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Found 7 results

  1. Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour) EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
  2. NicheParts A small'ish parts pack which adds some real life engines and RCS parts. This pack is recommended for use with Realism Overhaul mod & is not well balanced for the stock game. RealPlume is also a must. In action: https://imgur.com/a/DNOd4 The parts: http://imgur.com/a/8IueS Installation: Just copy into GameData, Realism Overhaul & RealPlume Configs provided. The mod is not intended for use in the stock game, however if you do wish to play in stock delete the following folders in the NicheParts mod: RealPume Configs Realism Overhaul Configs Download: SpaceDock License: If you like this mod, please do check out Zarbizaure's awesome mod which adds even more realistic engines: Forgotten Real Engines.
  3. So - this is where I am going to post reports and pics from my ongoing space program. Boring explanation: Okay. Here we go. Part I - Another beginning. Part II - Munstep's aftermath Where are we? Two Kerbal Nations - american and soviet - have been battling for the Mun. Yeah, quiet common so far. Surprisingly US-american Kerbals made it there first during the flight of Apollo 8 with Jeb planting the flag in the surface. Recently after successful completion soviet Kerbals have been launched to the Mun aboard Soyuz LOK-4 mission making Boris Kerman the first soviet Kerbal on munar surface. But contact to the kerbonauts has been lost ever since during EVA-activities! UP NEXT: Starting desperate rescue-missions both american and soviet missions ran into technical difficulties with their vessels leaving the two Kerbals lost somewhere on munar surface. While trying to improve inflight-safety both nations came up with plans of spoiling the space with stations to increase mission duration and space knowledge. P.S.: So. Introdutional part done. Feel free to love it or hate it. More to come with more in-depth detail. Don't mind the misspellings on the pictures - had to be quick there . This first should have also given me a better overview of which functions are available for creating posts. So I hope my quality of writing will improve soon. Cheers!
  4. Real Scale Sea Dragon - Parts Pack Realistically scaled Sea Dragon rocket --------------------------------------------------------------------- NOTE: This is still an alpha/beta development project. New parts are still being added, and things can and will change! --------------------------------------------------------------------- Required Dependencies: Module Manager Hangar Extender Highly Recommended: QuickSearch (you can just type "dragon" to quickly find the parts) Kerbal Joint Reinforcement (big parts = big flexing?) Real Solar System FAR --------------------------------------------------------------------- Installation: Simply copy the "RSSeaDragon" folder into your GameData folder. If upgrading from a previous version, be sure to delete the old one from GameData first (this is the cleanest option). --------------------------------------------------------------------- NOTE: These rocket parts ARE NOT stock balanced! They're using the real world mass ratios, thrusts, ISPs, dry weights, and so on. They will certainly WORK in stock, just with severe overkill. SECOND NOTE: This is still in alpha/beta development. Parts are still being added, and things can and will change! --------------------------------------------------------------------- Design Notes: Primarily meant for use with RSS or other large scale Kerbins, however you can certainly fly this in an otherwise stock game. In stock, it will be ridiculously overkill, but since it's a bit of an overkill solution anyway, that's part of the fun, right? Known Issue: Fairing "confetti" is rather deadly. KSP 1.1 should allow us to eject it further. Known issue: Steering authority in upper stage is weak. Already artificially inflated though! (should be worse!) Currently doesn't have a set of ballast tanks for water launches. This will be looked into, but it's unclear how well it will work, until experimenting. To-Do List: Ballast tanks for sea launches (works in testing, tank model coming soon). Larger smoke trail for first stage (completed for 0.2). Extending second-stage engine bell. Primary design diagram used: --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- curse.com (soon) -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log: 0.3.4 (2016-07-12) - Tweak. - Slightly increased heat tolerance of first stage parts. 0.3.3 (2016-05-11) - Minor hotfix. - Corrected staging problems in sample rockets. 0.3.2 (2016-04-22) - Tweaks. - Added collider setting for procedural fairing base. - Adjusted tech node to play more nicely with Real Scale Boosters. 0.3.1 (2016-04-03) - KSP 1.1 Hotfix (1.0.5 compatible, except for the sample rockets) - Sample rockets were locking up KSP 1.1 when sending to the pad/runway. Updated for 1.1, but are no longer compatible with 1.0.5. - Sample rockets saved with fairing settings to use maximum ejection force, and 4-way clamshells. 0.3 (2016-04-02) - The Sea-Recovery Update. (1.0.5 compatible) - Increased crash tolerance of first stage engine and tank to 150 m/s to support oceanic crash-landing recovery. - Removed stack attachment node from end of skirt extension on second stage tank, and instead added it to second stage engine. - Added inflatable "recovery flare" to the first stage engine, and updated sample rockets to put it on action group 2. 0.2 (2016-03-28) - The Sea-Launch Update. - Increased crash tolerance considerably on all parts, to allow bouncing around in the water. - Added attachment node at bottom of first stage engine to allow attaching the ballast tank. - Extended first stage tank's lower skirt, and removed extraneous attachment node corresponding to it. - Shortened first stage engine length (and updated sample rocket accordingly), after discovering miscalculation. - Reworked colliders for first and second stage main engines, and first stage tank. - Added ballast tank for sea launches. - Added SPH sample rocket with ballast tank. - Updated VAB sample rocket to ignite the verniers at launch in the staging. - Added an animated bell extension for the second stage engine, and updated sample rockets to use it (action group 1). - Added custom smoke trail for first stage engine (known issue: runs regardless of air pressure). - Removed smoke trails from upper-stage engine + verniers (hydrogen burns cleanly). 0.1 (2016-03-25) - First test release. - Mostly complete. Using stock procedural fairing system. No ballast tanks. - Known issue: Fairing "confetti" is rather deadly. - Known issue: Steering authority in upper stage is weak. Already artificially inflated though! (should be worse!)
  5. I know about all of the RSS and texture mods, but is there a mod that makes the sizes of the stock planets and other objects realistic?
  6. The purpose of this challenge is to create real life rockets/missions that launched or didn't.(Looking at you, Constellation!) It would be nice to have it stock, but it's no matter, I have a list of approved mods below. KW Rocketry TweakScale Kerbal Alarm Clock Kerbal Engineer Outer Planets (for New Horizons, Juno, Cassini-Huygens etc.) I have an Atlas V with new horizons that may be posted on imgur. What will you build? Happy Ship building!
  7. Hi all. Is there any ISP scaling mod that works with KSP 1.0.5? Back in 0.9, I would install the real solar system mod and an ISP scaling mod (Kerbal Isp Difficulty Scaler) which I prefer to installing realism overhaul since it was extremely complex and requires too much planning that it takes out the fun for me. I remember the ISP scaling mod automatically calculates how much ISP it needs to multiply in order to make it feel like a "normal" KSP game. If there's a mod with this functionality that would be perfect.