the game. You can get the textures from: https://github.com/pap1723/ScaledRSS-Textures/releases Go to the releases page and grab one of the resolution packs, then (optionally) get replacements from the repo itself. The path of the folder will be KSP/GameData/RSS-Textures Make sure you download from here and not the other RSS versions. There are additional biomes as well as additional planets that are included with the ScaledRSS Textures. RECOMMENDED MODS: These mods are highly recommended as their sizes work perfectly with a 2.5x scale of stock. You should not need to make any adjustments to the values of any of the parts to be able to get them to function exactly how you want them to. Bluedog Design Bureau @CobaltWolf: http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/ Tantares / Tantares LV @Beale: http://forum.kerbalspaceprogram.com/index.php?/topic/73686-122-tantares-stockalike-soyuz-and-mir-4029042017tks/&page= These are my other mods, so I will always recommend them as well: Historical Progression Tech Tree: http://forum.kerbalspaceprogram.com/index.php?/topic/144295-122-historical-progression-tech-tree-v20-updated-02-22-2017/& Contract Pack: Historical Progression: http://forum.kerbalspaceprogram.com/index.php?/topic/143397-122-contract-pack-historical-progression-v15-4242017/ Contract Pack: Career Evolution (BETA): http://forum.kerbalspaceprogram.com/index.php?/topic/157417-wip-122-career-evolution-contract-pack-beta-release-v03-updated-3-27-2017/& License: CC-BY-NC-SA
  2. Warning: This is a Development Version that requires mods without official stable releases for the latest Kerbal Space Program version, like Kerbal Construction Time. Sufficiently Realistic Progression Zero General Development Feedback and Discussion License: CC-BY-NC-SA DOWNLOAD (Source included): 0.2.5 : https://drive.google.com/open?id=0B45cFsYMm_H-NWtsMC02VVBkamc Older versions: https://drive.google.com/drive/folders/0B45cFsYMm_H-Y1dYdW5rUThXT28 This is a fork of RP-0 and RealismOverhaul which unlike them does not require RealFuels, initially created for personal use, intended to achieve the following: Make rockets, engines, etc behave as realistically as possible without replacing the default ModuleEnginesFX and without requiring specific configs; Convert some but not most real engine specs from RO besides RealFuels-exclusive specs like ullage, feed system and limited ignitions to Stock. Late game contracts tailored for and full compatibility with Umbra Space Industries Kolonization and Extraplanetary Launchpads; Career balance and custom contracts that are challenging, maybe near-impossible sometimes but without grind. Rewards might be excessive as of now; Career progression from sounding rockets to building and sending an interstellar generation ship into an escape trajectory out of the solar system. The Current features are: Contract pack from sounding rockets to not so near future kinds of missions like building factories in outer space. (WIP, not fully tested) Like in RP-0, some probes lack attitude control. Extra, usually heavier avionics parts are needed to control rockets. Procedural Avionics available. Near all engines have limited throttle. A generic patch sets up hopefully realistic throttle limits to complement what SMURFF does to stockalike engines. Oxidizer is treated as an abstraction of Liquid Oxygen, and likewise, it is mildly cryogenic. Should only matter for weeks long missions. (uses SSTU boiloff) Liquid Methane rocket engines. For now only the Raptor: while there is a setup for BE-4 a lookalike part in a mod compatible with 1.2.x is needed. Stats are WIP and may change once more data becomes available. Both ProceduralParts and SSTU tanks are patched to support Liquid Methane loadouts. Generic overhauls of electricity, solar power, reaction wheels and others to bring their stats closer to what real ones would have. The nice RP-0 Tech Tree with a few extras, a generic patch for stockalike parts with rebalanced prices(WIP) for the demands of a realistic scale solar system. Custom-configured engines and command pods mostly adapted from Realism Overhaul configs to work without RealFuels, like the Apollo CM/SM, Rocketdyne F-1 etc. Stock PartUpgrade functionality added. Unfortunately, unlike RealFuels engine configs, they cannot be rolled back in the editor after their purchase. Again, this is experimental and right now requires some mods without stable 1.2.x versions. Known Issues: Part Upgrades do not work correctly with SSTU engines.This is a limitation that will probably be fixed in a future version of SSTU. Required Mods: Remember to search for their last 1.2.2 version if necessary. Not all links were updated towards them. Community Resource Pack Community Tech Tree Contract Configurator Custom Barn Kit Ferram Aerospace Research Kerbal Construction Time and MagiCore (Development Branch) Kerbal Joint Reinforcement Module Manager Procedural Parts RasterPropMonitor Real Chute Real Solar System Real Heat RemoteTech SMURFF SSTU TAC Life Support or USI Life Support. Part Upgrades Note: Once you have researched a part upgrade, you cannot revert to older specs. Sometimes it's better to not upgrade, specially because some upgrades mostly changed reliability in real world and TestFlight isn't compatible with the latest version of KSP to simulate such detail. Maybe never, because having too many failures the player isn't directly responsible for would oppose the goal of avoiding grind. These are basically RealFuels engine configs from RealismOverhaul translated into Part Upgrades which override each other. RemoteTech Note: For convenience, every probe and command module will feature a passive omnidirectional antenna once you have researched Basic Avionics. Further research in avionics will automatically increase their range and improve their transmission rates. Recommended Complementary Contract Packs: Tourism Plus Bases and Stations CleverSat if you want one more reason to launch satellites besides SCANSat and RemoteTech. Highly Recommended Mods: Advanced Jet Engine B9 Aerospace Parts and Procedural Wings BetterTimeWarpContinued Blizzy78's Toolbar Bluedog Design Bureau - Tons of SRBs, some uniques like the French Diamant, Mercury, Gemini/Agena/Apollo docking ports, an Apollo LEM that works. Connected Living Space Cryogenic Engines - Either don't install CryoTanks(recommended) or run improvecryo.bat or .sh to disable a Stock-balanced patch bundled with it. Dynamic Deflection Editor Extensions Redux Extraplanetary Launchpads - Custom contracts available for it. FASA - If you want more realistic looking textures. Has a few parts without direct equivalents in BDB or SSTU. RaiderNick's Soviet Spacecraft - for the Vostok and Voskhod. Flight Manager for Reusable Stages(FMRS) Kerbal Alarm Clock KerbalAtomics Kerbal Attachment System Kerbal Engineer Kerbal Inventory System kOS or MechJeb - if you really don't want either, disable RemoteTech's light speed lag. KSP Trajectory Optimization Tool - while more complex than Transfer Window Planner, it works better in RSS and can do a lot more, including multiple flybys. Hangar Extender North American Rockwell Mars Excursion Module - Besides the obvious, adds Nomex to RealChute as a bonus. Precise Node Procedural Fairings RCS Build Aid Real Scale Boosters - For real rocket engines exclusive to it. ScrapYard - great complement to Kerbal Construction Time. Sigma Binary - simulating the real way Pluto and Charon orbit each other. Perhaps a Real Solar System + Centauri Dreams interstellar mod will happen one day. Ship Manifest - besides its many conveniences, it is required for the unmanned soil sample recovery missions. Soviet Engine Pack SSTU Expansion Pack - Limited support. Run cleansstuexp.bat or .sh to delete unsupported or redundant configs from it. SSTU Nova Add-on Pack Stage Recovery SXT - essential if you like airplanes and want early game options in such field. Taerobee - essential if you want to do the X-1 -> X-15 -> DynaSoar progression and launch V-2 replicas. Trajectories - not completely accurate, but much better than guessing. TweakScale USI Kolonization - A Real Solar System balanced career mode compatible with Kolonization was the reason SRP-0 started. Waypoint Manager Recommended Mods: AirPark Continued, for HAVOC CactEye Telescopes Civilian Population Revamp DeepFreeze Continued EVA Parachutes and Ejection Seats KerbalFoundries, for the adjustable landing gears, wheels and tracks. HooliganLabs Airships, for HAVOC Infernal Robotics (Experimental - go here for parts) NearFuture Technologies Persistent Thrust Real Plume RSS Date Time (should work in 1.2, if not it will have to be recompiled) RSSVE, if the performance drop from running it and the GFX mods it requires is acceptable. SCANsat SpaceY and SpaceY Expanded. Transfer Window Planner USI Karbonite+ USI Orion Nuclear Pulse Propulsion Special Thanks To @Shadowmage and all who helped in the development of SSTU; To @NathanKell and the contributors of Real Solar System, RealismOverhaul and the RP-0 Team; To @Kerbas_ad_astra for SMURFF, which both inspired and is essential for this mod. To @ferram4 for Ferram Aerospace Research. To @RoverDude for the Umbra Space Industries mods. To Squad for not being afraid to bet on an once almost completely neglected niche genre and to all who contributed with the development of Kerbal Space Program To everyone who ever contributed to every mod listed here and to the KSP modding community in general. And I hope everything is OK with this development thread and first post here. Changelog: 0.1.1 Improved the code and recompiled ThrottleControlledShutdown.dll Recompiled RP-0.dll and included its modified, stripped down source code. Adapted all RealismOverhaul patches for Bluedog Design Bureau and added a few more. Included all rescales for SXT aircraft parts from RO. Adapted more patches from RO for stock parts. Fixed the fuel mass ratios for the MAKS spaceplane engine and added MAKS fuel settings to SSTU tanks. Hopefully it is very close to reality now. CECE-Methane upgrade for Bluedog Design Bureau's RL10 as yet another liquid methane engine. 0.1.2 Rescaled and added realistic specs to Bluedog Design Bureau Mercury, Apollo's LEM and Gemini parts. Also fixed BDB RL-10 to proper scale. Config for SSTU's RD-180 added. Fixes, rebalance against grind and major expansion of the included contract pack to completely replace Stock exploration contracts. 0.1.25 Fixed critical issue with manned contracts requirements blocking everything past the moon landing. Fixed BDB Gemini specs with a compromise. The actual Gemini separates the lower part of the service module before starting the solid rockets for deorbit. Boosted the parachutes of BDB Big Gemini. 0.2 Forked and modified the new, 1.2.2 compatible RP-0.dll avionics systems. Support for SSTU procedural probes and custom upper stage tanks added. Forked fixes for ProceduralFairings from Realism Overhaul. No more rockets breaking into pieces during launch when using interstage fairings(hopefully). Patched all parts to endure up to 9500 KPa of pressure, making unmanned landing missions on Venus practical(and maybe manned too, maybe). Improved the universal solar panels patch to set different energy/mass efficiency ratios depending on them being static or tracking and on tech level. Improved SSTU welding docking port diameter limits and updated SSTU Station Cores and Docking Hubs to use real docking ports diameters. Changed the way max diameters in SSTU parts are limited, to rely on Part Upgrades rebalanced for RSS. They are located in construction tech nodes. Redefined mininimum diameters for all SSTU procedural parts and changed increments in size from 0.625m to 0.5m. Overhauled procedural solid rockets to use the Part Upgrade system and removed many duplicate procedural SRB parts no longer needed. Fixed the Big Gemini parachute from Bluedog Design Bureau for real. Reduced dry mass of SSTU cryogenic and zero boil-off tanks. Previously stages using cryogenic tanks and LH2 engines were barely breaking even in delta-V per total mass with Aerozine 50/NTO upper stages. In reality heavier service module tanks are required for the latter which are mostly pressure-fed. Implemented proper volume settings for TAC Life Support resources in SSTU tanks. Now they should be very close to procedural life support tanks, except for having a much lighter dry mass. SSTU does not support requiring specific tank types for some resources(AFAIK). 0.2.1 Rescaled and redefined the SSTU Space Shuttle(SSTU-SC-E-*) with realistic specifications and pricing. Included patches to rebalance SSTU Solar Panels and NearFutureSolar curved solar panels. Added config for the X-33 engine(requires SXT). The apparent lack of VentureStar styled fuselage parts limits its applications though. Fixed critical typo in generic patch to set mostly realistic R&D costs for parts without specific configs. Replaced all rescaleFactor to direct model rescales in specific part configs to reduce glitches. 0.2.2 Contract Pack Nerf: removed science rewards from all contracts. They remain very generous and there are other ways of gaining science points. Removed tankage volume modifiers from SSTU cryogenic tanks to make them useful in mid-late game. Fixed missing upgrades for SSTU custom radial decoupler sizes and increased max temp of all radial decouplers to 3600 K because of procedural SRBs. Fixed gas giant atmospheric probe contracts. Added LH2 options to Zero-Boil Off tanks using Procedural Parts. Changed final upgrades for procedural avionics in SSTU custom upper stages to reduce minimum kW demand to more reasonable levels for larger parts. Apollo Docking Ports are now compatible with "size 1" Stock docking ports and Common Berthing Mechanism with "size 2". Fixed misplaced attach node on NASA docking system. Minor Improvement to ThrottleControlledShutdown.dll 0.2.3 Added support for North American Rockwell Mars Excursion Module Added configs for BobCat's Soviet Engine Pack, which still works in the newest KSP versions. Added config for the modern successor of the Russian RD-0110 upper stage engine, the RD-0124. Added Pentaborane as a fuel option in SSTU and procedural tanks, because it's unique enough to not be "abstracted" into "Aerozine50". Added a Pentaborane-fueled lander engine based on the RD-270M for SXT, so the MEM with its fluorine tanks won't be the only extreme chemical hazard option. Fixed RD-701 Tripropellant engine by giving it a model that looks close enough to the real one and also added the smaller RD-704. Rebalanced once extremely high prices of SSTU procedural interstage petal adapters with the price of the Spacecraft Lunar Module Adapter as reference. 0.2.4 Adapted some RealPlume configs from RealismOverhaul and included configs for SpaceY, MRS and Near-Future Spacecraft from RealPlume Stock Configs. Not all of them were tested and some of these configs may not be working due to mismatched thrustTransform or other problems translating configs for ModuleEnginesRF to ModuleEnginesFX bring. Report any missing plumes in the Development thread. Integrated B9 Aerospace spaceplane parts with SSTU for customized resource loadouts. Dry masses are still on SMURFF and might not be perfect as of now. Removed redundant hard dependencies on CryoEngines and Firespitter Core. All switchable tank configs use either ProceduralParts or SSTUVolumeContainer. Fixed TAC Life Support resource volumes on SSTU tanks and the Life Support Tank setting for SSTU. Partial support for SSTU-Expansion: SSTU integration with Stock Mainsail, Bluedog Design Bureau RL10 and BobCat Soviet Engines only for now. Added HG-3, a researched successor for the J-2 that never left the drawing board but served as development base for the Space Shuttle Main Engine. Minor patch included to support the British Rockets mod. Minor because it fortunately is a real scale mod. Fixed the Bluedog Design Bureau parachute for the Big Gemini for real, really. Fixed Apollo Service Module fuel cells and Nuclear Thermal Rockets turbine generators. 0.2.5 Fixed Near Future Electrical nuclear reactors so they are no longer horribly inefficient compared to the NERVA generator or real nuclear reactors. Fixed the pricing of NFE uranium tanks. No more entry costs in billions for storing uranium or fuel tanks costing hundreds of millions. New Tourism Contracts properly balanced for the Real Solar System, up to Mars for now. More will be added in the future. New Colonization Contracts for building a retirement home on Moon or Mars and ensuring the customer who paid for it will live 20 years in it.
  3. KSP Orbital Decay Full Version (v1.5.0) Introduction Hello everyone, Whitecat106 here creator of the Historic Missions Contract Pack and I wish to share with you the release version of my new project. I have been working on this for quite a while and can now release this mod after I finally had a break through in the code - as a result of months of tinkering! Some mods in the past have come so close to this but none actually produced a viable working version... well until now... What does it do? On rails and off rails orbital decay for any vessel around any celestial body, this decay is determined by various factors, such as atmospheric drag, radiation pressure drag and more! Estimated impact times are given for each vessel. Station Keeping for active and non active vessels. Supports all KSP Resources. UI interface for predicted decay times and vessel information. The above work during time-warp! This is the full release version of the in-development mod featured here. Initial Dev Video: https://www.youtube.com/watch?v=CoeHIbgr-wo * Note this video shows the V0.0.1 Dev version, the features of this Release version differ slightly. Notes: For information on how to use the mod check out the wiki below! Orbital Decay Wiki : | Wiki | Known Incompatibilities: (Major, Minor) - RSS Extrasolar - Sagitarius A* causes problems with the coding of the mod, use at your own risk. Similarly other 'galactic core mods' may cause problems - To be fixed in 1.6.0 - Mechjeb autopilot can fail when nearly reaching a set altitude due to drag reducing the actual altitude - Fix in 1.6.0, other autopilot mods may be effected. Download: SpaceDock: | Download | -- Please Backup Your Saves, this is a work in progress! PLEASE NOTE: You must disable the ORBIT_DRIFT_COMPENSATION = True In the KSP settings.cfg file otherwise orbits will no longer decay as of KSP 1.1.3, a fix for this on the way! Just change 'True' to 'False' Github: | Source | Want to help a student and part time modder out? Please consider Donating ! Any donations will be greatly appreciated! Special Thanks: - Zajc3w for the complete reworking of the station keeping / resource system! - Everyone who has provided encouragement and has helped find bugs and report them! License: This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. Enjoy! Whitecat106
  4. Download from Spacedock: http://spacedock.info/mod/685/Real%20Solar%20System%20Expanded This mod REQUIRES: Real Solar System Kopernicus SigmaBinary This is me taking over @pozine mod, seeing as he has been offline since February. Most credit goes to him. (11/05/16) - Poll! http://www.strawpoll.me/10183143 (20/05/16) - Poll! http://www.strawpoll.me/10263601 This mod is the continuation of Pozine's RSS Planets & Moons Expanded Mod. It adds more stuff to RSS:In the current version (0.13.2): Retextures Saturn; Adds a heightmap for Iapetus; Does something to Uranus; Adds Asteroids (Asteroid Belt/Kuiper Belt/Elsewhere): Vesta; Juno; Ceres; Pallas; Ida; Dactyl; 67P (Where Rosetta went and Philae landed); Lutetia; Orcus; Vanth (its moon); Makemake; Chariklo; Halley; Sedna; Moons of Jupiter: Metis; Adrastea; Amalthea; Moons of Saturn: Pan; Daphnis; Hyperion; Pheobe; Pandora; Prometheus; Epimetheus; Janus; Moons of Uranus: Titania; Miranda; Ariel; Umbriel; Oberon; Moon of Neptune: Proetus; Moons of PlutoCharon: Styx; Nix; Kerberos; Hydra; All stuff I plan to do: Changelog: Credits: Me (imkSushi) for doing something pozine for making the mod in the first place NathanKell for Real Solar System ThomasP for Kopernicus (sorry about the axial tilt discussion) Sigma88 for SigmaBinary the ksp devs for KSP anyone who downloaded the mod for supporting the mod Old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  5. For a long time in Kerbal Space Program, I have been wondering, is it possible to get into orbit in an SSTO in Real Solar System? I have done it myself with some certain mods, and I think that it is possible, but just barely. RULES: No Alt+F12, No Hyperedit, No editing the Save file Vacuum TWR cannot be greater than 0.8 for all possible engine combinations. (I want you to use Jet engines to get into space) Must Have Apoapsis and Periapsis above 140Km. Solid Rocket Boosters are allowed, but only to get you off the launchpad You may also have up to six radially detachable fuel tanks, but they must be decoupled before leaving the atmosphere. Proof that it is possible to get into Space in RSS with a plane SSTO: Edit: I actually have made it into orbit before with this, I just had some problems with it this time around. SCORING: 500 Points - Getting Into Orbit 300 Points - Bringing a Payload Into Orbit which weighs more than 1/3 Ton 500 Points - Bringing a Kerbal Into Orbit -400 Points - Dropped any parts over the course of the mission (An SSTO should not have any staging) 200 Points - Landing again +100 Points - Landed within 100 Km. of KSC +500 Points - Landed on Runway 500 Points - Getting into "High" Orbit 400 Points - Flyby of moon 1000 Points - Landing on moon +600 Points - Returning From Moon +700 Points - Planting Flag on Moon 300 Points - Escaping Kerbin's SOI 1000 Points - Per other Planet's Soi Entered 2000 Points Landing on another Planet +1000 Points Returning from another Planet 400 Points - Using Realism Overhaul Parts (The whole package including limited Ignitions) 601 Points - Using FAR (Aerodynamic failures are a hard workaround) 1000 Points - Using Stock Balanced Parts 2500 Points - Not having any mods except RSS If you do anything else that I consider point worthy on your mission, I will give you a variable amount of points based on how hard what you did was. HIGH SCORE BOARD: Me: 100 points MODS ALLOWED: RSS or any other planet packs that add to RSS (Duh) Realism Overhaul and all parts that come with it (Don't use it with other part mods though) Instell Incorporated Experimental Technologies B9 Aerospace Firespitter (Like you'd Need it) Mech Jeb or Kerbal Engineer (Flight Guidance is allowed on Mech Jeb) Venn's Stock Revamp Tweak Scale RLA Continued Raster Prop Monitor (Used For Iva Runs) KW Rocketry All Near Future Mods Ferram Aerospace Research Any other Part mod that is Stock balanced, and doesn't add any engines or fuel tanks that are more efficient than already existing parts. NOTICE: If you think any of the Rules should be changed, or that a new mod should be added to the list post it with your reply.
  6. (Inspired by Interplanetary How-To Guide by Kosmo-Not) I proudly present to you the Nexus's Orbital Calculator It does a lot of calculations for you automatically. You only have to input the data. It has a: Orbit Calculator Hohmann Transfer Calculator Interplanetary Transfer Calculator And more... Works for both stock KSP and Real Solar System Download for free by clicking on the link below https://drive.google.com/file/d/0B0WLcnclj_TFSVBRUEExSWlmeW8/view?usp=sharing (I'm open to constructive criticism and suggestions)
  7. Hello. I would like to ask if there's a calculator or a spreadsheet that can calculate all the things Alexmoon's Calculator does but for the RealSolarSystem. I would like a spreadsheet or an online tool, please. Because the calculators for KSP (e.g. Alexmoon's, Olex, etc) only work for stock KSP. I've tried abrhmsanchez's one but he doesn't have the Moon. Also, I would like to have the real names of the objects. Also, I would like it to have custom values. E.g. radius, gravity, possibility to add new bodies, in short, that you can modify everything in it. If someone could do this for me, I would be eternally thankful to that person or people. Hope you can do this for me. Or direct me to something that does what I'm asking for. Thanks in advance, Nexus24680
  8. Half Size Real Solar System (5x Kerbin scale) HalfRSS is a mod that uses the great work from @NathanKell and creates our Real Solar System in a smaller scale in KSP. At half the size of the RSS, HalfRSS is still 5 times larger than stock KSP and provides a huge challenge to players, but can be achieved with stock parts. I always loved the idea of playing in our Real Solar System, but I am not a good enough player to be able to accomplish that on the grand RSS scale. The guys over at Stock Size RSS gave me the inspiration for this with their awesome work, but I found that size to be easier than I hoped for. I am hoping that this is a good balance between stock sizes and full size RSS. You can play this without using Realism Overhaul and without having to create super huge launchers to get anywhere. SPECIAL THANKS: @NathanKell and the entire Real Solar System group for creating almost everything that is released in this mod @CaptRobau for letting me use his planets Thatmo and Slate from the Outer Planets mod as two of the Dwarf Planets that we know almost nothing about @OhioBob for creating the atmospheres that are present in the mod The entire Kopernicus team for creating the mod that makes this all possible! @Thomas P. @NathanKell @KillAshley @Teknoman117, Bryce Schroeder @ImkSushi and @pozine for their work on Real Solar System Expanded that provided Ceres and Vesta PLANETARY BODIES INCLUDED: DOWNLOAD: GITHUB: https://github.com/pap1723/HalfRSS/releases SPACEDOCK: http://spacedock.info/mod/787/Half Size RSS https://github.com/pap1723/HalfRSS-Textures/releases - These are the textures that are necessary to download Included in the download: Half RSS Mod files Module Manager (by @sarbian, @swamp_ig, @ialdabaoth) See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/55219 Kopernicus - See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/114649 A configuration for Custom Asteriods by Starstrider42. See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/80483 INSTALLATION: Extract to KSP/GameData. You should have one dll (Module Manager) in the root of GameData, and three new folders: HalfRSS, Kopernicus and ModuleFlightIntegrator. However, you are NOT DONE YET. TEXTURE INSTALLATION: Now, you must select a texture resolution. Download a pre-made pack (8192, 4096, or 2048) and then, if desired, selectively replace with different-resolution texutres. Note that 8192 is dangerous: you will almost assuredly run out of memory on 32-bit versions of the game. You can get the textures from: https://github.com/Pap1723/HalfRSS-Textures Go to the releases page and grab one of the resolution packs, then (optionally) get replacements from the repo itself. The path of the folder will be KSP/GameData/RSS-Textures Make sure you download from here and not the other RSS versions. There are additional biomes as well as additional planets that are included with the HalfRSS version. RECOMMENDED MODS: Custom Asteroids by @Starstrider42 - http://forum.kerbalspaceprogram.com/index.php?/topic/72785-11x-custom-asteroids-131-may-7/ Parts Mods can be helpful to have larger launchers (SpaceY, RealScaleBoosters-use stock config, KW Rocketry, etc) This list will continue to grow as I add more of the mods I love to use with it FUTURE PLANS: Create RemoteTech Configs (this is done, just need to test for release) Configs for AntennaRange (this is included, but need to test for ranges) Configs for Kerbalism New Science definitions for new planets and moons Height maps for all of Saturn's moons New Biomes for all of Saturn's moons More, much, much more! CHANGELOG Version 1.6 Updated Kopernicus and ModuleFlightIntegrator to newest version Changed Time Warps to be same as RSS (much faster than stock) Version 1.5.1 Europa Hotfix (actually included the correct file this time) 1.5 Planet Config Issues YOU MUST DELETE YOUR HalfRSS FOLDER FROM YOUR MAIN GameData FOLDER PRIOR TO INSTALLING THIS UPDATE Fixed an issue where Miranda, Ariel, Oberon, Umbriel and Europa were not loading 1.4 Visual Atmosphere fixes Updated visual effects of atmospheres 1.3 RemoteTech Fixes - June 27, 2016 Updated all configs for RemoteTech compatibility Modified all RemoteTech antennas to work with the new size Modified high space over Earth value 1.2 Major Bugfix - June 24, 2016 Fixed the way that gravity parameters were being calculated. Thanks @MattMarquo 1.1 Updated Release - June 23, 2016 Updated Kopernicus to the newest version that fixes bugs in 1.1.3 Updated the Custom Asteroids config with a file provided by @Starstrider42 1.0 Initial Release - June 23, 2016 LICENSE: CC-BY-NC-SA If I have made the error of forgetting to include you in my thanks, or if I did not give you credit for work that is yours, I sincerely apologize. Please contact me and I will fix this oversight immediately!
  9. I was trying to create myself a RSS "modpack", but both because I'm lazy and because I'm bad at searching stuff, I can't find any lists of mods that I must have in order to play RSS correctly. Is someone willing to write a list of mods (just the list, I'll find by myself all the downloads) that I need?
  10. This mod plans to bring RSS to stock size This mod is a WIP so bugs are expected What does it do? Makes all the bodies stock size, so yes, Kerbin size. Is it compatible with Eve and Scatterer? Yes! Both are included in the download! The sunflare used in this pack is from this mod: http://forum.kerbalspaceprogram.com/index.php?/topic/138919-112-11-galileos-sun-flares/ License is CC-BY-NC-SA-4.0 http://creativecommons.org/licenses/by/4.0/ Donate to the " Get me a new computer fund" https://www.paypal.me/sDaZe Anything helps, thanks! DOWNLOAD HERE! https://github.com/Galileo88/SSRSS/releases You also need to download RSS Textures, Sigma Dimensions and Kopernicus for this mod to work! RSS Textures - https://github.com/KSP-RO/RSS-Textures/releases Sigma Dimensions - https://github.com/Sigma88/Sigma-Dimensions/releases/tag/v0.6.1 Kopernicus - https://github.com/Kopernicus/Kopernicus/releases/tag/release-1.2.2-2 PLEASE DO NOT REDISTRIBUTE ANY OF THE TEXTURES INCLUDED IN THIS PACK WITHOUT ASKING FOR PERMISSION KNOWN ISSUES: - Clouds do not show up in main menu - Scatterer (atmospheric haze) does not show up in main menu or in tracking station - Small amount of "z fighting" between ocean and land on Earth. I'm working on a fix. To get the correct look for the Moon, you MUST install the optional RSS-Textures included in the DL ChangeLog: 2.0.3 - Updated city light textures ( Day and night) - Updated Mars's Scatterer - Made Mars's Clouds better - Updated Jupiter's Auroras - Updated Saturn's storms - Updated terrain level for all bodies - Updated Auroras for Earth - Updated Earth's clouds - Fixed timewarp issues around Titan - Updated the cloud shadows on Earth to make them more realistic and you should get better FPS - Fixed other minor bugs - Updated the sunflare - Updated Earth's Ocean 2.0.4 - added 6 hour kerbal days - Better SVE performance - Added Ground textures to all bodies (WIP) - Reduced download size - Other little fixes
  11. Using the time travel capability known as "previous version steam beta" the universe defined by the realism overhaul suite has been recovered. This thread documents the progress made by our brave Kerbals in exploring the Sol system, from humble beginnings involving V-2 engines and Aerobees to potential crewed interplanetary flight. Live Streams of career progress are found here: https://www.twitch.tv/maxl_1023 Highlights and eventual edited videos will be posted here: https://www.youtube.com/channel/UC0QP0BvaZg2x2z1YK3tt3AQ I am separating this thread from my 1.21 GPP stream ("Bringing Debris to the Masses") , as it uses a completely different KSP installation and I do plan to play both in parallel over the next few weeks. I will also add highlight screenshots directly to this thread, and post replies to announce my stream (as I both want someone to watch it and have no idea how else to do it). The main modlist: - Realism Overhaul - RP-0 - Real Solar System - TAC Life Support - Remote Tech (Without signal delay for now) - Dmagic Orbital Science and Scansat - Whatever visual enhancement mods I can get working - Many more minor mods for parts, etc.
  12. Hi, So I started playing Real Solar System yesterday and I quickly discovered the stock parts weren't powerful enough to launch anything that weighs more than a few tonnes to LEO. That's why I would like to hear some suggestions for mods I should use. By the way I'm playing version 1.2.1. Thank you.
  13. I've been trying to fly the GN Drive powered (vertical) spaceplane over the Earth in Real Solar System for quite some time now. The problem, though, is that I never managed to really shed off the orbital speed during the atmospheric entry, and attempting to land the SSTO at that speed resulted in the ship itself blown up like fireworks. The only way I could find so far is perform a reverse-thrust with the GN engine in docking mode, but I'd like to find another way if possible. I'm using the stock parts for now, though I would like to have this problem solved before I install more advanced mods like FAR.
  14. Hi everyone, Rocket Science Advanced is a new Youtube channel dedicated to explaining some of the science behind our world's space programs. We use the physics/engineering we learn in previous episodes to successfully (sometimes) build and fly missions in a heavily modified version of KSP. In this we use Real Solar System, Realism Overhaul, and Real Progression Zero together with all their required mods, plus many others. We also use TAC Life Support, Kerbal Construction Time, Remote Tech to add both realism and challenge. We will be comparing (once we get there in the game) different methods for getting to Mars and establishing a permanent presence there. If you like science/math you will like this. If you don't, but you want a challenge, you may also like this. While probably meant for a more mature audience, I invite any and all to give it a try. There will be regular content added (and my skills should also improve on the video side) so I hope to establish a space-loving community, especially one that is interested in the human colonization of mars (the moon too, sure) in real life. Rocket Science Advanced PS. I wrote (and copyrighted) the music used (except of course within the KSP game itself). The music is the hardest part because I need to try to crank it out for every other episode or you might get bored hearing the same stuff all the time. Any feedback is appreciated. There are only 3 episodes there now, but I promise many more are coming. PSS. I may be a bottle rocketeer on this forum, but just so you know, I have 30 years experience as an Aerospace Engineer.
  15. Hi Everyone, I have posted the trailer for a series coming next Friday called Rocket Science Advanced (Rocket Science 101 was taken by NASA). It is part science/math to explain the critical design challenges in various areas of the world's space programs. This uses Real Solar System, Realism Overhaul, and Real Progression Zero to add more realism to simulations. Roughly half the episodes are flight/gameplay and half are science-tech oriented (with some engineering thrown in). I hope you like it. Parallax59 PS. It is very expensive to license other's music for videos, so I wrote my own music. https://youtu.be/yuv5_wO-lDQ
  16. Hi amazing readers of these forums, It's been a crazy long time, but tonight I'm going to stream the design of a new rocket booster for my YouTube series. You might think 'what the hell, every game starts with designing a booster this isnt special' and you'd be right. Sort of. In Realism overhaul we have to take into account different fuel mixes, tank types, engine burn time and failure ratings and more. This makes rocket design take a long time and be actually tricky. I aim to design a multi-applicable first and maybe second stage which will ideally last for a whole lot of missions/episodes. Intrigued? Check out my stream: https://www.twitch.tv/donlorenzo42
  17. Hey guys, I don't know if this was discussed earlyer, but I found a way to calculate orbits in real solar system. For me it was a real pain in the butt to find premade calculation for orbit. You can easily find the geostationary/geosychronous orbit of earth, but it get's a bit tricky for the rest of the planets. So I watched some YouTube videos and came to the conclusion that is't pretty simple. You can basically do this with every planet you want, even in the stock solar system. The only data you need for the formule are: - The mass of the planet in Kilograms. We call it Me - The orbital time in seconds. We call it T - The radius of the planet. We call it r - Gravital Constant, this is always: for KSP 1.1.3: 6,67*10-11 for KSP 1.2: 6,67408*10-11 If you miss one, you can solve it, in my case it was the radius. The formula goes as follows: Now you have the radius cube from the middle of your craft(doesn't effect the calculation) to the middle of the earth. To get the actual radius, you need to cube root your outcome, goes as follows: If you fill this formula in, you'll get the altitude you want. I have set this up in excel for myself. You can just fill your data in and you have your answer, very simple: Earth's mass is 5,972*1024 kg Radius is 6371km Orbital time is 60(seconds)*60(minutes)*24(hours)=86400 seconds For the ones who want it in excel like me, put this in: =((((G)*(Me)*((T)^2)/(4*π()^2))^(1/3))-r. ((([G]*[Me]*([T]^2))/(4*π^2))^(1/3))-[r]. . I will put the excel file in the comments, if someone wants it. Sorry for my bad English Greetings, DrLicor
  18. Hello there intelligent Engineers! Today, I've got a challenge for you! A very tough one. So I've seen people building SSTO's in Ksp RSS but none of them was reuseable. Now I'm inviting you to join this challange and be maybe the first ones to ever crate a SSTO on RSS in KSP or a fully reuseable spacecraft. The rules are: Full reuseability no debris has to achieve orbit has to carry atleast 5t to LEO Realistic mods! (That means no warp drive ) RSS FAR The winners spacecraft will get a youtube review. I cant await to see your spacecraft
  19. Hey there intelligent Engineers! I took a look at the latest rocket designs and realised, that most of them are using kerosine for first stage, which does emit a hell lot of CO2. Then I thought about making a rocket ECO-friendly, and started looking for a propellant, which would fit my needs. And voila! LH2 and LOX or better known as Liquid Hydrogen and Liquid Oxygen. These fluids put together produce H2O, which is very eco-friendly. Luckily LH2 and LOX engines have the highest specific Impulse, and therefore the highest efficiency. Now I challenge you guys, to build a entirely Eco-friendly Rocket, which can carry a payload into LEO (in RSS ofc.)atleast! The rules are: Eco Firendly fuel, like LH2 and LOX No SRB's No kerosine or any kind of enviromentaly harming/unfriendly rocket fuel. RSS (Real Solar System) Rocket has to achieve a minimum orbit of 180 km. As an example I built an eco-friendly rocket called ECO-1, which can carry around 20t to LEO (approx. 200 km). For the engines I used 6x SSME ( Space Shuttle Main Engine; Aerojet Rocketdyne RS-25 ). Here are some pictures of it: Im excited to see your designs, rockets etc. Thanks for your attention!
  20. I am wanting to present to NASA and others a mission architecture for a combined Phobos-Deimos (PhD) mission using Falcon Heavy launches, Dragon capsule(s), maybe BEAM habitat, maybe a Centaur upper stage, and maybe solar electric propulsion. The mission could preposition a hab and supplies at Phobos, use aerobraking, and leaving all but a capsule in a highly elliptical Mars orbit (HEMO) in order to minimize the propellant needed. Transfer between Phobos and Deimos could be done via Dragon capsule or if not sufficiently capable then just the crew with a propulsion pack. This project could be part of the work of a Space Development Group which develops a set of mission architectures for the low-cost development of the inner solar system. Check out LunarCOTS.com. Thx.
  21. Sorry about the sound quality. Try to imagine I'm talking to you from mission control. In 1967.
  22. Random failures are part of (optional) TestFlight mod. Not my first Kerbal to orbit in this career, but I just thought it was an interesting blend of Kerbal high jinks and Realism Overhaul realism. I also thought the rocket turned out to be pretty interesting. An American Capsule, boosted by a British upper stage, with Russian boosters, including what are basically improved V2 rocket engines. Interestingly, both the Venus VI-D-M rocket I used and the Atlas rocket used for Project Mercury both have a mass of 120 tons. Please tell if there is anything wrong with images or captions.
  23. Hello everyone! Two days ago I started with my series. The First mission was a Venus flyby. Of course I started the save already a while ago and did some small stuff to get starting science & funds.
  24. Hello, people. I have a minimal experience of installing mods, with some small and quite insignificant ones like Chatterer, PlanetShine, etc. Now that I tried to install the monster that Real Solar System is, I've been experiencing huge problems. For once, neither CKAN nor manual downloads worked for me. CKAN shows errors all the time and stops the downloads and manual downloads just make my game crash. It's version 1.0.5. Does anybody know of any recent links I could use or anything?