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Thread: Realism Mod

  1. #1
    Rocketeer
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    Realism Mod

    I'm doing what I can to make the parts of Kerbal Space Program reliable (when needed), and realistic in the sort that the game is actually semi-difficult to play, not just as simple as slapping on some random parts and hitting launch, T, space.

    Anywho; these parts come with some crib-notes (hints to their usage) as well as all of the original parts files, and modified parts config. I have removed the winglets from the game as well as they do... very odd things, very unpredictably odd things.

    I hope you enjoy these. Please tell me what you think. This is the first thing I've done for Kerbal, so... please don't be too harsh if I messed up something rather large.

    [size=14pt]Readme:[/size]
    1. Backup your existing Parts (required) and Ships (recommended)
    2. This mod is meant to be used without other parts, as I've not balanced them; so delete your Parts folder after backing it up.
    3. Extract the archive into your KSP folder, and load up the example ships (if you want to).
    vvv Download Links in SECOND POST vvv
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  2. #2
    Rocketeer
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    Change Log

    Click a version number to download! The current recommended version will always be bolded.

    v0.1
    - Initial Release
    v0.2
    - Fixed an unintended result where the SRBs were basically rendered useless.
    - Fixed an unintended result where the mk1pod was way too heavy to do much.
    v0.3
    - Finally fixed the SRB balance (hopefully)
    - Lowered the weight on the mk1pod a bit, considering we don't know what it's made of.
    - Optimized the parachute to deploy at the correct height for the mk1pod's weight and drag.
    v0.4
    - Balanced SRBs yet again.
    - MK1Pod was too heavy for the parachutes, again.
    - SRBs were too resistant to explosions.
    - Removed hints and readme from archive, it's in the post now.
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  3. #3
    Junior Rocket Scientist
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    Re: Realism Mod

    I like it, but I feel like you're just saying you don't like boosters. They way this is set up, all you can really use is two stages of boosters and the rest is liquid fuel. If you use 2 stages of boosters the sas will haphazardly keep you from spinning out of control, and either way you only get so far. And then the liquid fuel is so heavy that you'll find once your booster inertia is down you'll be forced to throttle the hell out of your liquid fuel which ends up over heating very very easily. Still though, I like it.
    [Index] All Mods for The Kerbal Space Program FutureTech™ † [url=http://kerbalspaceprogram.com/forum/index.php?topic=478.0]3dsMaxTemplate1.0 For Modelers

  4. #4
    Rocketeer
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    Re: Realism Mod

    Quote Originally Posted by Darrknox View Post
    I like it, but I feel like you're just saying you don't like boosters. They way this is set up, all you can really use is two stages of boosters and the rest is liquid fuel. If you use 2 stages of boosters the sas will haphazardly keep you from spinning out of control, and either way you only get so far. And then the liquid fuel is so heavy that you'll find once your booster inertia is down you'll be forced to throttle the hell out of your liquid fuel which ends up over heating very very easily. Still though, I like it.
    I do not mind solid rocket boosters, but in all reality's sake you cannot do a whole lot with something that weights so much. Look at rocketry in real life, most solid rocket fuel tanks are shred off before the rocket leaves earth's atmosphere to my knowledge. I strived to add some difficulty to the game, and I think you'll see that I have.

    The liquid fuel (and the mk1 pod itself) are heavier because it only makes sense for them to be. The liquid fuel containers are rather heavy, but have more fuel as the fuel is stored under compression (which idk, just makes sense to me.)

    I've made a ~10 stage module that can get out of earth's gravity, orbit, land, and re-launch from earth; but it can't enter orbit a second time yet; I'm working on that, It's all up to your skill at flying it seems, and throttle control.
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  5. #5
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    Re: Realism Mod

    Right on I'll try to make some more complex ships tomorrow, in the mean time I'll stick with the mod.
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  6. #6

    Re: Realism Mod

    I'll have to agree with darrknox, it seems you dislike boosters but I'll throw this in: You don't like them because they're nice and easy to use for simple rockets.

    Perhaps you might want to look at the actual burn time of a solid rocket motor.

    http://www.youtube.com/watch?v=zxE3KBRorZI
    http://www.youtube.com/watch?v=W2VygftZSCs

    Consider this, the existing solid rocket boosters are great for punting a very heavy rocket off the launch pad and to 3,000 feet up before you throw off the final solid stages to transfer to the liquid motors. Alternatively you could just make a giant cube made of solid boosters and punt yourself into orbit like some of the guys at the SA forums have. Or maybe that idea just makes your brain hurt when you imagine a large cube of SRBs launching a tiny little capsule into space?

    Before you say 'realistic' you might want to consider that you just said 'I don't know but, just makes sense to me.' It implies you don't know about rocketry very well but instead feel like you're entitled to express your opinions as fact.

    Have you ever analyzed the composition of the pod and fuel tanks? Maybe that pod might just be built out of cardboard with some coating, it seems to have the crash survivability of a capsule built like that (Able to withstand small impacts, crushes outright in contact with anything else). Oh wait, game pod, no 'fluff' or anything. No 'Titanium-A' shared by armor of supersoldiers and mecha. It happens to be a pod, weighing unknown units and made of unknown composition. Oh and that fuel? No idea if they're using something hilariously fun like hydrazine (That'd explain why Bill and Bob are freaked out all the time.)

    Bonus: Ever consider that tanks are not 'supersoaker' ('Compression') bladders and actually have, gasp, fuel pumps?! Or maybe you might want to read up on liquid rockets that have reignite capability in space and find out about the fun things like having to deal with sloshing in the fuel tank (... Odd, fuel under compression wouldn't slosh, would it?)

    On .73 I've made a 5 stage rocket that will launch off the pad, go into orbit, dive back into the atmosphere and then head back into orbit then deorbit.

    On .8 I've also made another 5 stage rocket that does exactly the same but with a much enlarged final stage and with less solid boosters.

    And on .83 I've made much more simple, 3 stage rockets that do exactly that with large payloads (3 of the stock liquid fuel tanks)

    Does it mean anything that I can build rockets that do this? Not really. Does it mean anything you can build rockets that something similar? Not really. It does mean we have very, very large rockets with very high thrust output.

    This seems more like an attempt to 'reimagine' the gameplay to your personal tastes more than 'realism.' (What realism, KSB has more in parallel with a hilarious version of the Soviet Space Program and every possible little explodey incident that potentially could of happened and has happened.)

    Oh and I don't mean this post as an attack towards you, it just seems you have some misguided ideas and you're honestly trying to change the gameplay. Perhaps you might want to call this a gameplay changing mod and not a 'realism' mod. It just seems very off for you to call it a 'realism' mod relative to what KSB provides right now ('Not a flight simulator.')

  7. #7
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    Re: Realism Mod

    Perhaps, viewing it as a difficulty increasing mod?
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  8. #8

    Re: Realism Mod

    I'm having an issue with this. When I descend with my parachute, I'm going twice as fast as normal when my parachute opens at ~500 meters, causing the command module to explode. I'm not sure if the command module is too heavy, or if the parachute is too weak, but it's really grinding my gears knowing that the families of these astronauts are going to have one less plate at the table.
    You will ask me to understand simple concepts


  9. #9
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    Re: Realism Mod

    From what I can deduce about the mod it's that there's more gravity than normal. But yeah, my parachute did was not able to save my astronauts either :-[
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  10. #10
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    Re: Realism Mod

    I just booted up my game and noticed that I've typed a few figures completely wrong. It was not my intention to make Solid Rocket Boosters useless 5 second thrusts like they were, sorry about that. I've uploaded a better one of that.

    And yeah, regarding your post; sure; I don't have any clue about rocketry, but as this is a game I figured nobody would fly off the handle there, but hey, it is the internet .

    And yeah, the command module was one of those mis-typed figures.
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