This thread serves two purposes. First, it is the release thread for the realism overhaul rescaling project I've been working on with Medieval Nerd. Second, it is a gathering place for recommended mods (and settings) for Real Solar System.
The first post contains the readme/changelog for the Realism Overhaul mod; the second post will be updated to reflect recommended mods to use with RSS and any necessary settings changes.
This mod is by NathanKell and Medieval Nerd with engines by SFJackBauer
Also included: Module Manager (by sarbian, based on ialdabaoth's work). See Module Manager thread for details and license and source: http://http://forum.kerbalspaceprogr.../threads/55219
Module Manager is required for RO to work.
1. Install required mods, updating as necessary
2. Remove any existing RealismOverhaul folder in KSP/GameData
3. Unzip this archive to KSP/GameData.
This is a set of ModuleManager tweaks and part rescales for a 100% human-scale KSP.
Real Solar System (else why use this?)
Real Fuels v4.1+
Stretchy SRB v8.1+ (or you won't have the right size tanks)
Deadly Reentry v4.2+ (for the heatshields)
Ferram Aerospace Research (made by the amazing ferram4)
RealChutes (by stupid_chris)
Engine Ignitor (by HoneyFox). NOTE: You MUST delete all cfg files in the root EngineIgnitor folder after you install Engine Ignitor.
Medieval Nerd's Realistic Tech Progression Lite (Requires RftSEngines for RO, see below)
Supported parts packs
Supported parts packs:
AIES (Partial support for pods, full support for battery/RTG/solar panels; engines)
KW Rocketry (mostly american and european engines)
NovaPunch (partially, more support coming soon)
Bobcat Soviet engines pack (Soviet/Russian engines)
BT Engine Pack (Merlin 1D)
F-1 Engine replica (need to remove the space from the partName though)
KerbX (for SpaceX engines)
RLA Stockalike alternative models (Shuttle OMS)
*New size system: 0.5m, 1m, 2m, 3m, etc.
*Rescales of stock parts and Procedural Fairings to support the new size system.
*Realistic battery and solar panel numbers, and usage for RT2 antennae. 1EC/s = 1kW. Solar panels don't produce much, but they're light.
*RTGs are now modeled after real RTGs.
*DRE Heatshields support RSS, new heatshields added
*Various structural/aero parts had their masses tweaked, including PF large bases. PF lage bases now have tiny decouplers.
Pods: Squad Mk1, Mk1-2, AIES Orbital Pod.
Probes: the Squad probes. AIES probes have electrical charge fixed but neither rescaled nor remassed as yet.
Note that only the two stack probes (now 2m and 3m) have much in the way of torque; even then you'll want to bring RCS. Everything else doesn't have any torque to speak of.
v3 -- \/
*Switched to SFJackBauer's RealEngines. Added partial B9, CSS, and ISS support from that pack.
*Sum Dum Heavy Industries Service Module support
*Added modular RCS support to KW, AIES, and RLA
*KW battery support
*Added rescaled KW fairings with realistic masses
*Finished the Squad pods (lander cans, cupola)
*Added by redde: Fustek station parts rescaling (for 0.03.5a)
*Added by jrandom: realchutes patch, ALCOR rescale, Nothke's Service Components rescale, additional fairing rings.
*Added by amo28: NFPP solar panel support
*Added by SRFirefox: Hitchhiker and Lab rescale
*Added by dlrk: 2M Clamp-O-Tron and Shielded Clamp-O-Tron
And because pix:
Reaching for the Stars Engines. Delete your SFJBRealEngines folder, remove any current RftSEngines.cfg anywhere in GameData, and download and install the Reaching for the Stars pack. Note you will need the latest ExsurgentEngineering plugin from careo (HERE--replace any existing ExsurgentEngineering.dll with it, or install it into GameData/ExsurgentEngineering/Plugins [making folders as necessary]) , until dtobi's Space Shuttle Engines or Smart Parts mods are updated with dtobi's new gimbal fixes.
Q: My engines are disappearing into my fueltank!
A: The "going into the fueltank" thing is a trick SFJackBauer devised to get around the issue that most KSP engine models are actually engines + giant fuel tank bottom domes, basically. (Look up pictures of rocket engines. At most they have a turbopump etc at the top, or a set-of-girders thrust structure. Not a giant dome; that's the bottom of the fuel or oxidizer capsule-shaped tank.) Which is bad if you, for instance, want to use the engine on a different-sized fuel tank. Can't do anything about using an engine with a giant dome on a *smaller* tank, but for bigger tanks SFJackBauer devised this system where the unsightly dome is hidden inside the fueltank. Works great for clusters like S-II.
Q: Engine nodes are *inside* the engines! Or: nodes appear far above/below the engine.
A: This happens when you've installed a different engine config and not deleted your old one. If not using SFJackBauer's RealEngines, delete the folder GameData/SFJBRealEngines. If not usings RftSEngines, delete any RftSEngines.cfg anywhere in GameData. If not using stockalike engine configs (and why would you, with RO?) delete any MFSEngines.cfg or StockEngines.cfg anywhere in GameData. That will fix the issue.