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  1. 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.
  2. 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.
  3. 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
  4. 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): 0.4.0.1: 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: 0.4.0.1 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. 0.3.9.1 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.
  5. Half Size Real Solar System (5x Kerbin scale) HalfRSS is a mod that uses the great work from @NathanKell and creates our Real Solar System in a smaller scale in KSP. At half the size of the RSS, HalfRSS is still 5 times larger than stock KSP and provides a huge challenge to players, but can be achieved with stock parts. I always loved the idea of playing in our Real Solar System, but I am not a good enough player to be able to accomplish that on the grand RSS scale. The guys over at Stock Size RSS gave me the inspiration for this with their awesome work, but I found that size to be easier than I hoped for. I am hoping that this is a good balance between stock sizes and full size RSS. You can play this without using Realism Overhaul and without having to create super huge launchers to get anywhere. 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 PLANETARY BODIES INCLUDED: DOWNLOAD: GITHUB: https://github.com/pap1723/HalfRSS/releases SPACEDOCK: http://spacedock.info/mod/787/Half Size RSS https://github.com/pap1723/HalfRSS-Textures/releases - These are the textures that are necessary to download Included in the download: Half 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: HalfRSS, 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/HalfRSS-Textures 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 HalfRSS version. RECOMMENDED MODS: Custom Asteroids by @Starstrider42 - http://forum.kerbalspaceprogram.com/index.php?/topic/72785-11x-custom-asteroids-131-may-7/ Parts Mods can be helpful to have larger launchers (SpaceY, RealScaleBoosters-use stock config, KW Rocketry, etc) This list will continue to grow as I add more of the mods I love to use with it FUTURE PLANS: Create RemoteTech Configs (this is done, just need to test for release) Configs for AntennaRange (this is included, but need to test for ranges) Configs for Kerbalism New Science definitions for new planets and moons Height maps for all of Saturn's moons New Biomes for all of Saturn's moons More, much, much more! CHANGELOG Version 1.6 Updated Kopernicus and ModuleFlightIntegrator to newest version Changed Time Warps to be same as RSS (much faster than stock) Version 1.5.1 Europa Hotfix (actually included the correct file this time) 1.5 Planet Config Issues YOU MUST DELETE YOUR HalfRSS FOLDER FROM YOUR MAIN GameData FOLDER PRIOR TO INSTALLING THIS UPDATE Fixed an issue where Miranda, Ariel, Oberon, Umbriel and Europa were not loading 1.4 Visual Atmosphere fixes Updated visual effects of atmospheres 1.3 RemoteTech Fixes - June 27, 2016 Updated all configs for RemoteTech compatibility Modified all RemoteTech antennas to work with the new size Modified high space over Earth value 1.2 Major Bugfix - June 24, 2016 Fixed the way that gravity parameters were being calculated. Thanks @MattMarquo 1.1 Updated Release - June 23, 2016 Updated Kopernicus to the newest version that fixes bugs in 1.1.3 Updated the Custom Asteroids config with a file provided by @Starstrider42 1.0 Initial Release - June 23, 2016 LICENSE: CC-BY-NC-SA If I have made the error of forgetting to include you in my thanks, or if I did not give you credit for work that is yours, I sincerely apologize. Please contact me and I will fix this oversight immediately!
  6. Hello! For all visitors of this post, I'm not earning money or reward for this mod, it's just a help to the community, saying that you can continue with the post, greetings! Real Solar System REMASTERED ------------------------------------------------------------------------------------ The Original Mod Made By NathanKell. Link To Orginal Mod "Real Solar System" License: CC-BY-NC-SA ------------------------------------------------------------------------------------ This mod adds the real solar system to its kerbal space program, where its orbits, sizes, actual textures, real antenna sites and most real launch sites are added. ------------------------------------------------------------------------------------ Download the Real Solar System (REMASTERED) Here from Spacedock or Here from CurseForge Link removed for update of original creator : ------------------------------------------------------------------------------------ Download the textures repository of the original author mod Here (choose your resolution) ------------------------------------------------------------------------------------ IT IS COMPLETELY COMPATIBLE WITH RSSVE-LITE ------------------------------------------------------------------------------------ Highly Recommended: Real Scale Boosters Kerbal Joint Reinforcement RSSDateTime RemoteTech KSCSwitcher DistantObject ------------------------------------------------------------------------------------ DEPENDENCE! - Kopernicus - ModuleManager ------------------------------------------------------------------------------------ Hello This is a remastering of the Original Real Solar System Mod (Only Available in 1.2 and 1.3) Made by NathanKell. ========================================================================================= Installation: 1- Download Kopernicus and ModuleManager for your game version. 2- Download The "[1.4.x] Real Solar System (REMASTERED)" 2- Drop all the contents in the folder of your KSP "Gamedata" 3- Download textures for Real Solar System from the original author 4- Enjoy! ========================================================================================= License CC-BY-NC-SA Original Mod By NathanKell Remastered By XxLedvin25xX ------------------------------------------------------------------------------------ Titan With Saturn Background. Enceladus With Jupiter Background. Our Planet, the earth. And Moon. Total In Game Images. ------------------------------------------------------------------------------------ Changelog V1.4 -Fixed terrain textures and add all functions of original RSS V1.3 - The Installation Simplified V1.2 - Launch sites and resources have been added V1.1 - Fixed Venus textures V1.0 - Remastered To KSP 1.4.2
  7. Real Solar System (REMASTERED) ------------------------------------------------------------------------------------ The Original Mod Made By NathanKell. Link To Orginal Mod "Real Solar System" ------------------------------------------------------------------------------------ This mod adds the real solar system to your kerbal space program, where your real orbits, sizes and textures are added. ------------------------------------------------------------------------------------ Download the Real Solar System (REMASTERED) Here ------------------------------------------------------------------------------------ Download the textures repository of the original author mod Here (choose your resolution) (Installation: Drop "RSS-Textures" in the "Gamedata") ------------------------------------------------------------------------------------ Titan With Saturn Background. Enceladus With Jupiter Background. Our Planet, the earth. And Moon. Total In Game Images. ------------------------------------------------------------------------------------ Changelog - V1.0: Remastered For KSP 1.4.2
  8. I am running ksp real solar system with kolonization mod USI Life Support with all the mods it recommend realism over haul and so on. The problem i have is the screen that shows the amounts of food and water you have never goes down. When I open the life support window it shows how much time you have and counts down and you kerbal dies like it is intended to do. I want to know if anyone else has this problem or know how to fix it. I am running version 1.2.2 and running ksp x64. On a side note I had this problem when the only mod I had installed was kolonization.
  9. I am running ksp real solar system with mods USI Life Support and kolonization with all the mods it recommend realism over haul and so on. The problem i have is the screen that shows the amounts of food and water you have never goes down. When I open the life support window it shows how much time you have and counts down and you kerbal dies like it is intended to do. I want to know if anyone else has this problem or know how to fix it. I am running version 1.2.2 and running ksp x64. On a side note I had this problem when the only mod I had installed was kolonization.
  10. I'm not a programmer but I'm interested in alternate history scenarios. Having been born in Chile I was wondering if anyone knew how to create a launch site from Easter Island? Using the launch site cfg I came up with this but I don't want to break the game by putting it into the folder. Sections with '??' means I don't know what to put there. The site altitude is 40 meters. Any help would be appreciated! Oscar @KSCSWITCHER:AFTER[RealSolarSystem] { @LaunchSites { Site { name = cl_easterisland displayName = CL - Easter Island description = The Easter Island launch site for the Chilean Space Program (Spanish = Programa Espacial de Chile) a fantasy space agency. PQSCity { KEYname = KSC latitude = -27.119328 longitude = -109.354889 repositionRadiusOffset = ?? repositionToSphereSurface = ?? lodvisibleRangeMult = ?? reorientFinalAngle = ?? } PQSMod_MapDecalTangent { radius = ?? heightMapDeformity = ?? absoluteOffset = ?? absolute = ?? latitude = -27.119328 longitude = -109.354889 } }
  11. Hey guys, check out my new video i made this night!
  12. A simple texture modification to saturn's rings in real solar system. CREDIT @NathanKell for Real Solar System NASA for magnificent images of saturn. Pics for clicks. BEFORE With RSSVE HOW TO INSTALL REQUIREMENTS: REAL SOLAR SYSTEM Before you install I recommend that you back up SaturnRing.dds in case you mess up. Simply extract the ZIP file to your KSP installation with Real Solar System. It will ask if you want to replace a file. click yes. Or drag and drop the SaturnRing.dds from the zip into the RSS-Textures folder and click replace. STRONGLY RECOMMENDED MODS. Real Solar System Visual Enhancements LICENSE This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. DOWNLOAD
  13. For a long time in Kerbal Space Program, I have been wondering, is it possible to get into orbit in an SSTO in Real Solar System? I have done it myself with some certain mods, and I think that it is possible, but just barely. RULES: No Alt+F12, No Hyperedit, No editing the Save file Vacuum TWR cannot be greater than 0.8 for all possible engine combinations. (I want you to use Jet engines to get into space) Must Have Apoapsis and Periapsis above 140Km. Solid Rocket Boosters are allowed, but only to get you off the launchpad You may also have up to six radially detachable fuel tanks, but they must be decoupled before leaving the atmosphere. Proof that it is possible to get into Space in RSS with a plane SSTO: Edit: I actually have made it into orbit before with this, I just had some problems with it this time around. SCORING: 500 Points - Getting Into Orbit 300 Points - Bringing a Payload Into Orbit which weighs more than 1/3 Ton 500 Points - Bringing a Kerbal Into Orbit -400 Points - Dropped any parts over the course of the mission (An SSTO should not have any staging) 200 Points - Landing again +100 Points - Landed within 100 Km. of KSC +500 Points - Landed on Runway 500 Points - Getting into "High" Orbit 400 Points - Flyby of moon 1000 Points - Landing on moon +600 Points - Returning From Moon +700 Points - Planting Flag on Moon 300 Points - Escaping Kerbin's SOI 1000 Points - Per other Planet's Soi Entered 2000 Points Landing on another Planet +1000 Points Returning from another Planet 400 Points - Using Realism Overhaul Parts (The whole package including limited Ignitions) 601 Points - Using FAR (Aerodynamic failures are a hard workaround) 1000 Points - Using Stock Balanced Parts 2500 Points - Not having any mods except RSS If you do anything else that I consider point worthy on your mission, I will give you a variable amount of points based on how hard what you did was. HIGH SCORE BOARD: Me: 100 points MODS ALLOWED: RSS or any other planet packs that add to RSS (Duh) Realism Overhaul and all parts that come with it (Don't use it with other part mods though) Instell Incorporated Experimental Technologies B9 Aerospace Firespitter (Like you'd Need it) Mech Jeb or Kerbal Engineer (Flight Guidance is allowed on Mech Jeb) Venn's Stock Revamp Tweak Scale RLA Continued Raster Prop Monitor (Used For Iva Runs) KW Rocketry All Near Future Mods Ferram Aerospace Research Any other Part mod that is Stock balanced, and doesn't add any engines or fuel tanks that are more efficient than already existing parts. NOTICE: If you think any of the Rules should be changed, or that a new mod should be added to the list post it with your reply.
  14. (Inspired by Interplanetary How-To Guide by Kosmo-Not) I proudly present to you the Nexus's Orbital Calculator It does a lot of calculations for you automatically. You only have to input the data. It has a: Orbit Calculator Hohmann Transfer Calculator Interplanetary Transfer Calculator And more... Works for both stock KSP and Real Solar System Download for free by clicking on the link below https://drive.google.com/file/d/0B0WLcnclj_TFSVBRUEExSWlmeW8/view?usp=sharing (I'm open to constructive criticism and suggestions)
  15. Hello. I would like to ask if there's a calculator or a spreadsheet that can calculate all the things Alexmoon's Calculator does but for the RealSolarSystem. I would like a spreadsheet or an online tool, please. Because the calculators for KSP (e.g. Alexmoon's, Olex, etc) only work for stock KSP. I've tried abrhmsanchez's one but he doesn't have the Moon. Also, I would like to have the real names of the objects. Also, I would like it to have custom values. E.g. radius, gravity, possibility to add new bodies, in short, that you can modify everything in it. If someone could do this for me, I would be eternally thankful to that person or people. Hope you can do this for me. Or direct me to something that does what I'm asking for. Thanks in advance, Nexus24680
  16. 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?
  17. This mod plans to bring RSS to stock size This mod is a WIP so bugs are expected What does it do? Makes all the bodies stock size, so yes, Kerbin size. Is it compatible with Eve and Scatterer? Yes! Both are included in the download! The sunflare used in this pack is from this mod: http://forum.kerbalspaceprogram.com/index.php?/topic/138919-112-11-galileos-sun-flares/ License is CC-BY-NC-SA-4.0 http://creativecommons.org/licenses/by/4.0/ Donate to the " Get me a new computer fund" https://www.paypal.me/sDaZe Anything helps, thanks! DOWNLOAD HERE! https://github.com/Galileo88/SSRSS/releases You also need to download RSS Textures, Sigma Dimensions and Kopernicus for this mod to work! RSS Textures - https://github.com/KSP-RO/RSS-Textures/releases Sigma Dimensions - https://github.com/Sigma88/Sigma-Dimensions/releases/tag/v0.6.1 Kopernicus - https://github.com/Kopernicus/Kopernicus/releases/tag/release-1.2.2-2 PLEASE DO NOT REDISTRIBUTE ANY OF THE TEXTURES INCLUDED IN THIS PACK WITHOUT ASKING FOR PERMISSION KNOWN ISSUES: - Clouds do not show up in main menu - Scatterer (atmospheric haze) does not show up in main menu or in tracking station - Small amount of "z fighting" between ocean and land on Earth. I'm working on a fix. To get the correct look for the Moon, you MUST install the optional RSS-Textures included in the DL ChangeLog: 2.0.3 - Updated city light textures ( Day and night) - Updated Mars's Scatterer - Made Mars's Clouds better - Updated Jupiter's Auroras - Updated Saturn's storms - Updated terrain level for all bodies - Updated Auroras for Earth - Updated Earth's clouds - Fixed timewarp issues around Titan - Updated the cloud shadows on Earth to make them more realistic and you should get better FPS - Fixed other minor bugs - Updated the sunflare - Updated Earth's Ocean 2.0.4 - added 6 hour kerbal days - Better SVE performance - Added Ground textures to all bodies (WIP) - Reduced download size - Other little fixes
  18. Using the time travel capability known as "previous version steam beta" the universe defined by the realism overhaul suite has been recovered. This thread documents the progress made by our brave Kerbals in exploring the Sol system, from humble beginnings involving V-2 engines and Aerobees to potential crewed interplanetary flight. Live Streams of career progress are found here: https://www.twitch.tv/maxl_1023 Highlights and eventual edited videos will be posted here: https://www.youtube.com/channel/UC0QP0BvaZg2x2z1YK3tt3AQ I am separating this thread from my 1.21 GPP stream ("Bringing Debris to the Masses") , as it uses a completely different KSP installation and I do plan to play both in parallel over the next few weeks. I will also add highlight screenshots directly to this thread, and post replies to announce my stream (as I both want someone to watch it and have no idea how else to do it). The main modlist: - Realism Overhaul - RP-0 - Real Solar System - TAC Life Support - Remote Tech (Without signal delay for now) - Dmagic Orbital Science and Scansat - Whatever visual enhancement mods I can get working - Many more minor mods for parts, etc.
  19. Hi, So I started playing Real Solar System yesterday and I quickly discovered the stock parts weren't powerful enough to launch anything that weighs more than a few tonnes to LEO. That's why I would like to hear some suggestions for mods I should use. By the way I'm playing version 1.2.1. Thank you.
  20. I've been trying to fly the GN Drive powered (vertical) spaceplane over the Earth in Real Solar System for quite some time now. The problem, though, is that I never managed to really shed off the orbital speed during the atmospheric entry, and attempting to land the SSTO at that speed resulted in the ship itself blown up like fireworks. The only way I could find so far is perform a reverse-thrust with the GN engine in docking mode, but I'd like to find another way if possible. I'm using the stock parts for now, though I would like to have this problem solved before I install more advanced mods like FAR.
  21. Hi everyone, Rocket Science Advanced is a new Youtube channel dedicated to explaining some of the science behind our world's space programs. We use the physics/engineering we learn in previous episodes to successfully (sometimes) build and fly missions in a heavily modified version of KSP. In this we use Real Solar System, Realism Overhaul, and Real Progression Zero together with all their required mods, plus many others. We also use TAC Life Support, Kerbal Construction Time, Remote Tech to add both realism and challenge. We will be comparing (once we get there in the game) different methods for getting to Mars and establishing a permanent presence there. If you like science/math you will like this. If you don't, but you want a challenge, you may also like this. While probably meant for a more mature audience, I invite any and all to give it a try. There will be regular content added (and my skills should also improve on the video side) so I hope to establish a space-loving community, especially one that is interested in the human colonization of mars (the moon too, sure) in real life. Rocket Science Advanced PS. I wrote (and copyrighted) the music used (except of course within the KSP game itself). The music is the hardest part because I need to try to crank it out for every other episode or you might get bored hearing the same stuff all the time. Any feedback is appreciated. There are only 3 episodes there now, but I promise many more are coming. PSS. I may be a bottle rocketeer on this forum, but just so you know, I have 30 years experience as an Aerospace Engineer.
  22. Hi Everyone, I have posted the trailer for a series coming next Friday called Rocket Science Advanced (Rocket Science 101 was taken by NASA). It is part science/math to explain the critical design challenges in various areas of the world's space programs. This uses Real Solar System, Realism Overhaul, and Real Progression Zero to add more realism to simulations. Roughly half the episodes are flight/gameplay and half are science-tech oriented (with some engineering thrown in). I hope you like it. Parallax59 PS. It is very expensive to license other's music for videos, so I wrote my own music. https://youtu.be/yuv5_wO-lDQ
  23. Hi amazing readers of these forums, It's been a crazy long time, but tonight I'm going to stream the design of a new rocket booster for my YouTube series. You might think 'what the hell, every game starts with designing a booster this isnt special' and you'd be right. Sort of. In Realism overhaul we have to take into account different fuel mixes, tank types, engine burn time and failure ratings and more. This makes rocket design take a long time and be actually tricky. I aim to design a multi-applicable first and maybe second stage which will ideally last for a whole lot of missions/episodes. Intrigued? Check out my stream: https://www.twitch.tv/donlorenzo42
  24. Hey guys, I don't know if this was discussed earlyer, but I found a way to calculate orbits in real solar system. For me it was a real pain in the butt to find premade calculation for orbit. You can easily find the geostationary/geosychronous orbit of earth, but it get's a bit tricky for the rest of the planets. So I watched some YouTube videos and came to the conclusion that is't pretty simple. You can basically do this with every planet you want, even in the stock solar system. The only data you need for the formule are: - The mass of the planet in Kilograms. We call it Me - The orbital time in seconds. We call it T - The radius of the planet. We call it r - Gravital Constant, this is always: for KSP 1.1.3: 6,67*10-11 for KSP 1.2: 6,67408*10-11 If you miss one, you can solve it, in my case it was the radius. The formula goes as follows: Now you have the radius cube from the middle of your craft(doesn't effect the calculation) to the middle of the earth. To get the actual radius, you need to cube root your outcome, goes as follows: If you fill this formula in, you'll get the altitude you want. I have set this up in excel for myself. You can just fill your data in and you have your answer, very simple: Earth's mass is 5,972*1024 kg Radius is 6371km Orbital time is 60(seconds)*60(minutes)*24(hours)=86400 seconds For the ones who want it in excel like me, put this in: =((((G)*(Me)*((T)^2)/(4*π()^2))^(1/3))-r. ((([G]*[Me]*([T]^2))/(4*π^2))^(1/3))-[r]. . I will put the excel file in the comments, if someone wants it. Sorry for my bad English Greetings, DrLicor
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