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[1.0.4] SimpleRealism - A simplified, easier Realism Overhaul [26/10]


MatterBeam

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Interested in Realism Overhaul but find it daunting?

Love to recreate real rockets but find 'vapor in the fuel lines' ending most of your missions?

Finding it too hard to reach orbit with engines that won't shut down and can't be throttled?

Want to play with mods like USI MKS in Realism Overhaul?

Here's the solution to all that!

Simple Realism removes most of the difficult to understand and punishing aspects of Realism Overhaul.

The objective is a mod that works between stock and Realism Overhaul. It discards History and puts Realism behind Gameplay.

This mod has Realism Overhaul as a dependency. It only contains .cfg files that modify the behaviors and properties implemented by RO, much like RemoteTech XF is to RemoteTech. On a scale from Stock 0% to Realism Overhaul 100%, this mod is 80% realistic.


FEATURES:

-No ullage or ignitions mechanics

-Simplified command pods (No CoM changes, no Lithium CO2 converters)

-Gyros x5 torque

-MKS part weight and cost balancing

-MKS refinery RealFuels output options


Download:

Mediafire

KerbalStuff

v4 changes:

-MKS Hydrocarbon fuel conversion efficiency increased x100


Required:

Realism Overhaul

This mod contains files which modify the balance and characteristics of the following mods:

Real Fuels

Realism Overhaul

USI MKS/OKS

SimpleRealism is in testing right now.

Please report any problems that arise after installing this mod to this thread.

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Edited by TruthQuark
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Congratulations for the release!!!

Thank you. Sadly, for this version at least, I cut out the Engine Simplification .cfg files because they were not reliable. I'll work on integrating more mods (SXT, AJE, ect) before I try tackling the engines again.

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You move fast...I just saw your Reddit post about this about a week ago!

I've not played with RO yet...does it use Real Fuels or something like the equivalent? Currently I'm running a 64k save with Nertea's Cryo engines (and the new SpaceY engines that support LqdHydrogen) and having a hell of a time getting up to an SLS-class launcher. I think this would be a good next step from 64k.

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You move fast...I just saw your Reddit post about this about a week ago!

I've not played with RO yet...does it use Real Fuels or something like the equivalent? Currently I'm running a 64k save with Nertea's Cryo engines (and the new SpaceY engines that support LqdHydrogen) and having a hell of a time getting up to an SLS-class launcher. I think this would be a good next step from 64k.

A bit longer than that, but yeah.

This mod is supposed to work on top of Realism Overhaul, so all the requirements for RO still stand.

Real fuels is not strictly necessary, but it is more important for an RSS/x6.4 playthrough than Realism Overhaul itself.

Because of its scale, RO and Real Fuels fit in perfectly in x6.4

Be warned, RSS has a higher memory requirement than x6.4

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For the love of Jeb- give your mod a proper description on KerbalStuff!!! I had to look this up through Google just so I could find what this does! Also link this thread so people don't have to google this mod to find out what it does. People don't use your mod if they have to travel from one side of the internet to the other!

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For the love of Jeb- give your mod a proper description on KerbalStuff!!! I had to look this up through Google just so I could find what this does! Also link this thread so people don't have to google this mod to find out what it does. People don't use your mod if they have to travel from one side of the internet to the other!

I'll work on developing the KerbalStuff page. This was only released yesterday...

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Any chance you could release the different segments of the mod separately? I would love to use your USI MKS real fuels conversion and balancing. But I do like the other RO features(command pods and engines).

The RO command pods and engines remain untouched in every way except for removing the largely uneccessary CO2/Center of Mass Shift mechanisms from the command pods.

If you want your command pods to be completely untouched, remove the file named "SimpleROCommandPod.cfg" contained inside GameData/SimpleRealism. The various functions of the files are self-explanatory.

I oddly remember seeing this weeks back on KerbalStuff.

That was to provide a download link for the SimpleRO development thread. This is the release version.

- - - Updated - - -

For the love of Jeb- give your mod a proper description on KerbalStuff!!! I had to look this up through Google just so I could find what this does! Also link this thread so people don't have to google this mod to find out what it does. People don't use your mod if they have to travel from one side of the internet to the other!

Should be done now. Added link to this thread too.

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So far this will probably be my biggest stumbling block. I'm not looking forward to installing Linux to run 64 bit, but I think perhaps that's where I'm headed.

What I meant is that RSS requires a minimum of 400MB on top of the stock game. See if you can accomodate that with your current set of add-ons.

In practice, it means that your game time will be divided into sections of 2-3 hours, at the end of which a memory consumption tracker will warn you that it is best to save and reload the game.

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The RO command pods and engines remain untouched in every way except for removing the largely uneccessary CO2/Center of Mass Shift mechanisms from the command pods.

If you want your command pods to be completely untouched, remove the file named "SimpleROCommandPod.cfg" contained inside GameData/SimpleRealism. The various functions of the files are self-explanatory.

Awesome, thanks. Will do.

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  • 3 weeks later...
Don't the USI mods also need to be resized or is that somehow handled elsewhere? Also can I hope from InterSolar that this includes tweaks to make KSPI-E work with RO or is that also somehow handled elsewhere that I'm unaware of? I had heard that those do not play nice together.

(By the way I'm really excited about this mod, I will definitely be getting started with this once 1.1 hits)
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  • 5 months later...

Does this work with the 1.0.5 version of RSS/RO ?

None of the download links work, even if the mod is broken I'm happy to try and make it work as the whole "vapor int he feedlines" just annoys me, I know it is realistic but when I only have 1 hour here and there to play this game and it means starting a 20 minute flight over again I don't have the time to restart.

Edited by rolls
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