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  1. R E A L I S M O V E R H A U L Intention: Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. Some of the most signfiicant changes include: Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage. Pods are as large as their real-life counterparts and weigh what they should. Propellant tanks have correct dry mass ratios. Solar panels don't produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren't magically powerful anymore (though they still don't require momentum dumping). _________________________________________________________________________________________________________________________________________________ Contributors to Realism Overhaul: A1Ch1, Raidernick, james3838, camlost, JandCandO, Sarbian, marcelocoelhorodrigues, NathanKell, hattivat, batuhan, Ravenchant, bax-, advice-dawgg, jean400, RedAV8R, jedi95, MedievalNerd, regex, Felger, Temeter, Replica17, veskenapper, ferram4, leudaimon, BevolJ, RezzyD, Agathorn, TheKosmonaut, TheVoid2, Theysen, Phredward, ChrisPBacon, Kibbick, Niemand303, AlimOncul, AjentK, pjf, rocketscience, John-Long-Silver, doktorjet, Ippo343, Dragon01, Probus, BryceSchroeder, Bsd0, asmi, Starman4308, stratochief66, StupidChris, OvidHamburg, awang, winged, rsparkyc, PhineasFreak, Zarbizaure, JoseEduardo, ctiberious, SirKeplan, Schnobs, pap1723, ec429, assassinacc, AntiClockwisePropeller, AlphaMike741, olympic1 _________________________________________________________________________________________________________________________________________________ RealismOverhaul Wiki P Installation In the current state of the mod's development and future, accurate and proofed-to-be-working installation instructions can be found here: Installation Guide You can ignore the RP-1 part later on that page, if you do not intend to play a career mode. Support No support is granted without providing logs and easy to follow reproduction steps. Also make sure to drop by the official discord server where active users can provide help! https://discord.gg/ZGbR6nv Legacy / Manual Installation (expand) _________________________________________________________________________________________________________________________________________________ D O W N L O A D (1.10) Source Changelog _________________________________________________________________________________________________________________________________________________ Career Mode - Realistic Progression One: If you are interested to take Realism Overhaul to a whole different level of playing KSP, you might be interested in the accompanying suite of mods. It integrates a completely new career system tailored for an early realistic space race and spreading into the modern ages - all at your own imagination and approach. The working installation instructions can be found on the GitHub wiki page. This mod was created by NathanKell and RedAV8R, Contributions by many others. If you were missed in the contributors list at the top of the post, PM Theysen and he'll add you).
  2. I have started playing ro/rp1 recent but cannot get consistent accent profile and performance ( especially inclination ). Mostly due to not launching from equatorial plane and tilt of the earth. I have tried launching from French Guiana but for some reason it even more inconsistent than from cape Canaveral What is the inclination for a easy TLI ?
  3. Hi there, and welcome to the Real Enhancements development thread. This mod aims to continue and expand pozine and imkSushi's Real Solar System Expanded mod. I plan to incorperate and restore the majority of objects in the mod My aim is to create a modular experience, so people can download packages based on their interests and their ability. I know this seems ambitious (especially RealStars, that one is going to take a while) RESPOSITORY LINK (outdated): https://drive.google.com/drive/folders/1oCeqlZ4fBs6TNvnN0R57TMqhKbSBVzzO?usp=sharing Github: https://github.com/AR3S-Vega/RealExpansion/releases It is recommended to install RealPatch to fix inclinations, other wise the inclinations of newer objects will be broken Discord Server (because Kopernicus won't give me a channel): https://discord.gg/pWfYbfm Requires: Kopernicus ModuleManager ModularFlightIntegrator RealSolarSystem Skybox requires TextureReplacer Catalog: As i said i wanted the mod to be modular, and you will be able to download each package individually. So if you are less experienced with RSS/RO you can download the NEO package, and if you want a challenge you could download Stars or ExtremeTransNeptunian objects Things i want to add (yeah i stole this image from imkSushi's thread) Current Status: Abandoned Credits: Me ("Our Benefactors") for doing something @Xurkitree for help with Kopernicus and RealAftermath @Noah the Smol and @GurrenLagannCWP (if I have the right accounts :P, most of the discussions have been done on discord) for working on RealHypotheticals pozine for making RSS Expanded in the first place imkSushi for restoring RSS Expanded NathanKell for Real Solar System AndrewDraws for RealExoplanets Gregrox for letting me use his sunflare TSMP for Kopernicus Squad for KSP imkSushi's old thread: pozine's old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  4. Hey all. I haven't been around the forum for awhile, but per request I've started documenting my new RSS/RO/RP-1 career. The episodes should cover 1-2 years of launches, and be around 7 minutes long each. (now around half a year, 15 minutes long) Like the series? Support computer upgrades for future episodes! Latest episode: 25. First three:
  5. Previously, I would have discussed this on Reddit in r/SpaceXLounge, but with the new moderation there they won’t let you discuss anything controversial or speculative. Starship and modeler pics seem to be the name of the game now. For several years I’ve been thinking of mission architectures that could get us back to the Moon by the 50th anniversary of the Apollo manned lunar missions. We missed the Apollo 11 50th anniversary, but we MIGHT have been able to make the Apollo 17 50th anniversary of Dec. 2022. This is where it gets controversial. The SpaceX architecture of making 8 to 16 refueling flights for Moon or Mars flights is a bad architecture. There is a reason why the Apollo missions used a launcher with 3 stages and then 2 more stages for the lander for their round-trip missions. For missions with that high a delta-v requirement multiple stages are critical. SpaceX by using multiple refueling flights is acknowledging that, just in a very inefficient manner. The point of the matter is SpaceX could have done a manned Moon or Mars flights with a single launch IF they had given their launcher a 3rd stage. The 3rd stage could have been comparable size to the Starhopper. Yes, I know the actual Starhopper was not space-worthy but the point of the matter is by continuing it’s development along side the Starship they would have had a space-worthy vehicle capable of lunar landing and return by now. SuperHeavy+Starship+Starhopper single launch missions to the Moon or Mars. It would have been so beautiful … See here: http://exoscientist.blogspot.com/2019/07/starhopperstarship-as-heavy-lift.html Anyone up to the challenge of a sim? Robert Clark
  6. CH-4: Changing History Iter Deinceps, In Perpetuum Moving forward, Perpetually ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── Welcome to Changing History (CH-4) we are a lategame addon to Realistic Progression One(RP-1) aiming to reimagine and redesign what is possible following your first moon landing! As an expansion to RP-1, and thus realism overhaul, realism and achievable technology is at our foundation. We aren't aiming to design warp drives or fusion energy, we simply want to enable the exploration humanity could be doing today, given enough interest... Who are we? We are a group of RP-1 and RP-0 players and developers, aimed towards making the next challenging chapter of your career mode save in RSS. What are we doing? Where did we come from? We started off as an extension to RO Engines, but have slowly become more skilled at modding, allowing us to branch out further. Currently our main goal is to develop timelines, allowing the player to chose a path they want their agency (and possibly others) to follow. The currently planned timelines are Lunar, Venusian, Martian, Terran, and the Exploration of the Outer Worlds... Note these may be subject to change. As an expansion, you can expect the following from us: New contracts, likely approaching or exceeding 100 within this first "update". None of these will conflict with RP-1's, instead they will override and build off of them. New parts, allowing for realistic, small to medium scale habitation of other celestial bodies, orbits, and much more. New mechanics, encouraging things such as reuse, exploration, and international cooperation. We still have a lot planned, including a wiki, a youtube channel, and further documentation. These things, like the mod itself, should be expected to come in time... Ultimately, we would like to open up development to the community following the first major release, CH4 v1.1, but we are expecting to release pre-releases on our github. Download, Installation & Liscensing You can download the latest release from our Github CKAN Support coming soon™ Installation (for now, atleast) comes with no special instructions. Simply drag and drop the CH4 folder into your KSP Gamedata directory; As long as you have RO, RP-1 and RSS installed that's it! You should now have access to a couple dozen new engines, and some new airlaunch tech! Currently using the license CC BY-NC-ND 4.0, we are politely asking that you don't redistribute or modify our work, this will allow us to more easily develop towards our goal. I have become death, destroyer of framerates RD-270 As a closing note, most of us are pursuing education currently. We will try to release in as timely a manner as possible, but do give us time. A rushed mod is a broken mod.
  7. EDIT: I find a way to remove it from non RO section. There is 1 side question below. So I'm trying to add engine and reuse the model from RO Engine but I faced some problems. If there is a guide please link it. So it still show in non RO section it. Here is the engine part cfg file. And here is the engine file . 1 side question How to calculate the fuel needed for a given mixture ratio of the engine ?
  8. I’m starting a new career save with Realism Overhaul and Remote Tech, and I’m looking for a good part pack to add. Anyone have some suggestions? I’m particularly interested in new engines to play with. Thanks in advance!
  9. I made RO configs for Tundra Exploration's Starship. I tried to make it work with out a reaction wheel but that was pretty much impossible. It is possible to make it work without a reaction wheel but the fuel balance has to be PERFECT https://github.com/Suyash-Jevaria/KSP-RO-Starship-Configs
  10. I recently installed Real Solar System, Realism Overhaul, and other mods to the game because I wanted to try out some new and unique experiences. However, the game has been acting up ever since I downloaded these mods. When I start the game, it begins like normal, but when I load up my save file, I cannot click/enter on any of the buildings within the Space Center. To make matters worse, I am also unable to quit back to the main menu, forcing me to close the program via Task Manager. I have placed a link to access the log file of my game, and I would greatly appreciate it if there was a viable solution to these problems. https://www.dropbox.com/sh/zhgb5l9ci3276ay/AABaJAqLXDQIRg_JMijqgsDPa?dl=0
  11. What If #1 Well I thought of this, and decided to try this out in KSP 1.11, to see if this worked, I basically launched to LEO a Buran shuttle but instead of using the four Zenit rockets I used four Falcon 9 boosters on it, so to improve it's reusability, I launched a Almaz station in the Buran shuttle, and had it successfully deployed it a 300 km orbit and the Buran (sort of) made it back to earth, I know this will sound like it kills the point, but the boosters were expended, because I was not sure if I would actually make it or not, (I just needed a short burn from the Buran's OMS engines); so hypothetically I think it should work next time with a recovery. Does anyone have any other ideas to try out in Realism Overhaul, I might try a US shuttle launch next with two falcons strapped on the ET instead of the SRMs The main mods I used were Realism Overhaul with dependencies, RSS, RSSVE, RN Soviet Stations, and Buran-Energia, with Raiz Space's Configs, KK's launchers SpaceX pack Screenshots:
  12. Recently, I have not seen a hint of any Realism Overhaul rockets. Searched around the forums, found nothing but planes. So you know what? Screw this, let's make a repository right now! Post your rockets and spaceplanes (notice the relationship to space here. No atmospheric craft, we have FAR threads for that) here, see how far you've gotten in RO. Posting career-mode "stories" is also allowed. I'll post my craft here as soon as I'll get access to KSP.
  13. Hello I played KSP 1.9.1 with Real Scale Boosters today. I wanted to launch a satellite in an 53 degree inclination orbit. The targeted Altitude was 300 Kilometers. I tried to launch 5 times without sucess. I flew on a Atlas V, after Meco and stage sep and SES 1 I fired the engine with full power. My apogee was 300 Km but everytime I reached the apogee to fast (after 1,5 minutes after stage sep) after passing apogee my altitude increased very fast and at 100 Km my vehicle exploded. Whats the problem? I‘ve also tried mechjeb at the last try. Thanks Fly save
  14. Anyone had any luch integrating these two mods? RO is amazing, but there are some key realism features I miss without Kerbalism, like radiation belts, solar flares, crew comfort/sanity, and limited part lifespans with breakdowns/repairs. On first glance, it looks like I can install Kerbalism over an RO install, and I don't get any errors on startup. I'm mainly looking to see if anyone's made an RO profile for Kerbalism, as the default one is only for the Kerbol system, and I had to make up my own rough estimates for my RSS/Stockalike install. Also, I'd love to know if there are any conflicts between the two mod, before I've spent hours on a career. Thanks all!
  15. After I create a new save file, I get stuck on the loading screen so I can't see the KSC. How would i fix this?
  16. Race into Space 2020 is a new series of Race into Space (original thread here). Using the Race into Space mod by @soundnfury, Race into Space is an Asynchronous multiplayer mod for Realism Overhaul/Realistic Progression 1. Each player chooses their launch site, and must compete to set milestones as quickly possible, and then sync their games through the Race into Space mod. Submissions are closed, but further details on RiS and RO/RP-1 can be found in the RO Discord server here.
  17. Hey guys, I changed now to RSS/RO and I like the realistic mechanic BUT there is one very annoying thing. And that is the rocketbuilding. First of all the Parts are not suitable so they dont fit that good, they are somehow in each other. Second thing I hate is when I return to change something with control;z the parts change their places and sometimes there is free space and the parts hover in air.... The last thing is when I change the size for example the length of the fueltanks the parts start to move ... Is it only my problem or normal with RO? Because it destroys the gaming flair and makes no fun. I hope you can help me
  18. I have Realism Overhaul installed with Remote Tech, and I can't seem to understand how to get an connection going. I added an antenna an it is activated but it does say no target? But to set a target I need a connection. Help pls. https://imgur.com/a/MmnmeDn
  19. Forgotten Real Engines (FRE) DOWNLOAD on Spacedock OR install through CKAN (I recommend using CKAN, you won't have to manage dependencies) You could also check the Github page Requirements: Realism Overhaul and its dependencies. Recommended: Texture Replacer Installation Instruction: Extract "GameData/ForgottenRealEngines" inside "KSPDirectory/GameData" This pack is intented to fill the engine gap within RO. Tired of unrealistic models? Want moar engines? Or just a specific engine forgotten by the modding community? FRE got you deserved! FRE adds a bunch of engines to your RO-game, with realistic details, nice glowing animations, working gimbal systems and full Real Plume support! These engines are intented to be played with Realism Overhaul; I may not provide a config for stock. This mod is also supported by RP-0! From version, Texture Replacer is also supported and recommended; it will add some reflection effects. Part gallery (Unity screenshots): http://imgur.com/a/1zgsl In-game screenshot (Thanks RVE! ) http://imgur.com/a/AWtiZ Planned: Korean engines (KARI 7, KARI 75...) Brasilian engines (MPFL-75,...) HM7 engine (maybe...) Vega engines (SRBs and last stage) P120 (P80 evolution, Ariane 6 booster) Indian engines (CE-7.5, CE-20...) Vinci/Vulcain engines? (though already modelled) Ariane SRBs? Anything else you ask (if I have enough time), i'm open to suggestions Currently included: FRE-2 (Firefly Research Engine 2) FRE-1 (Firefly Research Engine 1) LE-7 LE-5 Rutherford engine Rutherford Vacuum engine Viking 2/2B Viking 4/4B Viking 5C/6 P80 Zefiro 23 Zefiro 9 RD-843 Changelog: Credits: Feel free to leave a comment on this thread ! Also make sure to check @MockingBird Niche Parts mod which adds some other great engines to your RO game Licensed on Creative Common Non Commercial 4.0
  20. i have recently started playing RO/RSS and wondering if they are any other mods that are not officially supported by RO/RSS but work or have configs.
  21. I tried to build a moon rocket but I have a graphics issue I think.. Just look! https://ibb.co/Pg2b56j https://ibb.co/P4Wx9cC https://ibb.co/DMwDyvp Sorry but the insert image button doesn't seem to work. Below is my installed mods list: https://ibb.co/xLnJ0vW Thank you!!
  22. History of Spaceflight Contract Pack for Stock/RSS/RO/RP-0/RP-1 This mod aims to basically transcribe the entire NASA Master Catalog into missions for Stock/RO/RP-0/RP-1. This project initially started as an expansion pack to Whitecat106's popular Historic Missions contract pack, but after he quit I decided to rewrite the entire mod from start to finish. This mod will feature and expanded 1942-1958 contract set of sounding rockets from all over the world. Plus complete mission sets (including failures) of every spaceflight launched to date(when completed). It also has more accurate orbital specifications for you to reach including historical Apogee, Perigee, and Inclination(RSS Version). Since there will most likely be two version of Realistic Progression, RP-0 and RP-1. I will be making a version of this mod for both RP-0 and RP-1. Currently playing through the beta of RP-1 and collecting historical rocket costs and rollout costs to balance RP-1. The main balancing and release of the RP-1 version won't be until after an official RP-1 version has been released. Currently this mod contains 670 contracts for RSS/RP-0. and 622 contracts for Stock. It contains every mission (might be missing a few but still adding) from the time frames 1942-1967, basically the first 25 years of spaceflight, and contains: - 53 Pre-Sputnik sounding rocket and ballistic missile contracts including but not limited to : A-Series, Aerobee series, Deacon, Corporal, Hermes 1-3, Kappa 1-6, Veronique, X-17, Cajun, Wasserfall, RTV-A-2/ RTV-A-3, Terrapin, Nike series, Eole, Deacon, Skylark-1, R-Series, Thor, Redstone, Atlas, Jupiter and more. NASA Master Catalog USA Missions 1942 to 1967 Ats (3) OGO (2) Gemini (17) MISC (32) Biosatellite (3) OSO (2) Mercury (10) Midas (10) ERS (3) Pegasus (3) Missile Tests (7) Samos (11) Explorer (41) Pioneer (11) DMSP (6) Ferret (7) GGSE (3) Ranger (9) Echo (3) Corona (17) Lunar Orbiter (2) Solrad (7) Intelsat (2) Discoverer (39) Mariner (4) SECOR (8) LES (4) GambitKH7 (36) Vanguard (11) Surveyor (2) Syncom (3) GambitKH8 (9) Transit (22) Vela (3) Telstar (2) Tiros (10) launcher tests (15) ESSA (6) Soviet Missions Sputnik (3) Vostok/Korabl-Sputnik (11) Kosmos (123) Missile Tests (7) Elektron (3) Polyot (2) Zond (3) Marsnik (2) Luna (21) Mars (2) Molniya (4) Proton (3) Venera (6) Voskhod (3) China Missions Dongfeng-1 (3)S (5)RSS Dongfeng-2 (3)S (5)RSS Dongfeng-3 (3)S (5) RSS Dongfeng-4 (3)S (5) RSS Canada Italy United Kingdom Japan Alouette (2) San Marcos (1) Ariel (2) Lambda (2) Blue Water (1) Kappa (6) More info and screenshots to follow. Currently testing and balancing what is done right now and Version 1.0 will be released once that is complete. Should take a few more weeks to finish that off barring any unforeseen catastrophes. How to install History of Spaceflight: 1. unzip contract packs to a new folder 2. Choose which version you want to play. Either RSS/RP-0 mod or Stock 3. Copy the HistoryofSpaceflight folder into your KSP game directory under GameData/ContractPacks 4. When updating to a new version it's best to delete the previously installed HistoryofSpaceflight as well as ModuleManager.ConfigCache, and ModuleManager.ConfigSHA from your GameData folder to make sure it loads the new contracts that were added. License: This pack and associated plugin is Licensed under CC-BY-NC-SA-4.0. The beta for Stock/RO/RP-0 is available here- GitHub Also Spacedock, and Curse Report Issues Here Incompatible with Kerbalism or any other historical contract pack. Do not install these mods with this History of Spaceflight or you will have issues! Requires: Thanks to @Whitecat106 for his hard work on Historical Contracts. A few of his contracts were helpful in understanding the bugs in my own for the early parts of writing this mod. This is my first attempt at a mod and my coding skills are pretty basic. I'm learning as I'm going. I do have a lot of free time though as I am disabled and unable to work a job. So expect a lot of work coming out in the next few months as my condition permits. Websites referenced to make this mod: Encyclopedia Astronautica Gunter's Space Page Spacecraft Encyclopedia National Space Science Data Center Spacecraft Search Wikipedia
  23. The Vandenberg Program, Table of Contents. Chapter 1: The First Quarter Chapter 2: No Barrier in the Sky Chapter 3: Early Days of the Sounding Rocket Program Chapter 4: The River Styx Chapter 5: A Need for Speed What is this? The Vandenberg Program, founded in 1951 California, a consortium of steely pilots and starry-eyed dreamers who believe space is for humans, and rocketry the key. The Program stands apart from the submarine designers and warhead builders of the early Cold War. When the sabre rattlers on both sides of the Iron Curtain decided that nuclear artillery, delivered from turreted submarine and overgrown tank, was the key to winning the inevitable tactical battles that were expected to shortly follow, government spending turned away from aeronautics. Vandenberg Air Force Base is the home of the last stand of rocketry & aeronautics engineers, the only testing ground for those who seek to push the limits of speed and altitude. The goal? To increase the number of moons of the Earth by at least one, and to someday orbit a human as a living artificial satellite of our planet. But first they need to secure next year's funding, and to do that they are bound to the whims of their oversight committee. The road will be long, but their patience longer. The sun sets on January 1st over California. This is the Vandenberg Program, and these are their flight records. What is this? It's a super-realistic Realism Overhaul career using Realistic Progression One (RP-1), Principia, Kerbalism, RealAntennas, and NQB, a quarterly budgets/historical contract accuracy mod that I've been developing for RP-1 (learn more). It's me trying to get past the sounding rocket era of RP-1 again, finally. It's me trying to preach the good word of the KSP realism modding community and showcase their hard work. It's my first mission report. I open the Tracking Center for the first time. It's the Vandenberg Program, and I hope you enjoy.
  24. 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.
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