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  1. This mod introduces astronauts' health management to KSP. You have to consider health implications when building vessels, planning and executing missions. It covers various factors affecting health including living space, microgravity, radiation, diseases, accidents and more. It is highly customizable and works well alongside most popular mods. Download latest release Wiki Source Features Kerbals have Health Points (HP) that gradually reduce during missions and restored at KSC. Maximum HP is determined by kerbal's level (+10 HP per level). HP change based on several factors such as available living space, presence of crewmates, gravity, and specific ship parts. If a kerbal's health goes under 20%, he/she is exhausted and becomes a Tourist. They will go back to work when health grows back to 25%. If a kerbal's health falls to 0, he/she dies! Kerbals are affected by radiation, which permanently reduces their maximum health. It can come from the Sun, including CMEs, radioactive parts, galactic cosmic rays and even killing planets (OPM only). You can protect from radiation by using shielding and choosing safer mission profiles. Planets and moons can reduce radiation within their magnetic fields and atmospheres. Kerbals may fall sick, have health accidents, panic attacks and other contingencies. When kerbals level up, they can acquire quirks that affect their health reactions, to the better or to the worse. All necessary data is shown in the Health Monitor (at KSC and in flight) and Health Report (in the editor). Compatibility patches support a range of parts mods (see below). All of these settings are easily changed or disabled in-game and/or with ModuleManager patches. Health Factors The following factors may affect kerbal's health: Stress (kerbal is on a mission): -2 x (1 - Training Level) HP/day (max Training Level depends on your Astronaut Complex level; if training is enabled, you should first assign your crew to training in the Editor) Confinement (scaled effect): -3 x Crew / Living Space HP/day (Living Space is provided by most crewed parts, depending on their size, capacity, function etc.) Loneliness (only 1 kerbal in the vessel, except badass kerbals): -2 HP/day Microgravity (orbital or suborbital flight or under 0.1 g, e.g. Minmus): -1 HP/day EVA: -10 HP/day Connected (having a working CommNet connection to home): +0.5 HP/day Home (in Kerbin's low atmosphere): +2 HP/day KSC (kerbal is recuperating at KSC, i.e. available): +4 HP/day These values, like most others in the mod, are adjustable in Difficulty Settings. I recommend playing on Hard settings. They also depend on quirks of a particular kerbal. You can check current values for a specific crew member in Health Monitor. Certain parts (such as Hitchhiker and crew cabins) can additionally reduce the effect of a health factor (Confinement in this case) allowing for much longer and healthier flights. It often requires EC though. Hab rings in some mods can help overcome Microgravity issues for long-term stations and interplanetary missions. All these features can be changed using ModuleManager patches. Stress and Training One of the drains on kerbals' health is Stress. If you have training disabled (recommended for new players), Stress is reducced based on your Astronaut Complex facility level: Level 1: 60% reduction (i.e. -0.8 HP/day) Level 2: 75% reduction (i.e. -0.5 HP/day) Level 3: 85% reduction (i.e. -0.3 HP/day) If you have training enabled, you should first train your kerbals for missions. In the Editor, assign crew to the ship you are going to launch, open the Health Report and click Train button. All kerbals in the list will start training, if they are at least 90% healthy. You can check the time required for training and the effects of training in the Health Report. Then save the vessel and exit the Editor (don't launch it yet!). Wait for the kerbals to finish their training. Training time depends on the number of trainable parts (as of now, it is those with crew capacity) and whether the kerbal has previously been trained for this part type. After the crew has been trained, load the vessel and launch it. Untrained kerbals will slowly get used to a vessel they are in, but it will take more time than in KSC (and they will suffer from higher Stress all that time). Health Recuperation Certain parts (such as the Cupola) provide Recuperation bonuses. If a kerbal receives, say, a 1% recuperation bonus, he/she will recover 1% of their lacking health (i.e. of the difference between their current HP and the maximum HP) every day. This change works in parallel with the normal health factors above. Example: A 5-star kerbal (maximum HP = 150) currently has 70 Health Points and is in a vessel that gives him 2% recuperation. The vessel has 10 units of living space and he has connection and he has a crewmate. Therefore he recovers (150 - 70) x 2% = 1.6 HP per day and loses also (0.5 + 3 x 2 / 10 + 1 - 0.5) = 1.6 HP per day. It means that the marginal change balances out the "normal" change and his health will stay around 70 HP (47%) until the situation changes. As you see, this mechanics may allow some kerbals to stay relatively healthy indefinitely. It may look cheaty, but the point is that: (1) there should be a way to design long-term missions without spamming crew space, (2) it requires a lot of heavy parts and therefore still difficult, (3) the balanced health level is usually far from 100% and may fall lower if circumstances change (e.g., new crew arrives and fills the station), (4) these bonuses require a lot of EC, (5) radiation still keeps mounting (see below). Recuperation is not stacked and has crew cap. It means that one Cupola provides 1% Recup for 2 kerbals, 2 Cupolas give 1% for 4 kerbals (not 2%!), etc. If you have more kerbals than the crew cap, Recuperation will be split among them evenly (e.g. 4 kerbals with 1 Cupola will get 0.5% Recup). Decay is the opposite to Recuperation: for every percentage point of Decay, your kerbal will lose 1% of their remaining health per day. Fortunately, it is very rare. Radiation All kerbals on missions are affected by radiation, which slowly but permanently reduces their maximum HP. Radiation is measured in banana equivalent doses (when you eat a banana, you get approximately 1e-7 Sv of radiation). 1e7 (10M) bananas reduce max HP by 10%; 1e8 (100M) bananas kill a kerbal. The amount of Radiation a kerbal receives depends on many factors. Most importantly, it is determined by their location. Many planets and some moons have magnetic fields that stop some radiation; atmospheres are also very effective in shielding it (see wiki for more). Being close to a celestial body helps screen some rays too. E.g., radiation level at Kerbin's sea level is 1,000 times lower than in interplanetary space just outside Kerbin's SOI. Cosmic radiation is also greater closer to the Sun. To check environment before sending astronauts, you can use magnetometers and Geiger counters provided by supported mods or embedded in advanced stock probe cores. Being on EVA takes away all the protection your ship provides and dramatically increases radiation level. Artificial radiation is created by certain parts like atomic engines and nuclear reactors. You can protect kerbals from radiation (both cosmic and artificial) by adding shielding to the vessel. It is provided by some parts, like structural panels, heat shields and mk3 cargo bays. These parts and most crew pods can be improved by adding Radiation Shielding to them in the Editor. You can never eliminate all radiation, but you can reduce it to non-dangerous levels. Beware of solar radiation storms! They can blast your kerbals in a planet's SOI or in interplanetary space with amounts of radiation ranging from high to enormous. You will be warned, usually, a few hours in advance and the kerbals will automatically take cover in the shelter, if there is one. The shelter is determined as the most protected part (or set of parts) that can fit the entire crew. You will see shelter exposure in the Health Report and Health Monitor details. The frequence of solar storms depends on the phase of the solar cycle going (on average) from one storm every 6,667 days to one storm every 437 days. If you have Kerbalism installed and enabled "Use Kerbalism Radiation" option in the settings, Kerbal Health's radiation calculations will be replaced with those of Kerbalism (but Kerbal Health shielding will still apply). Kerbalism has a more realistic and complex radiation model, but its balance is very different from Kerbal Health's. It is possible to cure radiation by decontaminating a kerbal, but it is hard. To start decontamination, the kerbal has to be at KSC at full health and with no health conditions. You also need fully upgraded R&D Facility and Astronaut Complex. Every decontamination costs 100,000 funds (in Career mode) and 1,000 science points (in Career and Science mods). It cures 100,000 banana doses per Kerbin day and stops if you send the kerbal on a mission. The kerbal undergoing decontamination temporarily loses 75% of their health and will need to rest afterwards. As always, each value can be adjusted in-game. If your astronaut discovers an anomaly, they may also be miraculously decontaminated by unknown forces (but only one kerbal per anomaly). Quirks Whenever a kerbal levels up, there is a 25% chance that he or she will acquire a health quirk (unless he/she already has two). Discovering an anomaly can also grant a free quirk. These can be positive or negative and usually affect kerbals' vulnerability to various health factors and dangers. Chances of getting some quirks depend on courage and stupidity of a particular kerbal. The full list can be found in the Kerbal Health Wiki. Random Events Kerbals' organisms, like ours own, are not always predictable. Sometimes, not very often, you may see unexpected events that can impact your whole mission. Kerbals acquire (or lose) certain conditions as a result of these events. Having parts with a Sick Bay (such as the stock Science Lab) helps alleviate the symptoms. Sickness: A kerbal can become sick and start losing health quickly. His/her crewmates may catch the disease too, including during the incubation period. This condition usually heals itself after some time, but it can also lead to a pneumonia, a really dangerous condition. Having Scientists or Medics aboard helps. Injuries: A kerbal can immediately lose some health in an accident. Stupid kerbals are naturally predisposed to this condition. It may cause sepsis, which is mortally dangerous. Bring your kerbal home immediately or pray Kraken it will heal on its own. Food poisoning: Kerbals are known for their love of snacks and they don't always wash their hands. Food poisoning may not be as bad as some other conditions on its own, but if dehydration develops, they will become unable to do any work at all and effectively turn into space Tourists until it passes. Panic attacks: Though not posing danger to health per se, panic prevents kerbals from doing any useful work. At least it doesn't last long and courageous kerbals are less prone to it. Conditions can be disabled or their chances and effects changed in game settings. You can also easily add, modify or remove conditions (see wiki for details). Requirements Module Manager Supported Mods Kerbal Health should work well alongside most other mods and will try to adapt to them with smart MM patches. Some have better, native support though: Atomic Age B9 Aerospace Blizzy's Toolbar Bluedog Design Bureau Connected Living Space (integration can be toggled in the settings) Crew R&R Deadly Reentry Continued DeepFreeze Continued Deep Space Exploration Vehicles Far Future Technologies FASA Feline Utility Rovers FTmN Atomic Rockets (classic and Improved) JNSQ Kerbal Atomics Kerbalism (stress, comforts, living space, and radiation features are disabled by Kerbal Health by default; you can use Kerbalism's radiation model instead of Kerbal Health's) Kerbal Planetary Base Systems Kerbal Reusability Expansion KSP-AVC KSP Interstellar Extended Malemute Near Future Technologies (Aeronautics, Electrics, Exploration, Launch Vehicles, Spacecraft) Outer Planets Mod Probes Before Crew Rational Resources & Rational Resources Parts ReStock+ RLA Reborn RSCapsuledyne Snacks SpaceY Heavy Lifters SSTU Stockalike Station Parts Expansion Redux Surface Experiment Pack Tantares Tokamak Insustries Refurbished Parts USI Freight Transportation Technologies USI Kolonization Systems (MKS/OKS) + Karibou USI-LS (see notes below) Making History expansion is supported too but not required. If you would like to include special support for your (or your favorite) mod, let me know. Conflicts & Incompatibilities Any mod, which can temporarily make kerbals Tourists, can conflict with Kerbal Health if both mods change kerbals' status and then turn it back. In some situations it may mean that your kerbals will remain Tourists indefinitely or become active too soon. Kerbal Health tries to fix some of these situations, but cannot prevent all of them. Custom solar systems with multiple stars can work in strange ways with radiation mechanics. Disable radiation in the settings if you have problems. It is recommended to disable habitation mechanics of USI-LS (and other similar mods) as these largely have the same goal as Kerbal Health. RemoteTech's connection state is not supported for the purpose of the Connected Factor status. This issue will be resolved once RemoteTech 2.0 is released. Meanwhile, you may disable both Connected and Assigned factors to keep balance. Feedback & Bug Reports I love feedback! Tell me what you think about the mod, what ideas, suggestions or complaints you have. If you have a bug report, please provide an output log while in Debug Mode (use in-game settings to enable) or at least give exact instructions how to reproduce it. License: MIT Changelog
  2. This is the new thread. The original thread can be found here. Advanced Jet Engine About Advanced Jet Engine gives jets, propellers, and rotors realistic performance in KSP. NathanKell's valiant efforts have made stock performance much more reasonable in recent versions of KSP, but it's still a very long way from realistic. AJE calculates performance for air-breathing engines based on real thermodynamics. Features Real-world jet engines AJE uses thermodynamic equations to calculate jet engine performance in flight. Real throttle Throttle is linked to fuel consumption instead of thrust. Afterburners, if installed on the engine, is turned on when throttle > 66% and off when throttle <= 66% Overheat. Like in real world, not all engines can tolerate the heat from air compression of hypersonic flight. This is affected by both mach number and throttle Inlet. Each engine requires a minimum inlet area (see right click menu in editor). Make sure you have enough inlet till you see "Inlet Area:100%" in flight. Each inlet has a TPR(total recovery pressure) that is dependent on Mach number and angle of attack. Avoid TPR loss by facing the inlet to the freestream. Download Download Latest Version from Github Also available on CKAN Troubleshooting If you are experiencing an issue, please read this topic, if you have not already, on how to get proper support. Incomplete support requests will not be processed. Most importantly, include logs. Source On Github Requirements Each release of AJE is intended to be run with a particular version of KSP. Please only use that version. If you have an earlier version of KSP AJE requires these mods to work. It will not function if they are missing or not installed properly. ModuleManager SolverEngines AJE does not explicitly depend on Ferram Aerospace Research but has not been tested without it, and you will probably think that your engines are very underpowered in stock aero. Recommendations Ferram Aerospace Research, as above. AJE might work without it, but it's not tested and you will probably not have much fun Real Fuels - if you're going to have realistic jet engines, why not use them with real world fuels? Mod Support AJE has configs to work with the following mods' engines: B9 Aerospace SXT (Lack's Stock Extension) Bahamuto Dynamics KAX (Kerbal Aircraft Expansion) AJE has configs for these mods, but the configs may not be up to date: Mark IV Spaceplane System AJE has configs for these mods, but the mods themselves haven't been updated in a while: Taverio's Pizza and Aerospace D12 Aerotech Retro Future Changelog License AJE is licensed under the GNU Lesser General Public License Version 2.0 AJE incorporates portions of NASA EngineSim; used according to NASA's license thereof with due credit. AJE incorporates portions of JSBSim by Jon S. Berndt, used in accordance with the LGPLv2 Authors @camlost @NathanKell @ferram4 @blowfish And all others who have submitted fixes and enhancements
  3. CollectingSP's U.S. Ribbons Pack Ever wanted to award your kerbals with real-life awards, such as the congressional space medal of honor, or NASA's space flight medal? Well, Now you can. I am currently developing this pack to replicate every U.S. government award. At this time, the only awards included are NASA awards, but I plan to add more soon! Dependencies- Final frontier by @Nereid Is required for this ribbon pack. Preview of what's in this Beta: Note: ALL NASA for now. there is only one other agency ribbon in the pack atm. NASA AWARDS: Congressional Space Medal of Honor Distinguished Service Medal Distinguished Public Service Medal Outstanding Leadership Medal Outstanding Service Medal (obsolete) Outstanding Public Leadership Medal Exceptional Service Medal Exceptional Public Service Medal Exceptional Bravery Medal Exceptional Engineering Achievement Medal Exceptional Scientific Achievement Medal Exceptional Technology Achievement Medal Equal Employment Opportunity Medal Exceptional Administrative Achievement Medal Exceptional Achievement Medal Exceptional Public Achievement Medal Early Career Achievement Medal Silver Achievement Medal Space Flight Medal Space Exploration Medal (IDK If this exists, I had to make up a description, as i could not find one.) FAA valor medal (I had to make up a description, as i could not find one.) Download- Spacedock CKAN Is supported as well. To install- Plop the contents of the "GameData" folder in the .Zip file into your KSP GameData Folder. Disclaimers and all of the fun stuff- This mod is licensed under an Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license. This mod should not break saves, but in the case that it does, I will NOT be held responsible. this mod has NO warranty whatsoever. The ribbons are sourced from Wikimedia commons, and are in the public domain. ones that are not are used under their appropriate licenses.
  4. Discontinued, [snip] Humanstuff content of my creation is now a "AGPLv3" project Please report any use of any content licensed as such in other sources to me directly.
  5. This mod adds signal delay for probes in KSP, based on their CommNet connectivity. It means that you will only see the commands you issue after the radio wave reaches the vessel and returns back. Controlling interplanetary probes gets harder but more realistic. Antennas also now use Electric Charge (when deployed) for telemetry. The lower the signal strength (only the first link counts), the higher EC usage. All the features can be adjusted via in-game Settings. Quickly disable or enable the mod by clicking the toolbar button. Download latest release Source Status The mod is in beta. Please report bugs via the GitHub Issues tab or at the forum and attach the output log. Required / Supported Mods Module Manager - required for EC usage feature Blizzy's Toolbar Bluedog Design Bureau CommNet Antennas Extension DMagic Orbital Science Dynamic Battery Storage Global Construction JX2Antenna Kerbalism kOS - terminal is supported, but all the commands are implemented without delay. You may use WAIT command to simulate delay. Near Future Exploration Pathfinder (WBI) Probes Before Crew RemoteTech Redev Antennas ReStock+ Surface Experiment Pack (SEP) Tantares USI Kolonization Systems (MKS) Known Issues The mod doesn't handle part actions (e.g. experiment deployment), so they are not delayed. If you find it cheaty, you can choose to hide them, in the Settings, and use action groups instead. RCS linear translation (HNJLIK keys) is not supported at the moment. I haven't figured out how to execute these actions. Autopilot and similar mods (such as MechJeb) also have no delay, because they interact with the vessel directly. This mod conflicts with CommNet Constellation and, potentially, any other mod that changes the way CommNet works. Do not install more than one such mod! License: MIT Video: Change Log:
  6. I was just wondering which style of KSP gameplay the community prefers: stock or realistic . Personal, I like playing in Realism Overhaul because of the challenge. But with stock, you can go crazy and create truly kerbal machines. What is you all's choice and why? Edit: Sorry guys for any misunderstanding, I forgot the Overhaul part of the title I'll be making an edit to the title. Edit: Just realized that I can't edit the title. I really should stop speed typing Edit: I just wanted to say that I'm not trying to see which style is superior to the other, but to see the pros and cons of each style.
  7. This is an idea for a mod, I don't know if something similar has been posted before on this forum. I think it would be cool if a mod allowed complex medical care for the Kerbals, where analogs to human diseases related to space travel were used. For example, effects of microgravity, radiation, injuries from falls, explosions, blows, etc., that influence kerbal parameters such as its speed of translation, jump, as well as its precision in SAS mode, not to mention the loss of life or the full ability to do anything. It could be related to other life support mods (like Kerbalism or TACLS), causing diseases derived from the lack of O2, food, water, CO2 poisoning, and so on. The mod could include medical specialists, medical bay modules, medical supplies (and ISRU for it), etc., especially for small planetary colonies and interplanetary / interstellar vehicles. What do you think about this?
  8. Hi! I'm playing career mode with RO and RP1 over the last supported 1.10.x Is the first time playing with RO and first time in RP1, making some good progress and seems fantastic, but now I would like to point the Moon but how can I do that without maneuvers ? how can I unlock them? thank you in advance, E
  9. Hello everyone! I have decided to start a long term project of adding parts to RP-0 and creating RO patches. I will update this thread as I edit and add new files. Any feedback on RP-0 pricing or tips you can give me is welcomed! I know there is an RP-0 Part Configuration tool however, I like the idea of using MM patches so it will allow people to run a stock setup if they please and/or remove parts from the patch if they want to. As parts are updated the filenames will reflect the version and date so if you want to rollback you can. If you like the part and want to add it to the Configuration Parts App before I do please do just make sure you post in this thread so I can check it off the list. All of these patches were created and tested on KSP 1.8.1, RO 12.8.1, and RP-0 1.7. Releases: 01/18/2021: AJE, AJEE, Aviation Light, and B9 Aerospace Engines (B9 Aero is a WIP). 01/25/2021: MK-33, USI Exploration (Airbags and Floats), EDB/Raiz Space In Progress: RP-0: B9 Aerospace, Near Future Construction, random engines, and structural parts (un-fueled). RO: B9 Aerospace Instructions: Download the files at the following link and add to your GameData folder. I recommend creating a new folder called /000_RP0_RO_Patches and copying the files there in order to keep things nice and organized. DOWNLOAD HERE Note: No original files have been modified, removed, renamed, or moved from their original location. All released files are MM patches. If you are the original creator of any mod listed and would like to add my patches to your release(s) or you would like to edit/redistribute these patches; feel free to do so just give me a shoutout!
  10. This is a mod that revives and kitbashes Hyomoto's excellent though held together by die hard fans and duct tape MFD mod. MFD Revived is a rework of RPM to make it more usable. It has organised functions in the three main things you do. Launch, Orbital manoeuvres, Rendezvous, Landing. Images: Reason I'm doing this: It was such shame that Hyomoto's MFD was left more or less on the wayside and forgotten by most, making it difficult for new folks to enjoy it. Mods like this shouldn't be forgotten. It's my dream to package all of these mods together in one zip instead of having you download multiple files. but alas this is how it has to be unless I get permission to make a package. I hope my effort here will at least make it a little easier. My long term goal is to improve the UI and create more functional menus that make use of all of untapped functions in RPM's API. Recommended Mods: Vessel View (see a 3D wireframe of your vessel from in the cockpit and activate parts without needing to bind them to an action group) MechJeb (SAS controls) Navyfish's Docking Port Alignment Indicator (Docking) Kujuman's NavUtilities (aircraft runway landing guide) Engine Igniter (I haven't tried this but I've heard it still works) ScanSat (View scanSat data) AN IMPORTANT NOTE: If the mod comes with a module manager patch that patches RasterPropMonitor, delete it. They were made for Stock RPM's layout, not for MFD. Installation guide: Download file: Github Notes: This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License and a GNU General Public License Version 3, 29 June 2007
  11. These are my fav graphic and realism mods - Stock Part Revamp Smoke Screen - included with RealPlume Scatterer - https://spacedock.info/mod/141/scatterer RealPlume - https://spacedock.info/mod/154/RealPlume - Stock Raster Prop Monitor Planet Shine EVE - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases Engine Lighting - https://spacedock.info/mod/272/Engine Lighting Distant Object Enhancements Blast Awesomeness Modifier (BAM) - https://spacedock.info/mod/1225/Blast Awesomeness Modifier (BAM) ASET props and avionics - https://spacedock.info/mod/1213/ASET Avionics & https://spacedock.info/mod/1204/ASET Props FAR - https://spacedock.info/mod/151/Ferram Aerospace Research Are there any other mods I'm missing?
  12. HumanStuff -Add-On Develpoment Thread MOST CURRENT UPDATE: We have a HumanStuff Wiki NOW ! MASSIVE changes to mods file structure. I did not realize how "involved" I would become in making sure I got the added realism "just right", in 1 day the mod had tripled (3x) in size from 900Mb to 2.7Gb. But I got a 6000x6000px (6K) Skybox thats "cubic correct to the plane of the solar elliptic" from @Galenmacil's work, very bright method, I think I can use this method to create a 8K and 16K RSS correct GalaxyTex (skybox) and 1K (1024x1024) EnvMaps (I already made the 512x512 EnvMaps & 4096x4096 GalaxyTex, also correct for RSS) I quot: PS: NOPE! Tested these "older" files, they are in someway not working out in my compression programs as "nice looking". Space Engine captures of smaller size (4K) are far nicer when compressed to DXT5 or BC7, even as DXT1. ^Can anyone assist with this ^ IS THIS STILL TRUE? About GaxaxyTex & EnvMaps? Same "root" image can be used on both?: _________________________________________________________________________________________________________________________________ A (Slightly More) Realistic Spacesuits, Heads & Staff. For KSP v1.5+ NEEDS (as a "Dependency") TextureReplacer Intended & Suggested For The Realism Overhaul, RealSolarSystem, & RP-1 Realistic Progression One Mod Families, Will work with just TextureReplacer (^Current "Poorly Made Hack Job Title Image" For HumanStuff^) Forgive place holder post(s), trying to organize a lot, for me, my very 1st mod/github thing ever ________________________________________________ Plans, Progress & Issues: *Complete the Do it Yourself "Easy Head & Suit Builder" Layered Components Workshop (LCW, for short)* A set of helper PNG/DDS files to assist users in learning to make heads and faces, or all more custom options to users that may be unable to complete the process personally (aka they are limited to pre-made heads and suits) GENE KERMIN <- I am lost to why he works in 1 scene but not others....and "albino" why? Others dont have this issue unless they use gene's head (some SPH/VAB ground crew) Low Resolution (1/2 the current image sized listed), Standard Resolution (Current image sizes as listed), High Resolution (twice the current sizes listed) & "All Resolutions" (All in 1) packs JUST READ THIS: must Env folder (reflections) images be PNG ONLY to work? NOT DDS AT ALL?? ________________________________________________ Current Project I'm Working On For This Mod: @Aazard (thats me) has been starting at the start.... mostly making sure i'm not breaking the file structure or "blowing up" it working right. Also that I'm following "all the rules" to the letter (next to the really serious letter, I'm an easy going man), in regards to the EULA, TOS and licence terms of any inclusions I'm working on 1950's suits ALOT. Early USA/CCCP high altitude flight suits and Mercury IEVA suits are "mostly done" GENE KERMIN <- I am lost to why he works in 1 scene but not others....and "albino" why? Others dont have this issue unless they use gene's head (some SPH/VAB ground crew) Also I am breaking down all the dds files, "4096/4K files" looking for "8192/8K files", attempting to optimize them: Env: 256x256 bit depth 24, optimization pass 1= fail (I inverted in game view when making png into dds, noobism).. pass 2 = I "deepened blacks" BUT see no naked eye or file attributes (size) difference... so= done? Looking into 512x512 options... JUST READ THIS: must Env folder (reflections) images be PNG ONLY to work? NOT DDS AT ALL?? Trying @Galenmacil's RSS Correct Ultra High Resolution Unique Galaxy Background CubeMap @6000x6000 Heads: 1024x1024 bit depth 32, file name fixes = done, location for TR fixes = done, images "cleaned" = huge difference in "color" quality! make into compontents = WIP... Looking into 2048x2048 options Suits: 4096x4096 bit depth 32, pre ksp v1.5 suits cant be reworked only remade...so = done, make into compontents = WIP.. Looking into 8192x8192 options GalaxyTex: 4096x4096 bit depth 32, pass 2 = I "deepened blacks" BUT see no naked eye or file attributes (size) difference... so= done? Looking into 8192x8192 options ________________________________________________ Current Project Community Members Are Working On For This Mod: @Chubby_Hamster was reworking the SK-1 IEVA and A7L "Inner layer" IVA suits last I heard from him, he is much better than I am with this and his work is very high quality, IMHO. There is no "confirmation" of final submission currently, forgive if this announcement is in error ________________________________________________ Current Community Suggestions & Authour Requests: Please feel free to make suggestions for anything! I'm looking for higher resolution (native/original not "upscaled") png or dds images for all base "template building" and for the high resolution pack, and also to "downscale" to the lower resoloution packs (mostly to have everything the same & PREVENT quality loss to highest resolutions I desire: env 512x512, heads 2048x2048, skybox/suits 8192x8192, all with bit depth of 32 hopefully Cfg files... these are not new to me i've edited many and the mods I use often require (or used too) "fix by users"... but writing my own "with a goal" is NEW. anyone REALLY understand MM and TR cfgs in general that I could ask direct questions too (that has the willingness to explain/help me for like 15 minutes) Current Poll & Featured Art/Screenshots Of The Week: *This Weeks Deadline: 09/18/2020 at 09:01 PM EST (UTC -5) Last Poll Results: There was no "last poll", below is the 1st Latest Poll: What Famous Face From History Do You Prefer To be The 1ST Added to Pack in "Famous Faces"? (All 5 will be added plus more over time*) *With-in the limits of game, Texture Replacer and my skills (not in that order...) Next Poll Thoughts/Options: There are no "Next poll" ideas or suggestions, yet ________________________________________________ I will make reposts of info from main thread them spoil out original post, mostly to "clean up" & to save "page length" on main release thread. Preview of my mad art skills: Ummm how do I reverve 2nd post slot? lol
  13. WARNING: This thread contains trace amounts of metallic hydrogen and other choking hazards. Premises: Before going into the hearth of the debate I would make some useful premises to avoid wasting time repeating a discussion that’s already been done elsewhere: Metallic hydrogen is useful as rocket fuel only if it is metastable at decent temperatures and pressures. Recent experimental results seem to suggest that metallic hydrogen is not metastable or at least that the seventies models that predicted its metastability are woefully wrong. If you don’t agree with said premises I invite you to at least read the year-long discussion that’s going on here. I’m not saying that you’re not welcome discussing that here, only that probably what you’re about to say has already been said and argued over there. An ulterior premise is that I’m not trying to take a neutral position, the following bits represents my personal opinion on the matter and they’re just a mean to start a place where we can have an healthy debate about the addition of unrealistic technologies in KSP2, were to draw the line between a 100% realistic simulator versus starting the tech tree with a TARDIS and what are the responsibilities about teaching science of a game marketed as educational, that’s why this topic belongs here, in this forum section and why I’ve not made a simple poll with some basic questions like “do you really like the pink exhaust”. The responsibilities of an educational game I always made clear that I don’t think the developers have any responsibility about the science, the engineering and the technologies they put in KSP2, sometimes even disregarding the whole thing as “an argument over the flavor text of some engine” and here’s why: I think it’s not a simulator nor an educational software, it’s a game. The “educational” part comes from the fact that somehow it helps you visualize and understand orbital mechanics, space travel and orbital maneuvering like no other book, academic lesson or expert can do, not from the accuracy of the presented setting (little green people messing with rockets in a miniature solar system). That’s what I expect from the game and the standard I expect KSP2 to live up to. That’s the difference I see between the ⅓ scale and the lack of orbital mechanics of other games or between any FTL or teleporting technology and metallic hydrogen or an eventual Kerbstein Drive which I expect to behave like respectively OP variants of chemical propulsion and Daedalus drives. On top of that KSP2 is set in some generic “near future” and as a result of that is going to dabble with some very speculative science and engineering, if anything I think the standards for realism and scientific accuracy are expected to be lower than KSP1. Realism vs gameplay Another side of the metallic hydrogen debate is the realism vs gameplay argument, I never made a mystery that I put gameplay over everything else, that’s because of the aforementioned position of considering KSP a game first and, as a game, it’s already difficult enough to balance things like difficulty, engagement, level of grind and balancing without having excessive realism as a constraint. After all I think the game has to “feel believable” while maintaining an enjoyable level of challenge and not just add a ton of boring chores and endless grind for the sake of extreme realism. As a conclusion and recap I don't have any problem with the metallic hydrogen technology even assuming it's a 100% made-up tech because I don't expect the game to be anywhere near scientifically accurate and I don't think the problem of people thinking "but it works in Kerbal!" reside in KSP itself. If you think I’ve written something wrong feel free to correct me, I hope I made clear enough that this is not some supposed “neutral position” but just my opinion. What do you think?* *yes, I know, I'm using the most chiché engagement tactic possible, kill me.
  14. What are the mods that add the most realism after RSS , RO and FAR ? And that don't suck that much resources.
  15. Real Chatterer Real Chatterer is an add-on for the mod Chatterer that replaces the kerbal gibberish with recordings of real astronauts, cosmonauts, and even satellites. Real Chatterer is chiefly meant for Realism Overhaul and Real Solar System players to give them a more immersive experience while using Chatterer. UPDATE (2/22/20) V0.5 is released! V0.5 includes several new clip sets from Gemini and Mercury. UPDATE (11/17/19) V0.4 is released! V0.4 includes a new space shuttle chatterer set with 111 clips. Real Chatterer includes: 111 clips from Space Shuttle flights (Modern LEO and HEO flights). 85 Apollo clips from Apollo 10, 11, 12, 13, 14, and 15 (Apollo-era LEO, HEO, and Lunar flights). 25 Apollo EVA clips from Apollo 11, 12, 14 and 15 (Apolla-era 2+ Lunar EVA). 66 Gemini clips from Gemini 4, 9A, 10, and 11 (Longer duration pre Apollo-era LEO flights). 12 Gemini EVA clips from Gemini 4 and 10 (Earliest EVAs). 97 Mercury clips (divided among three sets) from Mercury-Redstone 3 & 4, and Mercury-Atlas 6. (Earliest manned flight, suborbital and LEO). 49 Soyuz clips (Apollo-era/modern LEO and HEO for Soviets). 19 Vostok and Voskhod clips. (Early manned flight, suborbital and LEO for Soviets). Several new beeps including authentic sounds from Sputnik 1, Sputnik 3, Vanguard, Explorer 1, Explorer 7, Polyot 1, Proton 1, Proton 4, Relay 1, SECOR 3 and Cosmos 177. Disclaimer: I don't speak Russian so I can't guarantee that the Russian clips make any sense at all. Dependencies: Chatterer (0.9.97) Recommendations: Realism Overhaul and it's dependencies Real Solar System DOWNLOAD: Download for Real Chatterer How to Install: 1. Install Chatterer, if your a Realism Overhaul player, install the chatterer version appropriate for your version of RO and KSP. 2. Unzip 'Real Chatterer 0.5.zip' 3. Open folder 'Real Chatterer 0.5' 4. Open Gamedata inside of 'Real Chatterer 0.5' 5. Place Chatterer folder in your gamedata, override when asked. 6. Open Chatterer in-game by clicking on the grey microphone in the toolbar. 7. In the settings tab of Chatterer, enable 'Show Advanced Options.' 8. In the 'Chatter' tab, click on the directory name box and remove the text. Input "realapollo" without the quotation marks or any spaces and hit load. Repeat for "realvostok" "realsoyuz" "realapolloeva" "realshuttle" "realgemini" "realgeminieva" "realmercurysub" "realmercuryalt" "realmercuryorbit" and "realshuttleeva" 9. Adjust chatterer settings such as chatter frequency and volume. Assign a button for the 'Insta-chatter key' under settings if your need for talking is urgent. If Chatterer is not working, or does not appear in the toolbar, you've probably installed the wrong version of Chatterer or messed up the installation. If Chatterer is too quiet, try turning up Chatter volume or increasing the Ambience volume in your settings menu. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Creative Commons Attribution 4.0 International License Audio is sourced from Sven's Space Place, NASA Audio Collection and Matthias Bopp's Sounds from Space
  16. Generally speaking, how realistic and accurate is the game compared to real life in designing vehicles for travel in space? I know this sounds like a dumb question and I know there are funny little characters as Kerbal people but I've just gotten started as an approach to better understanding our space programs through the years beginning in 1957
  17. P L A N E T S H I N E ----------------- Download Latest version: GitHub: 0.2.6.1 for KSP 1.4.x GitHub: 0.2.5.3 for KSP 1.3.1 Source Code: https://github.com/PapaJoesSoup/ksp-planetshine ----------------- NOTE: @Valerian has not been active for awhile and has given me his blessing to adopt this fine mod and keep it alive for the community in his absence. I've cloned his OP and updated it to reflect changes in support. All credit for this mod belongs to the original author, and licensing will continue to be Apache 2.0. Should he return, I will gladly relinquish the mod and provide any assistance needed by Valerian to resume support. Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, Valerian transformed KSP into something really good looking, and he was really happy with the result, but felt that something was still missing. When in low orbit of a planet, the side of his ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! Valerian decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! Valerian spent a lot of time trying to make this reflected light to behave as consistent as possible, and thinks it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod supports version checking using the KSP-AVC Plugin. to take advantage of this feature download the plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits First and foremost to the original Mod Author @Valerian for creating this great mod. Original Mod Forum Thread: Valerian copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that is used at the beginning A lot of thanks to the people who helped Valerian over IRC, such as Thomas, Rbray89, and a few others Copyright 2014, Valerian Gaudeau, Apache license 2.0 Mod maintenance now supported by @Papa_Joe
  18. Module Manager is required. All this is done with Module Manager Patches. Google: "ModuleManager ksp" and you'll find it. So I've been a longtime player of KSP and always got bored.... very quickly once I unlocked the tech tree and went to duna and beyond. I've been a programmer for a few years as well and so I figured lets see what I can do, easily. Basically...The contracts in stock suck, and the mods for new contracts are for 1.4.x and not 1.7.x..... So I started to do some investigating. Feel free to change my prices.cfg MM patch however you please to improve it or fix any bugs. Just let me know so I can update my own copy! Anyone can make changes to this! Career Realism Goals - To change part prices to real world prices. A command crew that weights 1-3 tons shouldn't cost $600.... it should cost $500,000+. Using some tweaking and realistic part prices, adjust all parts to accurately reflect real life cost - with a mix of "design, test, manufacturing, and installation". This includes resources as well, per cost, example: Space Nuclear Conference, San Diego, CA gives a cost of Xenon gas of $US 850 / kg - To increase the hardness of the game.... Re-entry heating goes to 110% as an example, some mods provide other examples (such as OhScrap for random part failures) - Increase or decrease the % of science returned from probes for probe missions - Increase contracts cost to accurate costs. Want a satellite into space? Looking at $30-100mil cost. (needs to be adjusted based off some variable, but idk what). How to use - Install everything and make sure you delete all the ModuleManager titled files, BESIDES the one ending in .dll - set ContractInterceptor = false in /GameData/MonthlyBudgets/MonthlyBudgetsDefaults.cfg - Make a new game with the following custom settings: Funds 500k, science: 250,No missing crew respawn, Funds Penalties: 500%, Reputation Penalties: 150%, Always allow actionBars - Load game up, check the price of a mk1 command pod - it should be like 300k+, check prices on all items to make sure something like a heat shield isn't 5.5million. Done - Part pricing works pretty well and is generally okay, some things can be changed here or there to make them more realistic. 11k for a 2HOT thermometer seems like alot.... but cost per kg into space is in the thousands. All can be adjusted based off feedback or real world pricing. - Contracts provide accurate/semi-realistic amounts. Escape atmosphere? 1,000,000. Orbit kerbin? 1.5mil. These are progression contracts are give less. Want a part tested? Looking at 500k-5mil. (Try getting a decoupler on escape trajectory when your ship costs 35mil) - Changed pricing to upgrade buildings into the millions TODO - figure out how to make contracts, easily, that are realistic. Like deploy some comm sats or science contracts (some mods do this, but which ones work on v1.7.x??) - Change the prices further to balance better. - Give me more updates to do and I'll see what I can do. Mods included (may or may not be required, I'm new to modding, so I don't really know... but here are all my mods) Mods I really like to use and should be added: MonthlyBudgets [x] Science! B9PArts SSTU KerbalEngineer MagiCore MechJeb2 NearFutureConstruction NearFutureLaunchVehicles NearFutureProps OhScrap PatchManager ScrapYard All Mods in my /GameData prices.cfg - the main MM patch file with all the changes @PART[*]:HAS[#category[Science],#cost[*]] { %addedCost = 7.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Command],#cost[*]] { %addedCost = 700.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Pods],#cost[*]] { %addedCost = 700.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Aero],#cost[*]] { %addedCost = 30.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Coupling],#cost[*]] { %addedCost = 35.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Structural],#cost[*]] { %addedCost = 30.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Thermal],#cost[*]] { %addedCost = 45.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[#category[Electrical],#cost[*]] { %addedCost = 45.0 %entCost = 5.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[~category[Science],~category[Command],~category[Electrical],~category[Aero],~category[Pods],~category[Thermal],~category[Coupling],~category[Structural],#cost[*]]:FINAL { %addedCost = 400.0 %entCost = 50.0 @cost *= #$addedCost$ @entryCost *= #$entCost$ } @PART[*]:HAS[@MODULE:HAS[#experimentID[*]&#xmitDataScalar[<1]]] { @MODULE:HAS[#experimentID[*]&#xmitDataScalar[<1]] { // For each Module with an experimentID and a transmit penalty, adjust xmitDataScalar to eliminate the penalty. @xmitDataScalar = 1.0 } } @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleB9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!ModularFuelTanks&!RealFuels&!ConfigurableContainers]:FOR[InterstellarFuelSwitch] { %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ %onlyLH2 = #$totalCap$ @onlyLH2 *= 5 %cryoPower = #$onlyLH2$ @cryoPower /= 800 MODULE:NEEDS[!WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuel;Oxidizer;MonoPropel;Hydrogen;Methane resourceGui = LiquidFuel;Oxidizer;MonoPropellant;Liquid Hydrogen;Liquid Methane resourceNames = LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdMethane resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$;$../onlyLH2$ tankTechReq = start;start;advFuelSystems;advFuelSystems;highPerformanceFuelSystems tankResourceMassDivider = 8;8;6.66666666666;5.5;8 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true hasGUI = false } MODULE:NEEDS[WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuel;Oxidizer;MonoProp;Hydrogen;Nitrogen;Argon;Methane;Ammonia;Hydrazine;CO2;HTP resourceGui = LiquidFuel;Oxidizer;MonoPropellant;Liquid Hydrogen;Liquid Nitrogen;Liquid Ammonia;Liquid Methane;LqdArgon;Hydrazine;Liquid CO2;;High-test peroxide resourceNames = LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdNitrogen;LqdArgon;LqdMethane;LqdAmmonia;Hydrazine;LqdCO2;HTP resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$ tankTechReq = start;start;advFuelSystems;advFuelSystems;largeVolumeContainment;largeVolumeContainment;highPerformanceFuelSystems;highPerformanceFuelSystems;specializedFuelStorage;largeVolumeContainment;specializedFuelStorage tankResourceMassDivider = 8;8;6.66666666666;5.5;8;8;8;8;8;8;8 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true hasGUI = false } } @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]:AFTER[InterstellarFuelSwitch] { // Remove temporary variables to eliminate log spam !totalCap = 0 !onlyLH2 = 0 !cryoPower = 0 } @RESOURCE_DEFINITION[*]:HAS[#unitCost] { @unitCost *= 200 } @RESOURCE_DEFINITION[*]:HAS[#unitCost,#name[ElectricCharge]] { @unitCost = 1.5 @unitCost *= 200 } @CONTRACT_TYPE[*]:HAS[#rewardFunds] { @rewardFunds *= 700 } //@Contracts //@Contracts:AFTER[ContractConfigurator, MonthlyBudgets] //@Contracts:AFTER[MonthlyBudgets] @DMContracts[*] { @DM*:HAS[@Funds]{ @BaseAdvance *= 20 @BaseReward *= 24 @BaseFailure *= 24 @ParamReward *= 80 } } @Contracts:AFTER[MonthlyBudgets] { @Progression:HAS[@Funds] { @Funds { @BaseReward *= 10 } } // Disable Asteroid retrieval Contracts @ARM:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable Planetary base construction Contracts @Base:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable Flag planting Contracts @Flag:HAS[@Funds] { @Funds { @BaseReward *= 750 @BaseAdvance *= 500 } } // Disable Grand Tour Contracts @Grand:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable ISRU Contracts @ISRU:HAS[@Funds] { @Funds { @BaseReward *= 700 @BaseAdvance *= 700 } } // Disable Recovery Contracts @Recovery:HAS[@Funds] { @Funds { @BaseReward *= 500 @BaseAdvance *= 500 } } // Disable Satellite delivery Contracts @Satellite:HAS[@Funds] { @Funds { @BaseReward *= 700 @BaseAdvance *= 500 } } // Disable Data collection Contracts @Science:HAS[@Funds] { @Funds { @BaseReward *= 199 @BaseAdvance *= 99 } } // Disable Space station construction Contracts @Station:HAS[@Funds] { @Funds { @BaseReward *= 900 @BaseAdvance *= 900 } } // Disable Survey Contracts @Survey:HAS[@Funds] { @Funds { @BaseReward *= 50 @BaseAdvance *= 50 } @SURVEY_DEFINITION[*] { @FundsReward *= 50 } } // Disable Part testing Contracts @Test:HAS[@Funds] { @Funds { @BaseReward *= 100 @BaseAdvance *= 125 } } // Disable Tourism Contracts @Tour:HAS[@Funds] { @Funds { @BaseReward *= 250 @BaseAdvance *= 150 } } }
  19. I have stopped maintaining this mod, which is now being continued by @Papa_Joe on this thread: ---- P L A N E T S H I N E Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, I transformed KSP into something really good looking, but I was really happy with the result, but I felt that something was still missing. When in low orbit of a planet, the side of my ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! I decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! I spent a lot of time trying to make this reflected light to behave as consistent as possible, and I think it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits I copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that I used at the beginning A lot of thanks to the people who helped me over IRC, such as Thomas, Rbray89, and a few others ----------------- Support the author If you like this plugin, please consider donating, it will be greatly appreciated: ----------------- Download standard versions: 0.2.5.2 for KSP 1.2 0.2.5 for KSP 1.1 0.2.4.2 for KSP 1.0.5 or older ----------------- Download experimental version 0.5 for KSP 1.0.5 or older: details in this spoiler: Copyright 2014, Valerian Gaudeau, Apache license 2.0
  20. Don't you hate it when you have too much fuel/oxidizer laying around? Which you could change the mixture ratio that your engines use (like the J-2 did in real life)? Want no more. Introducing: EMRController With this mod, you can configure your engines to use different oxidizer/fuel mixtures, and have the ISP and thrust adjust accordingly. You can even set up your engine to run in "Closed Loop" mode, emptying your tanks at the end of a burn. This mod does not contain any configurations, but if you use Realism Overhaul, you'll see that the J-2 does have configurations that work with this mod. Download: Github View the Source cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin. Changelog:
  21. So iv'e had this question for a while but only recently have really been working with planes enough for it to really nag me; when you're using procedural wings there's a slider to increase "Mass-Strength Ratio" which i tend to set at 2 to prevent hypersonic shock from tearing them into pieces. But it's had me wondering; how realistic is this? Are there materials that exist now with such ratios? Are there any in common use with higher ratios? Are they metallic or composite?
  22. Let's make KSP more real with some speeches, fluctuating budgets in some modes, constructing bases on other planets and launching ships from their, expanding kerbol system.
  23. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  24. Currently in-game there are examples of over-expanded nozzles when throttled down/up. Yet this doesn't include engines with under-expanded nozzles or overal change at higher altitudes/different planetary bodies. Examples of over-expanded and under-expanded nozzles: (Credibility: Huzel, D. K. & Huang, D. H. (1971). NASA SP-125, Design of Liquid Propellant Rocket Engines)
  25. Hey guys, Which version of KSP would you recommend installing to make absolutely full use of RO/RSS and any other realism mod? Also, wold this version support any of the SpaceX mods? I'm trying to make this game as realistic as possible and hopefully be able to use F9 and its variants.
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