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  1. Realism Overhaul If you want to discuss Realism Overhaul or how to use Realism Overhaul check out this thread here. Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. Some of the most signfiicant changes include: Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage. Pods are as large as their real-life counterparts and weigh what they should. Propellant tanks have correct dry mass ratios. Solar panels don't produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren't magically powerful anymore (though they still don't require momentum dumping). Contributors to Realism Overhaul: A1Ch1, Raidernick, james3838, camlost, JandCandO, Sarbian, marcelocoelhorodrigues, NathanKell, hattivat, batuhan, Ravenchant, bax-, advice-dawgg, jean400, RedAV8R, jedi95, MedievalNerd, regex, Felger, Temeter, Replica17, veskenapper, ferram4, leudaimon, BevolJ, RezzyD, Agathorn, TheKosmonaut, TheVoid2, Theysen, Phredward, ChrisPBacon, Kibbick, Niemand303, alimoncu, AjentK, pjf, rocketscience, John-Long-Silver, doktorjet, Ippo343, Dragon01, Probus, BryceSchroeder, Bsd0, asmi, Starman4308, stratochief66, StupidChris, OvidHamburg, awang, winged, rsparkyc, PhineasFreak, Zarbizaure, JoseEduardo, ctiberious, SirKeplan, Schnobs, pap1723, ec429, assassinacc, AntiClockwisePropeller, AlphaMike741 Album credits: @winged, @Chris P. Bacon, @raidernick, @Zarbizaure, @NathanKell Getting Started The Realism Overhaul Wiki contains gameplay guides to help you get off the ground: Commonly Asked Questions (with commonly answered answers) Building Your First RO Rocket Ferram's Launch Vehicle Tutorial Engine Choice and Stage Sizing Ferram on Ascent Profile and TWR How to use those Puny Ion Engines Getting Started Contributing If you'd like to talk to us, contribute, or ask for help on a bug, you can always find someone online on the RealismOverhaul IRC Channel (irc.esper.net #RO (Webchat, or use a client like HexChat) If you're experiencing a bug, please post an output_log.txt (This can be found in your /KerbalSpaceProgam/KSP_Data/ folder) Mod Choices When installing Realism Overhaul, you've got a plethora of mod choices to further customize your gameplay. This section lists mods that are supported and/or recommended. Dependencies These mods are required for Realism Overhaul to function correctly. CKAN will automatically install all of these mods for you when you install Realism Overhaul. Advanced Jet Engine Ferram Aerospace Research Kerbal Joint Reinforcement Module Manager Real Chute Real Fuels Real Heat Real Plume SmokeScreen Recommendations These mods are recommended, and installed by default in CKAN. They are not required, and you can install all or none of them to your own liking. B9 Procedural Wings Connected Living Space Deadly Reentry Filter Extensions Hangar Extender KSP Automatic Version Checker MechJeb - see the RO wiki for more info Procedural Fairings Procedural Fairings - For Everything! Procedural Parts RCS Build Aid Real Solar System Remote Tech Semi-Saturable Reaction Wheels TAC Life Support Test Flight Texture Replacer (Green Mods are highly recommended, orange ones add to realism, but also make the game more difficult) Suggestions These mods are supported part packs that make it easier to build rockets. We suggest installing at least a few of these. New Mechanics: DMagic Orbital Science Kerbal Attachment System SCANsat New Parts: AIES Aerospace ALCOR ATK Propulsion Pack Atomic Age Community ISS CryoEngines FASA Forgotten Real Engines KW Rocketry Launchers Pack Near Future Tech Porkworks Habitation RLA Stockalike Soviet Engines Real Scale Boosters RN Antares-Cygnus RN Proton & Soyuz R7 RN Salyut/Soyuz/Vostok/Voskhod RN Skylab RN Solar Panels RN Soviet Probes RN US Probes Pack SSTU SXT Taerobee Tantares Tantares LV Universal Storage Ven's Stock Revamp (Mods followed by a * are not currently installable via CKAN, those colored blue add engines) P Installation To install Realism Overhaul you can either use CKAN, or do things manually. Pre-Packaged installation via CKAN CKAN is an excellent tool for installing mods in an orderly fashion. We have prepared a set of installation packages for the mods in Realism Overhaul. Here follow instructions for how to install via CKAN (alternatively check out the CKAN User's Guide): Start out by creating a clean installation of KSP. (If you don't, beware the dragons!) Next, visit the forum thread here and download the latest release here. Place ckan.exe in your KSP installation directory. CKAN offers you two modes of use. You can use the graphical user interface, as explained below, or you can use its command line interface. If you wish to do the latter, check out the CKAN user's guide for more information on the command line interfrace. Launch the CKAN GUI by double-clicking the ckan.exe in your KSP directory Use the Filter to find Realism Overhaul Select Realism Overhaul to install Click Go To Changes Proceed through the menus to select your installation. Watch CKAN install Realism Overhaul and all the other mods for you Launch KSP. Enjoy! Alternative: Manual Installation If you don't like automation, there's always the old 'by hand' way: Start with a fresh, unadulterated, install of KSP. Download and install the required mods. Ensure you have the most up to date version and have followed their respective installation instructions. Download and install Realism Overhaul itself. To do so, download the zip archive and unzip all folders inside its GameData folder into your KSP/GameData folder. Launch KSP. Enjoy! IMPORTANT - DELETE YOUR OLD REALISM OVERHAUL FOLDER Realism Overhaul Github Release Page (DOWNLOAD HERE - latest 1.2.2 release version) Source Changelog. Changelogs going further back can be found in the old Realism Overhaul thread, an even older Realism Overhaul thread, and the RedAV8R Realism Patch thread. _______________________________________________________________________________________________________________________________ WIP (PATCHES WELCOME!) Please see this Google Spreadsheet for the Current WIP or desired mod packs. Help updating and creating configs is always welcome! Just jump on the IRC channel (details above) and offer your help! If you fix something in one of these packs, please submit it to the Github Repo instructions here.] Career Mode Realistic Progression Zero incorporates career mode into Realism Overhaul. Note that at this time not all modpacks are supported, see the the RP-0 post for more details. Visual Enhancements RSS Visual Enhancements by pingopete improves the visual appearance of planets and clouds, and it's looking excellent so far! Other Things to help make RO/RSS more enjoyable: Calc.xls by NathanKell This mod was created by NathanKell and RedAV8R. Currently maintained by NathanKell, stratochief66 and SirKeplan. (Contributions by many others. If you were missed in the contributors list at the top of the post, PM Theysen and he'll add you). License CC BY-SA
  2. WHAT IS THIS? Constellations (formerly known as RSS Extrasolar) adds solar systems that exist in real life in their (for the most part) exact positions, along with the exoplanets that orbit within them. This mod must be used with Real Solar System, making for a nice endgame goal once you have done everything you can. I divided all of the stellar distances by ten, so it is easier to traverse space. However, it is still necessary for you to install some additional mods such as Interstellar Extended, so that Jebediah will be able to live to see the day that humankind reaches its curious arms into interstellar space. SCREENSHOTS ---------------------------------------------------------- PROXIMA CENTAURI B TRAPPIST-1G / JOOL KEPLER-1229B --------------------------MORE-------------------------- CURRENT SOLAR SYSTEMS TIPS AND TRICKS WANT A BIT OF A CHALLENGE? ---------------------------------------------------------- DOWNLOAD FROM SPACEDOCK ---------------------------------------------------------- UPCOMING FEATURES CHANGE LOG License: BSD
  3. It was time to upgrade my PC, so I went for a Ryzen 5 1600 + Sapphire rx580 Nitro+ Limited Edidtion, and kept my Samsung 850 EVO I was and am playing 1.1.2, Modded with RSS+RO + essential mods + a few more. KSP on the new PC is just a folder copy from the old PC (same install). Game loading improved greatly, with about 9 minutes on the old PC vs 2:30 to 3 minutes on the new, but everything else feels almost the same... Same launchpad loading times, same frame drop on flying bigish rockets, etc. VAB is a bit more responsive, but everything else feels kind of same. I didn't try a stock install, only modded. My RX580 doesn't start the fans until it is pushed and start heating, and it never ever started the fans while playing KSP, and CPU was at 48C max temp. As if both CPU and GPU were not utilized at all... I also play ME Andromeda, which runs perfect with most settings on ultra high (as opposed to before, were it was straggling and glitching with the lowest settings) To the question. Is there something that I can do to have some improvement on performance on KSP? Some setting etc to utilize my new system better? Maybe newer KSP versions like 1.2 will run better? I keep 1.1.2 for MOD compatibility, as I will have to rebuild most of my rockets if I change KSP version, and I try to avoid it. I spent hours and hours on building and fine-tunning my rockets and editing cfgs, have loads of orbiting satellites, and i am terrified to the idea of starting over, due to some not updated mods that I currently use) ****IMPORTANT NOTICE: DO NOT COMPARE INTEL & AMD HERE PLEASE. If you want to, then start a new thread for that on The Lounge section.****
  4. This is just place for you to brainstorm and share what star systems should be added to the Constellations mod. I plan on adding the ones below soon. Planned Systems 55 Cancri (Copernicus) Epsilon Eridani (Ran) GJ 667 Current Star Systems Alpha Centauri Proxima Centauri (all planets have been added) GJ 3293 (all planets have been added) HD 10180 (all planets have been added) Tau Ceti (all planets have been added) Wolf 1061 (all planets have been added) Ursa Major
  5. Warning: This is a Development Version that requires mods without official stable releases for the latest Kerbal Space Program version, like Kerbal Construction Time and Ferram Aerospace Research. Sufficiently Realistic Progression Zero General Development Feedback and Discussion License: CC-BY-NC-SA DOWNLOAD (Source included): 0.2.1 : https://drive.google.com/open?id=0B45cFsYMm_H-NDV5eVhDNF9Kc00 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: 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 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 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 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 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 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: 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.
  6. Hello everybody, I am here to announce the proud launch of TechTier. We are based around creating a realistic space program environment. We will include top of the line realistic launch times, conditions, physics, and of course rockets. For instance, say that today the temperature at Cape Canaveral is 78 degrees Fahrenheit, this is a nominal launch temperature if we had a launch set for today. We will be using extra realisticness by adding in launch timer and event callout. We will also be using others such as booster cams, (no floating cameras), occasional failures, and real development times for new rockets and technology. Any real world satellites or suggestions will be accepted if available with our current rocket capabilities. I am running a pretty packed version of Realism Overhaul to meet real world requirements. We primarily specialize in LEO station building, LEO or GSO orbits, as well as NASA related missions. I will mainly be launching from Cape Canaveral, but if required, I have KSC switcher for maximum performance. I will soon set up a post for real world or highly detailed satellite suggestions as well as, eventually, manned missions. While this is 100% for the fun of it basically, I will, to the best of my knowledge, explain the physics and reasoning behind my designs. I hope everybody enjoys this journey, and without further adue, enjoy! Link to my heroes who inspired me: http://www.spacex.com/
  7. Hello and welcome to the home page of the ISEA. Our mission is to do realistic launches in RSS/RO using a variety of rockets. Next Launch: RSAT 1D Window: 16:15-16:30 UTC or 12:15-12:30 EDT Rocket: Zeus 301 Date: May 28th. Our current rockets are Zeus- 301,311,321,331,641 and 651 Aquarius- 4,2 5,2 5,4 and Heavy Hawk- 1.2 here are some images of launches of our various LV's Submit payloads here https://docs.google.com/forms/d/1V974De3AFrYTczvG6uvR3tJcKK3YwMVAfxPmrWHGBhw/edit?usp=forms_home&ths=true Mission controller requirements: In order to join, us we want you to have a few requirements so you can effective assist us. Real Space Program is entirely a group effort, therefore we need every member to contribute as best as possible. So here is a list of what you will need in order to join (role specifics listed below)(bullets in bold are required): Non-Mission Control Requirements: Discord (primarily text portion, mobile app acceptable) Able to run a KSP save with Realism Overhaul (RO), Real Solar System (RSS) and all of their dependencies (as well as all mods listed above). Specifically able to make Launch Vehicles. Knowledge for planning and coordinating. Knowledge to code within kOS, KRPC.(GNC Only) Mission Control Role Requirements: Decent Microphone Good internets speeds Discord Chat Software (for Mission Control Discussions- during launch) Able to attend launches (semi-regularly. We can make exceptions, but only if mentioned before a launch!) Our website https://internationalspaceexplorationagency.wordpress.com/
  8. I want to share/store documents and plans I (and others!) make for interplanetary missions. I intend to start with basic/boring information, like ballistic coefficients, heat shield information, etc.that will be useful to see for planning a mission. I intend to draw from data of actual carried out or planned missions, but feel free to post information about missions you've carried out with the full RSS/RO/RP-0 stack in KSP 1.1 or 1.2. For starters, I've got this document which lays the ground for a Venus balloon mission. A heatshield is required to slow the craft down at Venus, of course, but the idea is that a balloon/probe combination would be great for gathering information from Venus. I also have the notion that using a balloon would be the best way to attempt to bring a probe back to Venus' orbit from the surface of Venus. Once the balloon & payload are up past most of the atmosphere, a rocket could be used to rise the rest of the way to orbit. https://spaceflightsystems.grc.nasa.gov/SSPO/SP/VenusUpper/Presentations/gage_VenusEntryBalloonsUAVs.pdf
  9. Real Scale Boosters - Parts Pack Realistically scaled rockets, heavily based on real world counterparts, with reasonably accurate stats. --------------------------------------------------------------------- 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 Highly Recommended: Hangar Extender (practically a must-have) QuickSearch (you can just type "atlas" or "delta" or "saturn", for example, to find related parts quickly) Kerbal Joint Reinforcement (big parts = big flexing?) Real Solar System FAR Community Tech Tree (if not playing in Sandbox mode) Currently Supported: SMURFF (as in, we have flags set to keep it from overwriting our engine masses) TweakScale CommunityTechTree and/or SpaceY-Lifters's tech nodes Supported By: Real Fuels + Realism Overhaul (support is provided from their side) --------------------------------------------------------------------- Gallery: --------------------------------------------------------------------- Included Sample Rockets (as of 0.13): Ares I Ariane V Athena Ic Athena IIc Atlas V 401 Atlas V 431 Atlas V 502 Atlas V 532 Atlas V 552 Atlas V HLV Carrack Medium (ETS) Carrack Heavy (ETS) Delta II Delta III Delta IV M+ (4,4) Delta IV M+ (5,4) Delta IV Heavy DIRECT-Jupiter (theoretical) ISRO PSLV ISRO PSLV XL Saturn I Saturn IB Saturn IC (ETS) Saturn V Saturn C-8 (theoretical) Saturn Multibody Heavy H03 (ETS) STS (Space Shuttle) Lifter --------------------------------------------------------------------- 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! --------------------------------------------------------------------- About: This pack is intended for use with "Real Solar System", or otherwise a more realistic scale version of Kerbin (such as 6.4x scale). The parts included will likely be severe overkill in a more normal KSP installation. This pack provides a variety of "Kerbalized" versions of real world boosters. These are not meant to be true replicas. Where we've been able to get decent numbers for the real world counterparts, we have tried to get the sizes, masses, fuel capacities (in terms of mass), thrust, and ISP numbers close to correct. The art assets attempt to capture the overall shape and look of their real counterparts, matching the colors and dimensions, but perhaps not all of the details. Precision wasn't a requirement in building this pack. Rather, it's meant to be closer to the "SpaceY" art style, but functionally replicating real boosters. You will also notice that this pack includes only the boosters, and not the payload portions of these rockets. For example, the Saturn V parts are included from the bottom, up to and including the third stage (and Instrument Unit), but no Apollo spacecraft. The Space Shuttle parts will build you a working LH/LOX tank ("soon") and SRB combo, but does not have an Orbiter. The idea is to build your own payload and use realistically performing analogs to the boosters used in the real world. To that end, some adapters and fairing parts are included so that other KSP parts will function with these boosters. While some parts already have a diameter close to a standard KSP size, they're still slightly different. If it's close enough, I've included a little bit of a rim that will help hide the transition when attaching stock parts. If it's too far off, an adapter is often the better way to go. For instance, the Atlas V's first stage is 3.81m. A simple rim works in this case when attaching a Kerbodyne 3.75m tank. --------------------------------------------------------------------- Usage Notes: * Inside the "Ships" folder, there are several example rockets already assembled. * None of the engines have bottom attachment nodes, or auto-shrouds. Instead, the mod functions more realistically, with interstages that are matched to the stages that use them, and engines can be mixed and matched inside of them (space permitting). Usually you will need to place the engines first, and then snap the appropriate interstage on afterward (whose attachment node may be hidden inside the tank). * Because different rockets historically have had different staging sequences, some of which place ullage motors on the interstages (Saturn V for instance), sometimes the stage's fuel tank has a decoupler node. Attachment nodes for the interstages may be hidden inside the tank butt, and usually are aligned with the exterior fuselage, rather than the end of a bulging dome or tank butt. * Realistic numbers have been used where possible, but sometimes available data online is rounded or imprecise, or have changed over the years so they are inconsistent. Numbers may be tweaked in the future if better information becomes available. Part sizes should be reasonably correct, but sometimes we lose a half meter or more somewhere. * In the available data, SRBs often are described in terms of either peak thrust, or average thrust. In the real world they have a highly variable thrust profile (by design). In KSP they use a single, invariant thrust level. We've opted for using a number somwhere between the average and peak thrusts. You may find the burn times shorter than the real world counterparts as a result, unless you use thrust limiting. * Real world RCS and attitude control thrusters tend to be very weak compared to what we're used to in KSP. For example the thrusters in the Delta IV upper stages are supposed to have less than 0.04 thrust. In KSP that feels almost useless, so we've opted for numbers closer to KSP's usual RCS thrusters. * By default RSB uses the stock LiquidFuel, Oxidizer, and MonoPropellant, but with the correct amounts of mass, so that the performance is consistent with the real rockets. Compatibility patches for Real Fuels (for example) should be forthcoming eventually. * These rockets are reasonably stable under the stock joint strength, and stock aerodynamics, since the part count is low. KJR and FAR are still recommended for a good experience though. --------------------------------------------------------------------- Known Issues: The Atlas V 500-series procedural fairing doesn't want to stretch straight up cylindrically around the Centaur at the correct diameter. It has to widen slightly first. Career-mode costs of parts and their unlocks are all out of whack, and need a balance pass. Wishlist / To-Do: Several generic radial decouplers and Ullage/Retro SRMs. Ariane V - (added in 0.5) - Possibly add ES variant? (maybe) DIRECT-Jupiter (shuttle derivative) - (usable, could use more parts) (maybe) Proton (Russian) (maybe) SLS, CDR version - (would love to, but multiple mods already have this) (maybe) Titan III family (maybe) Falcon 9R - (would love to, but multiple mods already have this) (maybe) Energia (Soviet) (maybe) PSLV/GSLV (Indian) - (PSLV added in 0.6) (maybe) Orbital Antares (maybe) Mercury/Gemini rockets: Redstone, Atlas D, Titan II (maybe) Tsyklon, Cosmos, Vostok (Russian) (maybe) Lambda, Diamant, Viking, Vanguard (maybe) Long March (Chinese) (maybe) H-IIB (Japanese) (maybe) N1 (Soviet) (maybe) Chrysler SERV (SSTO) (maybe) Thunderbolt (Eyes Turned Skyward) (maybe) (new) Juno I/II (maybe) (new) NEXUS more selections of realistic clamshell fairings --------------------------------------------------------------------- Installation: Simply copy the "RealScaleBoosters" 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). Troubleshooting: There's not a whole lot to go wrong in RSB by itself. If you are using the "stockalike" patches, some problems can arise due to either ModuleManager, or CKAN screwing up the installation/removal of various mods (and thus confusing ModuleManager), or maybe there is a new mod interaction that I'm not aware of. Some basic things you can do: Try deleting "ModuleManager.ConfigCache" in GameData. Always try this first. MM's cache can get out of sync and the only way to know that the problems you're having are real is to delete this file, and fire up KSP again, and let it rebuild the cache, and see if you are still having problems. Try completely deleting and reinstalling this mod, and anything else that might be interacting with it, such as mods that make sweeping changes to fuel tanks, fuels, engines, or rescaling. Make sure you have the most up-to-date version of this mod, ModuleManager, and anything else they might be interacting with. If KSP has just recently updated to a new version, some of these mods may be broken at first. If you're using CKAN and have removed any mods with it, recently or at any time in the past, make sure those mods actually are completely 100% removed. You may have to manually delete the folders since CKAN is very inconsistent about properly removing things and cleaning up after itself. Even if a mod's folder is completely empty, the fact that it exists will make ModuleManager believe that the mod is present. If you're loading the included sample rockets, and the size and fuel capacity is all wrong, make sure you're using the right sample rockets. For a regular RSB installed, they all have names that start with "RSB". For the "stockalike" patches, you should only be using the sample rockets that start with "RSBstock". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- Curse.com -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- ***optional*** RSB Stockalike (stockification rescale patches) ***optional*** SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log:
  10. This is the story of the Kerbals of Earth, the third planet from the star Sol. Some time in the recent geological past, an unknown disaster brought devastation and extinction on a global scale. Once a paradise of forests and oceans teeming with life, Earth is now a blasted wasteland where small communities of these tenacious little green creatures struggle for survival, striving to rise from their subterranean origins and conquer the surface of their world, and its heavens. A handful of powerful companies rule over the Kerbal communities and control access to the world's dwindling supply of resources. These companies have agreed to sponsor a small team of visionary engineers and scientists who believe that the future of their species – and an explanation as to their origins – may lie in space. Together, they found the Omelek Space Centre on a small island in the middle of the Pacific Ocean. This is the story of Camwise, a resourceful space engineer who proves to have an uncanny ability to survive and get his crew home, even when the odds are stacked against him. It is also the story of Bartdon, a truculent senior investigator trying to hold the space programme together despite facing pressure from without and treachery from within. This is the story of the Kerbals of planet Earth and their attempts to reach out into the Solar System. Reach out they will indeed, and find more than they bargained for. The Camwise Logs is also a KSP Real Solar System / Realism Overhaul play-through in career mode. Certain part mods are used, and occasionally part configuration files are adjusted, but these will always reflect plausible – if not yet feasible – near future technologies. Hyperedit is occasionally used for the purpose of setting certain scenes (or repairing bugs and glitches), but all space missions are launched and flown legitimately, under full manual control of the author (ie: no mechjeb). All vehicles perform according to the specifications described in the story. PART ONE: THE MOON VS. ME PART TWO: THE VIEW FROM PHOBOS PART THREE: LUNACY PART FOUR: TOO BIG TO FAIL PART FIVE: L'ENFANT SAUVAGE PART ONE: THE MOON VS. ME "If we knew what it was we were doing, it would not be called research, would it?" Albert Einstein. YEAR 6 DAY 45 Now, then. My name is Camwise and I am, until the circumstances change, stuck on the Moon. Yes, Luna, the Moon, the natural satellite of planet Earth; not the Mun, or whatever they call it in that computer game played by some of the kids back home who dream about becoming astronauts. What was it called again...? Anyway, back to the problem at hand. I was sent to Luna as the engineer of the first two-kerbal crew to set up and occupy what shall be the first long-term Moon base. That is, if we manage to build the damned thing before we starve to death. Yes, as you can see if you examined the telemetry, our lander toppled. Before embarking, I had naturally expressed my concerns to the designer of the aforementioned vehicle, Karanda. She happens to be brilliant at aerodynamics, and made some invaluable contributions to the spaceplane programme, but this lander is certainly not one of her better efforts. She fails to grasp some of the fundamentals of flying where there is no air. To say it is top-heavy would be putting things mildly, but even I had not foreseen that the landing legs would impede the thrust of the radial engines that were supposed to ensure our soft touchdown at Drygalski crater. You would have thought she would have run the necessary simulations... It's not as if having engines that actually slow down a Lunar lander are mission critical, right? As it was, my pilot Catbeth had been faced with two choices: extend the gear and make a new crater on the lunar surface for the next team of engineers to drill into, or attempt to touchdown by canceling our velocity just above the surface and extending the gear at the last moment. Fortunately she had chosen the latter, but despite her best attempt at sticking the landing, the lander had tipped anyway. OK, fine. The good news is that we are still alive, and I can live with sleeping on the walls of our capsule for the foreseeable future. At least we have a ton of supplies for our long-term stay on the Lunar surface while we wait for the Island Space Port to come up with an idea for getting us off this rock, don't we? Well, not quite. The majority of the ton of supplies in question (2.4 metric tonnes actually, as well as the capsule that is our ride home, two spacious habs, a service module with large solar panels and a rover), is still circling the Moon in a low polar orbit. Some of the modules are as little as thirty kilometers above our heads. I'm pretty sure that if I go outside and squint at the sky for long enough, I will catch a glimpse of the sunlight glinting off metal as our salvation skims silently over the grey and dusty landscape at one-point-six kilometers per second. Now, of course we weren't sent here to helplessly watch our gear fly past, so let me explain. We will have a lot of work to do once the first modules touch down. But they will only touch down if the water drilling rig continues to extract H2O at the planned rate. If the electrolysis units and cryocoolers that are supposed to turn the water into liquid hydrogen and oxygen work properly. If the cryogenic fuel doesn't boil off faster than we can produce it. If the shuttle we intend to refuel and fly to pluck the modules from orbit performs to spec, just like Karanda's brilliant single stage lander was supposed to. That's a lot of “if”s, I know. But meanwhile, while the tank of this huge machine I'm operating slowly fills up with water extracted from the lunar regolith, I have nothing better to do than tell you about the series of events that brought us here.
  11. Hi everyone, First of all i'm new to this forum (even though i'm following it for a long time now) and i want to thank you all for the wonderful job you're doing with it. I'm experiencing a bug with my install, All the science equipment stopped working, more precisely i can't right click them, only the film return camera displays the option of opening the doors but i can' run the experiment, after some testing i found out that only the magnetometer boom and the plasma detector are working proprerly. This bug occured during a Carrer save file, all of a sudden it stopped working (i noticed it after a moon landing) and only the vessel built and launched before that mission have working science equipment. The last mod i installed was FASA, i tried to disinstall it and start a new carrer but the bug is still there. Here is the list of mods i have installed: Soviet Probes v2.0 Soviet Rockets 1:v2.1 Stock Extension v.25.2 TACLS v0.12.3.2 TACLS RO config v11.3.2 Taerobee Stockalike x-1_more 1.2.3 Tantares 36.0 Tantares LV TextureReplacer v2.4.13 Toolbar 1.7.12 Universal Storage 1.1.0.15 US Probes Pack v0.53 Ven’s Stock Part Revamp v1.9.5 Soviet Engine Pack 0.1 Soviet Engine plugin v2.3 SmokeScreen Extended FX Plugin 2.6.17.0 Skylab v1.5 ShipManifest 5.1.2.2 ScanSat v16.6 Rocketdyne F-1 1.2 RemoteTech v1.7.1 Realistic Progression 0 v0.51 RO Craft files v11.3.2 RO v11.3.2 Real Heat v4.3 RealChute v1.4.1.1 RSS Texture 4096x2048 v.10.4 RSS v.11.4.0 Real Scale boosters 0.14.5 Real Plume 2:v10.5.1 Real Fuels rf-v11.3.1 RCS Build Aid v0.8.1 Procedural Parts v1.2.5 Procedural Fairings - For Everything v0.2.0 Procedural Fairings v.3.17 Persistent Rotation 1.8 Near Future spacecraft 0.5.1 Solar Core 0.6.2 Solar 0.6.2 Propulsion 0.7.4 IVA Props 0.5.1 Construction 0.6.4 Module Manager 2.6.25 Modular Flight Integrator 1.1.6.0 MechJeb2 2.5.8.0 KSP AVC 1.1.6.1 KSC Switcher 0.6 Copernicus Planetary System Modifier 2:release 1.1.3-1 Kerbal Renamer 0.6 Kerbal Joint Reinforcement v3.2 KAS 0.5.9.0 Hangar Extender 1:v3.4.8 Forgotten Real Engines 0.7.1.0 Firespitter Resources coffin v7.3.0 Firespitter core v7.3.0 Filter Extensions - Plugin 2.6.0.1 FAR 3:0.15.7.2 Dmagic Orbital Science 1.3.2 Deadly Reentry Continued v7.4.7.1 Custom Barn Kit 1.1.9.0 Contract Configurator 1.19.0 Connected Living Space 1.2.3.0 Community Tech Tree 1:2.4 Community Resource Pack 0.6.3.0 BahamutoD Animation Modules 1:v0.6.3.1 B9 Part Switch v1.4.3 B9 Aerospace Procedural Wings - Fork 1:0.40.7 Atomic Age 3.2 Antares.Cygnus 1:v1.1 Advanced Jet Engine v.2.7.2 FASA 5.44 All of this mods except FASA were installed using CKAN. And here is the link to the player log file: https://www.dropbox.com/s/u1d25xfh8yab8a7/Support.zip?dl=0 The game version is 1.1.3 and i'm running Mac OS X. I apologize for my english, i hope that what i wrote it's clear. Thanks for your time and your help.
  12. Hey everybody! In the Science & Spaceflight subforum and over at NSF, I've been discussing a proposed reusable methalox upper stage for the Falcon family as a precursor to SpaceX's ITS programs. The Air Force has already given SpaceX funding to develop a methalox upper stage, so this is something that's quite probable. In the Ideas for a fully reusable launch vehicle thread, I outlined a 4-meter-wide biconic spacecraft with some pretty cool capabilities. By the numbers: Dry mass: 11.07 tonnes Propellant type: subcooled methalox Propellant mass: 141.5 tonnes Main propulsion: 2x development Raptors Auxiliary landing propulsion: 8x pressure-fed methalox thrusters Main propulsion thrust: 2,291.6 kN (vacuum only) Main propulsion isp: 381 s (vacuum only) Auxiliary propulsion thrust: 736 kN vacuum, 688 kN SL Auxiliary propulsion isp: 326 s vacuum, 305 s SL TPS: PICA-X It's fully reusable. EDL on Earth (or Mars) looks like this (taken from the Mid-L/D NASA MAV concept; not representative of vehicle design): As shown in the mockup, the landing thrusters are covered by TPS-equipped panels; these actuate on landing to serve as landing skids/legs. Split flaps or other control surfaces can be used for control during re-entry. This upper stage serves as a drop-in replacement for the current Falcon 9 upper stage and can be launched on Falcon 9 FT or Falcon Heavy. By my estimates, it should be able to outperform the current upper stage for F9 and FH while reserving plenty of propellant for landing. The wing extensions are symmetric in two planes and come out from the body not unlike the ITS winglet extensions, as shown loosely in this rough sketch of a launch on a Falcon 9 Block 5 first stage: I would love to build this myself and simulate flying, etc., but I only have the demo and I don't have RSS or procedural parts. If anyone has RSS and procedural parts and would love to take a whack at building this, I would love to see the finished product! It would be really cool to see simulated EDL on Earth, the Moon, and Mars. Can't give you anything for it other than mad props, but if you've got the time, I'd really be thrilled to see. I think a few other people would as well.
  13. Is there any mods that allow me to play RSS as if I was playing vanilla KSP? I know I can use SMURFF or Realism overhaul to make the rockets realistic but I am sick of building huge 1000 ton asparagus monsters just to get a single kerbal to land on the moon. I used KIDS in the past and had a blast exploring the real solar system with kerbal sized rockets but now its not supported and I can't find any alternatives. Help.
  14. add it so you can switch versions like you can go to 0.16 also i would like 5 meter parts because they would be much more powerful and we could launch are creations and have less part count and it would be less laggy so you could fit the bigger payloads in fairings also you should add RSS in the game nathankell made i like it very much. and also clouds and scattering effects for planets and in astronomer's visual pack.
  15. Hello
  16. I am very new to RO and RSS and when I am crafting my new rocket, it has negative mass and center of mass was well below the rocket. Picture 1 Picture 2 When launching, the rocket crash and clips with other parts.
  17. I have recently returned to KSP and was looking forward to the integrated telemetry and wanted to try the RO / FASA / Historical Contracts mods. After a few days playing with the available pre-release versions on GITHUB I seem to have everything working except for RealHeat (which appears to be abandoned?). The early game USSR craft seem to be a bit under powered and the Saturn V only has a TWR of .31. I've tried merging the pending pulls on FASA/RO GIT's but the mass and thrust are right (maybe not counting all the engines?). Anyway, I was just wondering if there is anybody else that wants to collaborate on getting RO working again, or should I just wait it out? Happy Landings! -Dead
  18. 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?
  19. I was wondering if anyone has built a successful STS in RSS/RO/RP-O game, I've been trying for around a month to get one to fly, orbit, and land with no success. I'm using KSP 1.1.3 since that was the last stable RSS/RO/RP-O build and I have a sweet saved game on it in the late 70s with a maned Mars base, large space stations around Earth, the moon, and Mars, orbiters around all the planets except for Pluto.