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Found 21 results

  1. 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/
  2. 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?
  3. 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!
  4. 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
  5. 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.
  6. Warning: This is a Development Version that requires mods without official stable releases for the latest Kerbal Space Program version, and it could be necessary to compile some of them from their source code, like RealHeat. Sufficiently Realistic Progression Zero General Development Feedback and Discussion License: CC-BY-NC-SA DOWNLOAD (Source included): Older versions: https://drive.google.com/drive/folders/0B45cFsYMm_H-Y1dYdW5rUThXT28 0.1.1 : https://drive.google.com/file/d/0B45cFsYMm_H-VW5Zd2dlR24wSkE 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 (WIP and still requires balancing). 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: Community Resource Pack Community Tech Tree Contract Configurator Cryogenic Engines Custom Barn Kit Ferram Aerospace Research (Development Branch) Firespitter Core (Plugin only) Kerbal Construction Time (Development Branch) Kerbal Joint Reinforcement Module Manager Procedural Parts RasterPropMonitor Real Chute Real Solar System Real Heat (Must be recompiled. If I get confirmation from @NathanKell it's no problem, I'll post a download link to an unofficial RealHeat.dll compiled for 1.2 later) RemoteTech SMURFF SSTU TAC Life Support or USI Life Support. It might be possible to try this without RealHeat, but the results of atmospheric reentry may become unexpected and radiators will become necessary in situations which in reality would not require them. 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 Blizzy78's Toolbar Connected Living Space (experimental in the master branch) Dynamic Deflection Editor Extensions Redux Extraplanetary Launchpads - Custom contracts available for it. FASA - For Mercury, Gemini, early rockets and launch clamps. Anything without lander legs, wheels or docking ports still works. Delete parts already available in SSTU. RaiderNick's Soviet Spacecraft - for the Vostok and Voskhod. Flight Manager for Reusable Stages(FMRS) (Experimental) 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. Hangar Extender Precise Node Procedural Fairings RCS Build Aid Real Scale Boosters - For real rocket engines exclusive to it. 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. Stage Recovery SXT Taerobee Trajectories Transfer Window Planner - Tip: due to Earth's axial tilt, you must align your orbital inclination with the Moon instead of an equatorial orbit for this. TweakScale USI Kolonization - A Real Solar System balanced career mode compatible with Kolonization was the reason SRP-0 started. Warp Everywhere or Time Control Waypoint Manager Recommended Mods: Bluedog Design Bureau CactEye Telescopes Civilian Population Revamp DeepFreeze Continued EVA Parachutes and Ejection Seats HooliganLabs Airships, for HAVOC Infernal Robotics (Experimental - go here or 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. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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!
  15. 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.
  16. Sorry about the sound quality. Try to imagine I'm talking to you from mission control. In 1967.
  17. 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.
  18. 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.
  19. 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?
  20. Are there any planet packs out there that have realistically-scaled planets? I want to do an RSS game with multiple solar systems, but all the packs I've seen are scaled for stock KSP (i.e., a tenth the size of real planets).