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About me



  1. Realism Environmental Overhaul Version 0.3.2, For KSP 1.10.x - 1.12.x REO is a combination of RVE-64k, RSSVE, Astroniki's Sunflare for RSS, Astronomer's Visual Pack (all of which are licensed under CC-BY-NC-SA 4.0), a few custom textures and configs all put together into one mod. I'm still working on it and it's still a wip but you all are free to check it out. Dependencies: KSP Version: 1.10.1 - 1.12.x E.V.E. Version: Scatterer Version: 0.0772 Scatterer Sunflare Version: 0.0772 Real Solar System Version: 18.4.0 Links: Download from Spacedock Download link for astronomer's visual pack Download link for RSSVE Download link for RVE-64k Download link for Astroniki's Sunflare for RSS Computer Requirements/Recommendations: this mod is designed to be run in DirectX 11, it has only been tested using DirectX 11, to enable: be prepared for very low frame rates if you don't have a high-quality GPU, this mod is as or more demanding than RVE I recommend you have 12-16 gigs of ram, but it should operate at 8 gigs Features: Earth city lights Earth clouds Earth aurorae Earth lightning Earth dust storms Venus aurorae Venus clouds Venus lightning Mars aurorae Mars clouds Mars lightning Mars dust storms Jupiter lightning Jupiter aurorae Jupiter clouds Jupiter rings Io aurorae Io volcanoes Europa geysers High-res Saturn rings Saturn clouds Saturn aurorae Saturn lightning Enceladus Geysers Uranus rings Uranus lightning Uranus aurorae Uranus clouds Neptune rings Neptune aurorae Neptune clouds Neptune lightning Titan clouds Titan lightning Scatterer Atmosphere configs for: Venus, Earth, Mars, Jupiter, Saturn, Titan, Uranus and Neptune Scatterer Ocean configs for: Earth and Titan. Known issues: Any issues you have with this mod should be reported to me directly This mod is very temperamental, I don't recommend tweaking unless you want a headache and are willing to break it and have to re-download it several times. Organization isn't great, it worked when I started this mod but it's a little weird now. Cloud particles (especially in dust storms) can have... strange RGB values, I have no idea what's causing this or how to fix it -found out how to fix this, should be fixed by version 0.3.3 On Io, there's an EVE "cloud" layer to replace the lava oceans since they don't render in the tracking station, map view or at high altitudes, this does occasionally cause clipping but there's really no way to avoid this except to extend the PQS range on Io, if you wanna see how that went... Here's the module manager patch that takes out other EVE stuff... if this causes issues for you just delete RealismEnvironmentalOverhaul/EVE/RemoveVisualOverlap.cfg... Anyway, here's the code: -no longer a feature Images: these images were taken in the tracking station so they aren't the best quality sadly, they're also shifted to the side a bit because I cropped out the side panel. Link to images Changelog: June 24th, 2021: First release of Version 0.2 and the 0.2.1 update June 28th, 2021: Second release of Version 0.2 and the 0.2.1 update, LICENSE.txt had to be changed (look at the replies to this post for more info). August 20th, 2021: Update to this post, added section on computer requirements and recommendations December 27th, 2021: Update to this post, Release of Version 0.3 and update to 1.10.1 January 1st, 2022: Update to this post, Release of Version 0.3.1 (changes can be found in the changelog or in the changelog file in the mod) January 3rd, 2022: Update to this post, Release of Version 0.3.2: Better TUFX profiles and profile organization January 20th, 2022: Update to this post Last updated: January 20rd, 2022
  2. I have TUFX, PlanetShine, Scatterer, EVE, RSSVE and GGE installed as visual mods. First of all, I had this problem with clouds not working so I first reinstalled Scatterer and EVE, after that it did not get fixed, but the shadows on all the gas giants were fine. Then I reinstalled RSSVE and the clouds were back and working, but now for some reason the shadows on all the gas giants are very sharp and doesn't look right. Please help! Images:
  3. Modular KSRSS/SSRSS What does this mod do? This mod splits up RSS / KSRSS and makes them stock size, for example: If you just want the Earth and Mun, you can! What planets do you plan on including? I plan on adding support for most RSS planets. Check the Road Map below for more information Is this mod hard to run? Yes and no. Because of the textures it can be pretty ram intensive, but since it's only one body being highly edited you should have more fps than usual RSS or KSRSS. Does it have clouds and scatterer support? Of course! Both are included. Where are the clouds from? Here Massive thank you to Adiri, Astronomer, Themaster401 and the KSRSS Team for helping me out. Please read the README for licenses and other things: cfgs are CC-BY-NC-SA 4.0 while all textures are all rights reserved to the original owners provided in the README, thank you! MERCURY INSTALL INSTRUCTIONS: - Download Mercury: Here - Download Kopernicus: Here TEXTURES ARE INCLUDED VENUS INSTALL INSTRUCTIONS: - Download Venus: Here -Download Kopernicus: Here - Download Scatterer: Here - Download EVE: Here TEXTURES ARE INCLUDED. REQUIRES SCATTERER .831 OR ABOVE EARTH INSTALL INSTRUCTIONS: - Download Earth: Here - Download Kopernicus: Here - Download EVE: Here - Download Scatterer: Here TEXTURES ARE INCLUDED AND ONLY SUPPORT 16K Earth and 43K clouds. REQUIRES SCATTERER .831 OR ABOVE MOON INSTALL INSTRUCTIONS: - Download The Moon: Here - Download Kopernicus: Here TEXTURES ARE INCLUDED MARS INSTALL INSTRUCTIONS: - Download Mars: Here - Download Kopernicus: Here - Download Scatterer: Here - Download EVE: Here TEXTURES ARE INCLUDED. REQUIRES SCATTERER .831 OR ABOVE JUPITER INSTALL INSTRUCTIONS: - Download Jupiter: Here - Download Kopernicus: Here - Download Scatterer: Here - Download EVE: Here TEXTURES ARE INCLUDED. REQUIRES SCATTERER .831 OR ABOVE SATURN INSTALL INSTRUCTIONS: - Download Saturn: Here - Download Kopernicus: Here - Download Scatterer: Here - Download EVE: Here TEXTURES ARE INCLUDED. REQUIRES SCATTERER .831 OR ABOVE URANUS INSTALL INSTRUCTIONS: - Download Uranus: Here - Download Kopernicus: Here - Download Scatterer: Here - Download EVE: Here TEXTURES ARE INCLUDED. REQUIRES SCATTERER .831 OR ABOVE NEPTUNE INSTALL INSTRUCTIONS: - Download Neptune: Here - Download Kopernicus: Here - Download Scatterer: Here - Download EVE: Here TEXTURES ARE INCLUDED. REQUIRES SCATTERER .831 OR ABOVE PLUTO INSTALL INSTRUCTIONS: - Download Pluto: Here - Download Kopernicus: Here - Download Scatterer: Here TEXTURES ARE INCLUDED. REQUIRES SCATTERER .831 OR ABOVE SPECIAL THANKS: ROADMAP: EARTH CHANGELOG: MOON CHANGELOG: VENUS CHANGELOG: MERCURY CHANGELOG: MARS CHANGELOG: JUPITER CHANGELOG: SATURN CHANGELOG:
  4. Originally released on github back in November/December 2021, I finally came around to making a KSP forum post for it! PRVE is a visual enhancement mod for Real Solar System. Components of the mod are derived from RVE64k, EVO, RSSVE, KSRSS, GGE, and much more. COMPONENTS: 32k Cloud texture with even higher quality detail 4k detail clouds texture 43k Earth city texture 64k Ground texture and shadows addon if desired Newest scatterer configs Wavy auroras GGE integration and optimization (Big thanks to @ballisticfox0) Custom TUFX and KS3P config (Use both for most optimal looks) MOD DEPENDENCIES: Scatterer (v0.0835) Environmental Visual Enhancements (v1.11.6.1) Real Solar System (v19.0.2.0) KSP (v1.12.3) PC REQUIREMENTS: This mod has been created with a computer rig of these specs running Windows: AMD Ryzen 5 1600 32gb RAM (Maybe a bit excessive, unless you use the 64k addon) NVIDIA GeForce GTX 1060 6gb Dual fans This pic uses a custom 16k color map for Earth's surface which may be available soon: Earth's Aurora: Sunset in Earth orbit: You may download this mod via CKAN or github Licensing:
  5. Simple RSS Patch RSS Patch (all KSP versions) download from SpaceDock latest version: v1.11 (11-04-2021) Unless Squad renames their engine modules, this patch will work with any KSP version. This patch is aimed at the stock KSP players, or lazy players like myself, that want an introduction to the huge scale of the Real Solar System (RSS) but who find extra mod packs like RO/Smurff too daunting for now. Simply install RSS, add this patch and you are good-to-go with the stock parts and other parts mods you have already installed. Fly around the massive Earth, explore the real planets and moons. A super simple patch that tunes engine thrust and ISP so that you can use stock parts in a bare install of Real Solar System without needing Realism Overhaul or other complicated setups. This does not re-scale your rockets to actual real-world size like RO does, but keeps all components as they are out of the box. Also comes with a patch to move the launch location to Alcântara in Brazil which is near the equator. Thanks to José Eduardo for the tip! note: SSTU, BDB or similar mods are highly recommended to get a wide variety of engines and modular fuel tanks that scale up to anything you could need in RSS. SSRSS Patch Download file [v1.2 13-06-2017] Unless Squad renames their engine modules, this patch will work with any KSP version. A simple patch for SSRSS to balance thrust/ISP so that you will need to build larger, more realistic, ships to do the things you would normally do. This will get rid of the short, chubby, gumby-looking ships in stock game play and requires you to use larger tanks and thus get more realistic looking rockets. Best used in combination with SSTU. Can be modified to run with stock system as well by removing the NEEDS[SSRSS] part.
  6. I have started playing ro/rp1 recent but cannot get consistent accent profile and performance ( especially inclination ). Mostly due to not launching from equatorial plane and tilt of the earth. I have tried launching from French Guiana but for some reason it even more inconsistent than from cape Canaveral What is the inclination for a easy TLI ?
  7. Hi, Im trying to install V1.0 Real Solar System with Kopernicus and ModuleManager. Below is the screenshot of my GameData but when I start KSP and I go to the solar system I can see the names and textures are the original Thank you
  8. Kerbal Konstructs space ports, bases and airfields for Real Solar System, based (sometimes loosely) on real life locations. NOTE: where necessary KSC Switcher launch site locations may be slightly relocated to avoid overlap. This is an alpha release! White Sands - Runways 2/20, 17/35 and 5/23. Requirements Real Solar System Kerbal Konstructs Omega's Stockalike Structures (OSSNTR) Tundra Space Center Optional supported mods NavUtilities - included runway definitions for landing guidance Download: GitHub Locations White Sands Space Harbor aka Northrup Strip - 32°56′35.67″N 106°25′10.31″W Runway 17/35 (large shuttle landing strip) Runway 5/23 (large shuttle landing strip) Runway 2/20 (small operational runway) Helipad and control tower near runways Relocate KSC Switcher White Sands to north of custom KK group Planned Additions White Sands Launch Complex 36 - 32°25′1″N 106°19′19″W V-2 Launching Site - 32°24′4″N 106°22′40″W Spaceport America (Virgin Galactic) - 32.9895472,-106.9694681 Runway 16/34 3658 x 61m @ 1401m altitude Edwards AFB Vandenberg AFB - 34°43′58″N 120°34′05″W Runway 12/30 (15km) Wallops - 37°56′19″N 75°27′26″W Kodiak Launch Complex - 57.435833°N 152.337778°W Guiana Space Centre - Kourou - 5°13′20″N 52°46′25″W RAAF Woomera Range Complex - 30°57′19″S 136°31′56″E Peenemünde - 54.143°N 13.794°E License: GNU GENERAL PUBLIC LICENSE Version 3
  9. Hey all. I haven't been around the forum for awhile, but per request I've started documenting my new RSS/RO/RP-1 career. The episodes should cover 1-2 years of launches, and be around 7 minutes long each. (now around half a year, 15 minutes long) Like the series? Support computer upgrades for future episodes! Latest episode: 25. First three:
  10. Extreme Visual Overhaul for Real Solar System Hello, This is EVO, a visual overhaul for Real Solar System aimed at providing stunning visuals while offering great performance. EVO is a spiritual successor to @pingopete's RVE 64k project, and is meant to offer a similar level of visual fidelity, while offering more performance oriented options as well. EVO will also be open to contributions, ideally remaining a never quite finished project for the next few years. I was inspired to make this pack after seeing great breakthroughs in visuals for stock and modded systems, as well as errors when using some of my old favorites (such as RVE 64k) in newer versions. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― So far EVO adds the following: An almost no compromise combination of RVE64k and RSSVE 32k, 48k, and 64k Land Texture options, modified from RVE 64k New Ocean and Atmosphere configs for Earth New 32k 48k City Lights from Space Engine, with a new 8k City ground texture based on satellite imagery New Mars Textures Boot-prints for some celestial bodies A new Sunflare from @Avera9eJoe's beautiful Spectra Visual Compendium Scatterer 0.07 support, alongside Godrays and Wave Collisions An Optional TUFX Preset, based on RVE64k's legendary KS3P preset Fog to Venus and Titan Dust Storms to Mars Auroras to Jupiter Hexagon Storms to Saturn Geysers to Enceladus Lava on IO Much more... ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Troubleshooting/FAQ PLEASE READ: The Lights aren't showing up/ look off press alt+0, push the arrow in the EVE menu to go to textures and hit apply, go to city lights and hit apply, and if the terrain now looks off press alt+11 and map EVE clouds. The terrain is white/invisible! 99% of the time, this is due to an improper install, read the directions. Seriously. if that doesn't work, attempt the fix above as it often fixes that issue as well When is the next update coming? when it comes. I am in college, working a job, and streaming 2x per week alongside working on CH4 (soon) so be patient and enjoy the screenshots <3 ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Dependencies: Scatterer Environmental Visual Enhancement Real Solar System Incompatibilities: RSSVE, RVE64k WARNING: as of right now, Kopernicus Bleeding Edge is not meant to be used in Normal Play, it is no longer recommended for use with this mod. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Licensing: EVO is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0), so you are free to redistribute, modify and copy the contents of the mod so long as you attribute and credit the appropriate author(s), remain non-commercial and distribute it under the same license (CC BY-NC-SA 4.0) City Lights textures, and other textures labeled in the mod as space engine assets are NOT licensed under the above license and are being used at the permission of the space engine team DO NOT REDISTRIBUTE ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Credits: @blackrack - Scatterer Adds better oceans and atmospheres to planets @JadeOfMaar -Sunflares of Maar Original author of the sunflare modified for use in @Avera9eJoe's Spectra @Waz - Environmental Visual Enhancements Adds tons of visual capabilities, far too many to list here @pingopete - RVE64K @tony48 - KSRSS(VE) Adds a whole lot of configs that mine are derived from, from snow to lava and much more @G'th -AD ASTRA I used their aurora textures and hexagon storm as they are easily the best I have ever seen @Theysen - RSSVE @Vabien - Kopernicus Expansion Continued-er Adds the ability for bootprints, alongside many, many other things @Shadowmage - TUFX Post Processing for KSP Special Thanks to: @jrodriguez for offering multiple textures, and input on the project @Jceratops for helping test the mod @pingopete for inspiring this project, and teaching me so much @Avera9eJoefor showing me cool things that EVE is capable of Download: Github Enjoy the mod, and feel free to offer contributions and suggestions,
  11. With the help of many RO content creators, and members of the RO community, I present a RSS/RO edition of the classic Build, Fly, Dream trailer! I hope you enjoy.
  12. I recently installed Real Solar System, Realism Overhaul, and other mods to the game because I wanted to try out some new and unique experiences. However, the game has been acting up ever since I downloaded these mods. When I start the game, it begins like normal, but when I load up my save file, I cannot click/enter on any of the buildings within the Space Center. To make matters worse, I am also unable to quit back to the main menu, forcing me to close the program via Task Manager. I have placed a link to access the log file of my game, and I would greatly appreciate it if there was a viable solution to these problems. https://www.dropbox.com/sh/zhgb5l9ci3276ay/AABaJAqLXDQIRg_JMijqgsDPa?dl=0
  13. Quarter Size Real Solar System (2.5x Kerbin scale) Quarter Size RSS is a mod that uses the great work from @NathanKell and creates our Real Solar System in a smaller scale in KSP. At 1/4 the size of the Real Solar System, it is still 2.5 times larger than stock KSP and provides a huge challenge to players, but can be achieved with stock parts. It has been figured out by many people the 2.5x scale is the proper scale for KSP. With the way the engines and masses are configured, "realistically" sized rockets would exist in a 2.5x stock scale. Thus I present you with Quarter Size RSS. I am hoping that this is a good balance between stock sizes, Half Size RSS and full size RSS. You can play this with Stock Parts, but it will be best with some of the superb mods listed below. SPECIAL THANKS: @NathanKell and the entire Real Solar System group for creating almost everything that is released in this mod @CaptRobau for letting me use his planets Thatmo and Slate from the Outer Planets mod as two of the Dwarf Planets that we know almost nothing about @OhioBob for creating the atmospheres that are present in the mod The entire Kopernicus team for creating the mod that makes this all possible! @Thomas P. @NathanKell @KillAshley @Teknoman117, Bryce Schroeder @ImkSushi and @pozine for their work on Real Solar System Expanded that provided Ceres and Vesta DOWNLOAD: GITHUB: https://github.com/pap1723/Quarter-RSS/releases/ SPACEDOCK: Soon™ https://github.com/pap1723/ScaledRSS-Textures/releases - These are the textures that are necessary to download Included in the download: Quarter RSS Mod files Module Manager (by @sarbian, @swamp_ig, @ialdabaoth) See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/55219 Kopernicus - See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/114649 A configuration for Custom Asteriods by Starstrider42. See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/80483 INSTALLATION: Extract to KSP/GameData. You should have one dll (Module Manager) in the root of GameData, and three new folders: QuarterRSS, Kopernicus and ModuleFlightIntegrator. However, you are NOT DONE YET!! TEXTURE INSTALLATION: Now, you must select a texture resolution. Download a pre-made pack (8192, 4096, or 2048) and then, if desired, selectively replace with different-resolution texutres. Note that 8192 is dangerous: you will almost assuredly run out of memory on 32-bit versions of the game. You can get the textures from: https://github.com/pap1723/ScaledRSS-Textures/releases Go to the releases page and grab one of the resolution packs, then (optionally) get replacements from the repo itself. The path of the folder will be KSP/GameData/RSS-Textures Make sure you download from here and not the other RSS versions. There are additional biomes as well as additional planets that are included with the ScaledRSS Textures. RECOMMENDED MODS: These mods are highly recommended as their sizes work perfectly with a 2.5x scale of stock. You should not need to make any adjustments to the values of any of the parts to be able to get them to function exactly how you want them to. Bluedog Design Bureau @CobaltWolf: http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/ Tantares / Tantares LV @Beale: http://forum.kerbalspaceprogram.com/index.php?/topic/73686-122-tantares-stockalike-soyuz-and-mir-4029042017tks/&page= These are my other mods, so I will always recommend them as well: Historical Progression Tech Tree: http://forum.kerbalspaceprogram.com/index.php?/topic/144295-122-historical-progression-tech-tree-v20-updated-02-22-2017/& Contract Pack: Historical Progression: http://forum.kerbalspaceprogram.com/index.php?/topic/143397-122-contract-pack-historical-progression-v15-4242017/ Contract Pack: Career Evolution (BETA): http://forum.kerbalspaceprogram.com/index.php?/topic/157417-wip-122-career-evolution-contract-pack-beta-release-v03-updated-3-27-2017/& License: CC-BY-NC-SA
  14. I present to you, RSS launch sites, a mod that currently adds 4 different Places to launch from, currently adding 20+ new runways and luanchpads/landing pads to Real Solar System, it also massively expands the KSC, I will be adding weekly and monthly updates. My goal is to have 125+ launchsites by the end of development with fictional and real launchsites list of current launch sites KSC Jfk spaceport Boca chica Viper space center/Wallops placeholder New mexico spaceport cosmodrome Mojave air and space port Corn ranch blue origin launch site 1.2 Alpha list of upcoming launchsites and improvements: COMING AT THE END OF THE MONTH Quality improvements for all launchsites .adds new launchsites Antartica base Area 51 Vandeberg airfoce base Jfk airport Ficational space x launch center [Download link removed by moderator] Requires Real solar system https://github.com/KSP-RO/RealSolarSystem/releases/tag/v18.1.3 And RSS textues https://github.com/KSP-RO/RSS-Textures/releases/tag/v18.3 RSS EVO is highly recommended https://forum.kerbalspaceprogram.com/index.php?/topic/200373-evo-extreme-visual-overhaul-for-rss-beta-03-mostly-stable/ PICTURES Very large KSC addon, Adds 10+ launchsites, including 2 more runways Extended KSC Boca Chica, will be updated in next version, adds 2 launchpads, updated version will have 5 launchpads New Mexico Spaceport America, adds 1 runway and 3 launchpads Wallops, is sorta a placeholder for now until i update the design a bit Kennedy Spaceport, adds 3 runways ksc trees Mojave air and space port Corn launch site, blue origin launch site baikonur cosmodrome Spoiler for next update (1.2) in a few days
  15. Recently I have downloaded RSS, or Real Solar System. However no matter what I've tried I cant get it to work. I have downloaded via CKAN and was using KSP version 1.8.1, as told by my peers. I get the RSS loading screens and everything, but once the game loads up, its stock KSP. I do not know if I'm missing anything, but I was told all I had to do was Download the RSS mod and switch to 1.8.1, and it would be ready to go. So if anyone could let me know if I am missing something that would be much Appreciated, Thanks.
  16. This is a crewed mission to Mars, that I have worked on for almost a year. I used (and still use) KSP version 1.2.2 with Real Solar System, Realism Overhaul and Realistic Progression 0 mods (RP-0, not to be confused with the newer RP-1). The reason why I still use KSP 1.2.2 is because of my 4 year old RP-0 career save (created in January 2016) that is in the very advanced stage of progression. The year in that save is 2029 as of typing this post. It wasn't possible to transfer that save to KSP 1.3.1, because the evolution of RP-0 (called RP-1) that was released for KSP 1.3.1 changed too many things for my old save to be compatible. My long running RP-0 save is also the reason why completing my Mars mission took so long. It's not a 'single mission' save, there are many other missions in progress simultaneously, that need to be attended to from time to time (probe course corrections, moon/planet flybys, station crew rotations etc). More detail about my Mars mission and vehicles that took part in it, can be found here: https://imgur.com/gallery/6J8m9Iz - Mars Cargo Landers launches https://imgur.com/gallery/ArUGAnf - MTV assembly https://imgur.com/gallery/jfTB9sp - Departure to Mars https://imgur.com/gallery/DQkeCoQ - Arrival on Mars https://imgur.com/gallery/A965gZw - Departure from Mars
  17. Hey guys, There are already some mods on my list for a new RO-safe. I found some mods that are proved to be RO compatible (FASA, Raidernick's mods). But I wondered whether anybody has more specific information, about RO-compatible mods, because the section in the RO-thread for parts-mods has been removed and I can't find reliable Information in the wiki. Thanks in advance
  18. Hey, guys! For the last several months i've been working on my new KSP video. It would be action miniseries of 6 episodes, 20-25 minutes each. Here we go!
  19. So I'm trying to start up KSP, but it stops halfway through, specifically at the stock jet engine for some reason. Is there something wrong with this part? Are there any conflicting mods? Mods I'm using: Realism Overhaul and Real Solar System including their dependencies as seen on the GitHub page. (https://github.com/KSP-RO) Real Solar System Visual Enhancements including its dependencies.
  20. Download from Spacedock: http://spacedock.info/mod/685/Real%20Solar%20System%20Expanded This mod REQUIRES: Real Solar System Kopernicus SigmaBinary This is me taking over @pozine mod, seeing as he has been offline since February. Most credit goes to him. (11/05/16) - Poll! http://www.strawpoll.me/10183143 (20/05/16) - Poll! http://www.strawpoll.me/10263601 This mod is the continuation of Pozine's RSS Planets & Moons Expanded Mod. It adds more stuff to RSS:In the current version (0.13.2): Retextures Saturn; Adds a heightmap for Iapetus; Does something to Uranus; Adds Asteroids (Asteroid Belt/Kuiper Belt/Elsewhere): Vesta; Juno; Ceres; Pallas; Ida; Dactyl; 67P (Where Rosetta went and Philae landed); Lutetia; Orcus; Vanth (its moon); Makemake; Chariklo; Halley; Sedna; Moons of Jupiter: Metis; Adrastea; Amalthea; Moons of Saturn: Pan; Daphnis; Hyperion; Pheobe; Pandora; Prometheus; Epimetheus; Janus; Moons of Uranus: Titania; Miranda; Ariel; Umbriel; Oberon; Moon of Neptune: Proetus; Moons of PlutoCharon: Styx; Nix; Kerberos; Hydra; All stuff I plan to do: Changelog: Credits: Me (imkSushi) for doing something pozine for making the mod in the first place NathanKell for Real Solar System ThomasP for Kopernicus (sorry about the axial tilt discussion) Sigma88 for SigmaBinary the ksp devs for KSP anyone who downloaded the mod for supporting the mod Old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  21. Hey, I'm looking to play the Real Solar System mod and I need some upgraded rocket parts to work with (getting to orbit with the stock parts is a pain in the ***). The Realism Overhaul Mod feels kind of overwhelming and I'm more looking for something like a rebalancing of the stock parts. Is there a nice mod for that? I'm open for other suggestions aswell.
  22. I don't have any experience in modding ksp and I am playing on 1.3.1 with realism overhaul and I want to create my own parts but with realistic stats who hard is that? And who can I do that? Thanks for helping
  23. Warning: This is a Development Version that requires mods without official stable releases for Kerbal Space Program version 1.3.1, like Kerbal Construction Time. MODELS ABOVE ARE SCALED UP FROM STOCK, SSTU, BLUEDOG DESIGN BUREAU, REAL ISRU, REMOTETECH, NEAR FUTURE TECHNOLOGIES AND VEN'S STOCK REVAMP Sufficiently Realistic Progression Zero General Development Feedback and Discussion License: CC-BY-NC-SA DOWNLOAD (Source included): https://drive.google.com/open?id=1TXxPSq2Vu5GKRJjLvMpdYwrY-Qipp8CQ Last version for KSP 1.2.2: https://drive.google.com/open?id=0B45cFsYMm_H-UFNoTU5EbkFWOWs 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. Real Kerolox: Conversion of "Liquid Fuel" to Kerosene and "Oxidizer" to Lqd Oxygen for every engine/ISRU/tank. At first made for RealISRU compatibility, now enabled by default. If you really don't want it, don't install RealISRU and run realkerolox.bat or .sh or just delete the RealKerolox folder. Oxidizer, if Real Kerolox is disabled, is treated as an abstraction of Liquid Oxygen, and likewise, it is mildly cryogenic. Should only matter for weeks long missions. Liquid Methane rocket engines, both chemical and nuclear thermal rockets. 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. Integration with RealISRU, including moving industrial-grade ISRU parts from Stock/etc to later tech nodes as industrial ISRU is impossible with modern tech. The Real Kerolox generic patches were created to make compatibility with RealISRU easier. Again, this remains experimental and right now requires some mods without stable or official 1.3.x versions. Any unofficial dll assemblies linked below are intended for testing purposes and there will be no technical support for issues caused by them. Known Issues: Some settings in mass and volume ratios for some types of resource and fuel storage may still need improvements in realism. GNU/LINUX NOTE: To run the scripts that modify third party mods for compatibility, use "source ./scriptname.sh" or ". ./scriptname.sh". Required Mods: Community Resource Pack Community Tech Tree Contract Configurator Custom Barn Kit Ferram Aerospace Research Kerbal Construction Time and MagiCore (Development Branch) Kerbal Joint Reinforcement Module Manager Procedural Parts Real Chute Real Solar System Real Heat RemoteTech SMURFF SSTU TAC Life Support or USI Life Support. 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. Highly Recommended Mods: Advanced Jet Engine B9 Aerospace Parts and Procedural Wings BetterTimeWarpContinued 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 Cryogenic Engines - Either don't install CryoTanks(recommended) or run improvecryo.bat or .sh to disable a Stock-balanced patch bundled with it. DeepFreeze Continued - Some of the late game contracts require it because without suspended animation space tourism to places like Pluto is impractical. Dynamic Deflection - recompile for KSP 1.3.1 bundled with SRP-0, as allowed by license and creator. Editor Extensions Redux Extraplanetary Launchpads - Custom contracts available for it. RaiderNick's Soviet Spacecraft - for the Vostok and Voskhod. You may keep or remove stuff SSTU already features. Flight Manager for Reusable Stages(FMRS) Kerbal Alarm Clock Kerbal Atomics - Delete the NTR folder located in KerbalAtomics/Patches, otherwise some parts will end with wrong stats. Also, don't install CryoTanks. Kerbal Attachment System Kerbal Engineer or MechJeb - For calculating delta-V in craft designs. Pick whichever is mostly bug-free. Kerbal Inventory System Kerbal Reusability Expansion 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 NearFuture Technologies - Propulsion and Electrical North American Rockwell Mars Excursion Module - Besides the obvious, adds Nomex to RealChute as a bonus. Persistent Rotation - not only it's realistic, but a must have for burning prograde at high time warps with realistic thrust ion engines/etc. See below. Persistent Thrust - Realistic electric propulsion have very low thrust. Without high time warp to make months-long burns last seconds in real time, they are unplayable. Precise Node Procedural Fairings Procedural Fairings - For Everything! RasterPropMonitor - Better IVA, plus a very useful mid to late game science part called digital camera requires it to show up. 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. Ship Manifest - besides its many conveniences, it is required for the unmanned soil sample recovery missions. Soviet Engine Pack - like most mod packs for engines, it still works for the latest version of KSP. SSTU Expansion Pack - Skylab-sized space stations, integration with BDB and Soviet Engines. Run cleansstuexp.bat or .sh to delete unsupported configs. SSTU Nova Add-on Pack Stage Recovery SXT - essential if you like airplanes and want early game options in such field. Taerobee - essential if you want to do the X-1 -> X-15 -> DynaSoar progression and launch V-2 replicas. Trajectories - not completely accurate, but much better than guessing. Transfer Window Planner - The timing for transfer windows it gives is usually correct. For best results use parking orbits aligned to the ecliptic. TweakScale - for launch clamps, engines for nanotech probes or cathedral-sized spacecrafts(Unfortunately no mod features parts with Gothic architecture). Upgrade Editor - bundled. Allows setting part upgrades separatedly for each part in the VAB or SPH. USI Kolonization - A Real Solar System balanced career mode compatible with Kolonization was the reason SRP-0 started. Ven's Stock Revamp - Most Stock parts look much better with it. Includes the BE-4 Liquid Methane engine. Waypoint Manager World Stabilizer Recommended Mods: AirPark Continued, for HAVOC CactEye Telescopes Civilian Population Revamp EVA Parachutes and Ejection Seats FASA RO - If you want more realistic looking textures. Has a few parts without direct equivalents in BDB or SSTU. KerbalFoundries, for the adjustable landing gears, wheels and tracks. HooliganLabs Airships, for HAVOC Infernal Robotics (Experimental - go here for parts) NearFuture Technologies - Construction, Spacecraft and Launch Vehicles(only its engines, RCS, and docking) Real ISRU - Even in its currently very unfinished state it's already interesting. It's mostly finished for Mars and more specifically Mars Direct. Real Plume - uninstall if it hits performance too hard. RSS Time Formatter - Unofficial recompile for 1.3.1 RSSVE, if the performance drop from running it and the GFX mods it requires is acceptable. SCANsat SpaceY and SpaceY Expanded - While the tanks and engines are arguably redundant with SSTU, the really big docking ports among other things both feature aren't. USI Karbonite+ - Want a reason for attempting the impossible on Venus? With Karbonite+, it is the nearest source of fuel for 6-digit Isp fusion engines. 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: Added some FAR patches, reduced prices for Kerbal Reusability Expansion grid fins plus a few tiny extra adjustments for its use in RSS. Improved formerly forgotten patch for SSTU lander capsules to support storage of any kind of fuel mixture within them. Added Steam Methane Reformer Unit, located in the "Larger ISRU" tech node, if RealISRU is installed. Produces Hydrogen and Carbon Monoxide from Methane and Water. Modified RealISRU Atmospheric ISRU intakes to also support hydrogen and methane filtering. Added gimbal to miniaturized kerosene nuclear thermal rocket. Even more RealPlume fixes. 0.4 Changed Nitrogen, Methane, Ammonia, Carbon Monoxide and Carbon flow settings to "ALL_VESSEL" as a Quality of Life improvement for modular ISRU bases connected through Kerbal Attachment System pipes. Added a few custom patches for Kerbal Reusability Expansion, changing its Super Draco engines to burn Aerozine50/NTO, Cold Gas Nitrogen thrusters with realistic Isp for such, a few rescales, etc. Added some high powered Kerosene, Hydrogen and Methane resistojets for attitude control on reusable stages. They are very power hungry, specially the Hydrogen one. Added HTP, Hydrazine, UDMH and Aerozine50 production reactions for RealISRU, for those who still use Aerozine50/NTO by the time ISRU missions to Titan, the only major source of Nitrogen away from Earth, are underway. Added 1670kN, 10200kN and 120kN Kerosene Nuclear Thermal Rockets. With specific impulses around 540s, storable propellant and better TWR, they are interesting alternatives to methane NTRs or kerosene resistojets. Added 5 late game chemical engines: the methane/Ox F-1D, a RS68 based LH2 engine with amazing TWR and some Sea Dragon inspired engines running on kerosene/HTP, methane/Ox and LH2/Ox. Added HTP and Diamond Dragon kerosene/HTP and Nitrogen fuel settings for SSTU tanks. Yet More RealPlume config fixes. Fixed incorrect MM patches for USI MKS and Karibou engines. Fixed more RealPlume configs with previously wrong scales or plume positioning. Added adapted RO config for Kerbal Attachment System and Inventory System parts so their masses will be more realistic, specially for KIS. 0.3.9 Rescaled all USI Kolonization parts to more realistic dimensions for human habitation and adjusted masses, mostly arbitrary guesswork for now. Gave the MKS Microwave Power Transceiver enough range for wireless transmission from surface to Nuclear Electric propulsion such as resistojets all the way to Earth's Orbit. Added a variant of the Microwave Transceiver with enough range for geosynchronous orbits, making wireless planetary power grids possible. Custom setup for the MKS Skycrane, which can be switched between Liquid Methane+Ox, Hydrolox and Kerosene Resistojet engines as upgrade options, all such fuels can be produced with RealISRU. Rescaled the USI Karibou and made its SABRE engine into a methane combined cycle rocket engine and its VTOL twin engines also were changed to use liquid methane. And rescaled the Akita Rover. Rescaled several USI Konstruction parts so they match RealismOverhaul changes to Stock docking ports, fit better with RSS, etc. Fixed missing RealPlume configs for the RealISRU methane engines and added new configs to some of the USI engines fitted with custom configs. 0.3.8 Added Contracts, both unmanned and manned, for Ceres, Vesta and the 5 moons of Uranus included in the latest version of Real Solar System. More Contracts tailored for the late game and colonization of the Solar System. Fixed copypasta-inherited error in "First ISRU" Contract that made it completely impractical by requiring a Venus flyby among other fixes to previous Contracts. Fixed broken Raptor engines with Near-Future Launch Vehicles due to no longer correct thrustVectorTransformName after the model swap. Fixed bottom attach node for 1kN Thruster with Ven's Stock Revamp. Fixed bug that disabled RemoteTech light speed lag in probes with soil sample return capsules. 0.3.71 Fixed broken part upgrade configs for SSTU modular SRBs with upgrades. Fixed misplaced attach nodes for SSTU Clusterized NERVA I with Ven's Stock Revamp model. Placed a few missed parts from RealISRU to their proper place in the Tech Tree and a few other minor Tech Tree fixes. 0.3.7 Added Pre-Sentient Algorithms upgrade to SSTU Modular Upper Stages. Rebalanced costs for SSTU procedural tanks to ensure tank types with higher dry masses won't be too expensive and very low ones won't be too cheap. Fixed a few radiators that were previously scaled up too much. Another reorganization of the tech tree. "Meta Materials" renamed to Microgravity Construction, a few nodes repositioned, among other things. Recalculated and reconfigured life support extension systems in TAC Life Support for SSTU space stations. Large centrifuge habitats for generation ships now work as intended. Fixed glitched atmosphere curves in patched SSTU upper stage engines. Fixed missing icons on upgrades for SSTU modular SRBs. Fixed missing batteries in SSTU pressurized procedural avionics and procedural telemetry unit. Fixed remaining incompatible patches with ModuleManager 3.0.1. Fixed the Tiny Tim Solid Rocket Motor. Fixed (hopefully) all faulty RealPlume configs. 0.3.6 Improved ThrottleControlledShutdown plugin by not waiting 1 second before checking limited throttle engines at low altitudes, making landing less hard. Fixed somewhat incorrect electric charge usage in some of the electric propulsion engines. Fixed NullReferenceException errors happening in BDB RL10 when SSTU Expansion and Bluedog Design Bureau are installed. Fixed RealPlume plume for the generic 1 kN thruster. Fixed wrongly configured zero boil-off tanks for liquid methane. Fixed balance-breaking duplicate patch setting up entry cost as cost X 400 instead of cost X 20 for parts without specific configs in tree.yml. Moved uprates for Merlin 1D and Merlin 1DV one node earlier in the tech tree. They are modern rockets after all. A handful of fixes and a few changes in the patches to ensure compatibility with ModuleManager 3.0.1. Note: some of the mods listed above as dependencies or recommendations may have compatibility issues with the new ModuleManager. 0.3.5 Rescale and new specs for the Orion from Umbra Space Industries based on the 10m diameter USAF Orion. Added patches with SSTU clusters and model swaps for Near Future Launch Vehicles' RD-0234 Methane, Raptor and BE-4. Rearranged future tech nodes to make the tree more readable, plasma propulsion more useful and fusion rockets more difficult to research. Added 12m diameter, 250t 1 GW nuclear reactor from Near Future Electrical plus custom radiator for it to make 1 GW electric propulsion more practical. Fixed error with Aerozine50 upgrade option for resistojets. Fixed errors with placement of the large scale radiators in the tech tree. Fixed missing methane upgrade in separate engine module for exhaust from Kerbal Atomics open cycle gas core NTR. Set RealKerolox to always apply by default regardless of RealISRU. Can be switched back to previous behavior through realkerolox.bat or .sh 0.3.4 Improved RealKerolox by giving kerolox engines an oxygen to kerosene mass ratio closer to real engines. Added electric resistojets using rescaled Stock models or alternatively from Ven's Stock Revamp if it is installed. Rescaled 60.4 MW fission reactor from NearFutureElectrical to more realistically huge dimensions. Changed heat dissipation requirements for all NFE reactors. Now the 60.4MW one really needs a Christmas tree made with radiators or a pair of really big ones. Added NFE 92.2 MW nuclear reactor with better thermal dissipation and an even bigger, heavier but more radiator efficient 316 MW reactor and a 602 MW one too. Added rescaled versions of stock radiators to handle the heat of the nuclear reactors from NearFutureElectrical with minimum part count. Reconfigured Tech Tree to make ion propulsion more attractive as a R&D option and made the radiator tech tree nodes cheaper. Added new, even more powerful magnetoplasmadynamic thrusters matching the power outputs of the new nuclear reactors. Custom patches for electric RCS thrusters in NearFuturePropulsion and removal of Kerbalisms like more powerful electric propulsion requiring larger diameter. SSTU clusters for the Vulcain, LE-7 and RD-0120 from Cryogenic Engines. Finally gave specific config to the LVT-30, previously useless even with SMURFF compared to real engines in the same tech node. Fixed ModuleSurfaceFX errors in SSTU engine cluster patches and cluster patches for the included LR87 LH2 sustainer and glitched non-SSTU engine configs. 0.3.3 Full support for KerbalAtomics with model swaps, Methane and Water variants, less optimistic specs for theoretical NTRs and SSTU clusters. Added Ammonia, Ethanol and Hydyne as unique fuels with generic ratios because of the historical relevance and unique enough performance of such. Included adapted Realism Overhaul patches for Taerobee's Aerobee parts and also changed other low tech parts to use Ethanol instead of generic LF. Added rescale and real specs for Juno I Baby Sergeant solid rocket motor upper stages from Bluedog Design Bureau, Ven's Stock Revamp and FASA. Yet more rescale and realism patches for Sputnik 3, Venera 1 and Lunar Orbiter from Bluedog Design Bureau. Many of its antennae had EC usage reduced. Replaced cryogenic liquid fuels in electric engines from NFP with gasses and added Hydrogen and Methane to the SSTU fuels list to support that. Replaced duplicates of the Apollo LMAE and LMDE with toggleable upgrades. 0.3.2 Improved dry mass/volume settings to more realistic values than SMURFF defaults and rematched ProceduralParts and SSTU tanks. Implemented separate cryogenic tanks in SSTU for liquid methane with better mass ratios than hydrogen and added specific tank types for argon and others. Fixed storage settings for liquid methane in SSTU and ProceduralParts tanks which were previously requiring way too much volume. Fixed wrongly set SSTU engine cluster patches that were responsible for parts with constant NullReferenceException errors, or at least most of them. SSTU Clusters for Near Future Spacecraft engines, most electric engines from Stock and Near Future Propulsion and custom engine specs added for many as well. Reduced mass of some of the larger NearFutureElectrical fission reactors. Added a 60.4 MW reactor plus a 60.2 MW magnetoplasmadynamic Xenon thruster. Changed Stock Ion engine to consume the same amount of KW/s at full thrust as the real NSTAR from Dawn and applied same proportion to Near Future Propulsion engines. Made thrust in NFP electric engines realistic. If you disable this change by running ionNerfSwitch.bat/sh the VASIMR will have torchship performance. Replaced Water and Methane variants for nuclear rockets with Upgrades and added new variants. Install and use Upgrade Editor to switch between them. 0.3.1 KSP 1.3.1 Compatibility. ThrottleControlledShutdown tracks all vessels in the physics bubble and always shuts down engines not belonging to the active vessel, unknown bugs which may or not exist aside. Realism and/or rescale patches for newest SSTU parts: RD-171, RD-181 and the TKS VA capsule. Also, long overdue fixes to individual RCS parts and J-2X engine. Fixed incorrect meshes placed over the soil sample return capsule if Ven's Stock Revamp is installed. Included wrongly forgotten RO modifications to TAC Life Support ratios towards more realistic values for humans and changed pods/etc to adapt to it. Fixed and increased rescale of SSTU Station Core parts so the TKS FGB will fit perfectly with the bottom of the TKS VA capsule(2.79m). Skylab was not changed. SSTU Expansion Pack compatibility patches. Note: incomplete, only with Skylab and general compatibility fixes, will be removed once SSTU Expansion is updated. Removed non modular SRBs generated from SSTU assets formerly inherited from RealismOverhaul, now fully replaceable by modular ones. Procedural Avionics now support RealFuels tanks and are calculated using dynamic % from the total volume of any tank patched to include ModuleProceduralAvionics. 0.3.0 Added RealISRU support. Mostly useful for Mars missions right now. Rescaled all SSTU Space Station parts to more realistic dimensions and added TAC Life Support patches for them. Tech tree rearrangement and several parts given a more logical placement, specially ISRU and Space Station parts. Added an universal patch that converts "Liquid Fuel" to Kerosene and "Oxidizer" to Liquid Oxygen everywhere if RealISRU is installed. To make it more "realistic", only Methane can be extracted from Karbonite if both RealISRU and Karbonite are installed. New Tourism Contracts, which require the "Practical A.I. and Worker Robots" tech to become available. DeepFreeze is also required by some. Manned space missions beyond Mars/Venus Flyby also require the same tech now for "economic realism" reasons. Reconfigured SSTU Space Shuttle(SC-E) to work correctly with FAR and included TAC Life Support patches for it. Added liquid methane and water powered variants for NERVA I and II and a methane variant for the Bimodal NTR. Fixed plume effects for SSTU LMDE with RealPlume. Fixed missing "Technological Watersheds" contracts. Reduced entry costs and costs for nuclear reactors to make them more useful. 0.2.8 Fixed attach nodes for Stock Mainsail with SSTU Expansion and for NK-220 with Ven's Stock Revamp. Resized RS-2200 from SXT to fit in with the resized Mk2 Spaceplane parts, which are not X-33 but close enough. Increased previously too low volumes in Stock spaceplane fuselages with SSTU integration. Separated several contracts into subcategories per celestial body. Changed some supported parts with specific configs to more (Alternate History)immersive fluff and added new patches with more SSTU engine clusters. Fixed storage for Karborundum(now using SSTU) to avoid 100000...000 tons total fuel masses and increased EC usage for UDD Inertial Confinement Drives. 0.2.7 Adapted several RCS configs from RealismOverhaul, with a line of realistic upgrades that applies to all parts with RCS and can convert them to Aerozine50/NTO Adapted all RO patches for Ven's Stock Revamp and added VSR compatibility. Adapted all RO configs and added SSTU support to Stock spaceplane parts. Adapted all RO configs for Stock command parts because it wouldn't be right to do it only for the spaceplanes. Started conversion of Karborundum to "at least might exist" Ultra Dense Deuterium, huge density included. To be done fully after update for KSP 1.3 0.2.6 Improved Tourism contracts with means for the player to adjust the number of attended tourists in-game through fake missions. You have to decline existing contracts after changing the settings for them to refresh immediately. Otherwise they will only refresh after expiring. Extended configs for Bluedog Design Bureau, including among other things a specific config for the Vega K0 Upper Stage and its RD-861G engine with SSTU modular engine cluster support, plus the rescale of its APAS-89/95 docking port. Also removed FASA dependency from several Part Upgrades. Extended support for SSTU-Expansion, including Skylab station core addon for SSTU Stations now redimensioned to real scale for either Skylab missions or supporting a Manned Venus Flyby plus other months/years long manned missions. Adapted all RealismOverhaul patches for SXT space station parts. Included solar panels rebalance to SSTU integrated solar panels in Station Cores, which needed their own patches in addition to the ones for the parts. 0.2.5 Fixed Near Future Electrical nuclear reactors so they are no longer horribly inefficient compared to the NERVA generator or real nuclear reactors. Fixed the pricing of NFE uranium tanks. No more entry costs in billions for storing uranium or fuel tanks costing hundreds of millions. New Tourism Contracts properly balanced for the Real Solar System, up to Mars for now. More will be added in the future. New Colonization Contracts for building a retirement home on Moon or Mars and ensuring the customer who paid for it will live 20 years in it. 0.2.4 Adapted some RealPlume configs from RealismOverhaul and included configs for SpaceY, MRS and Near-Future Spacecraft from RealPlume Stock Configs. Not all of them were tested and some of these configs may not be working due to mismatched thrustTransform or other problems translating configs for ModuleEnginesRF to ModuleEnginesFX bring. Report any missing plumes in the Development thread. Integrated B9 Aerospace spaceplane parts with SSTU for customized resource loadouts. Dry masses are still on SMURFF and might not be perfect as of now. Removed redundant hard dependencies on CryoEngines and Firespitter Core. All switchable tank configs use either ProceduralParts or SSTUVolumeContainer. Fixed TAC Life Support resource volumes on SSTU tanks and the Life Support Tank setting for SSTU. Partial support for SSTU-Expansion: SSTU integration with Stock Mainsail, Bluedog Design Bureau RL10 and BobCat Soviet Engines only for now. Added HG-3, a researched successor for the J-2 that never left the drawing board but served as development base for the Space Shuttle Main Engine. Minor patch included to support the British Rockets mod. Minor because it fortunately is a real scale mod. Fixed the Bluedog Design Bureau parachute for the Big Gemini for real, really. Fixed Apollo Service Module fuel cells and Nuclear Thermal Rockets turbine generators. 0.2.3 Added support for North American Rockwell Mars Excursion Module Added configs for BobCat's Soviet Engine Pack, which still works in the newest KSP versions. Added config for the modern successor of the Russian RD-0110 upper stage engine, the RD-0124. Added Pentaborane as a fuel option in SSTU and procedural tanks, because it's unique enough to not be "abstracted" into "Aerozine50". Added a Pentaborane-fueled lander engine based on the RD-270M for SXT, so the MEM with its fluorine tanks won't be the only extreme chemical hazard option. Fixed RD-701 Tripropellant engine by giving it a model that looks close enough to the real one and also added the smaller RD-704. Rebalanced once extremely high prices of SSTU procedural interstage petal adapters with the price of the Spacecraft Lunar Module Adapter as reference. 0.2.2 Contract Pack Nerf: removed science rewards from all contracts. They remain very generous and there are other ways of gaining science points. Removed tankage volume modifiers from SSTU cryogenic tanks to make them useful in mid-late game. Fixed missing upgrades for SSTU custom radial decoupler sizes and increased max temp of all radial decouplers to 3600 K because of procedural SRBs. Fixed gas giant atmospheric probe contracts. Added LH2 options to Zero-Boil Off tanks using Procedural Parts. Changed final upgrades for procedural avionics in SSTU custom upper stages to reduce minimum kW demand to more reasonable levels for larger parts. Apollo Docking Ports are now compatible with "size 1" Stock docking ports and Common Berthing Mechanism with "size 2". Fixed misplaced attach node on NASA docking system. Minor Improvement to ThrottleControlledShutdown.dll 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. 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). 0.1.25 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. 0.1.2 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. 0.1.1 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.
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