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  1. Description : This little mod does one simple thing : lower the maximum G-forces limit of all crewed parts, to 8g for pods/station parts. If it goes above that, the spacecraft will disassemble itself in an explosive and deadly fashion. Why ? Because in KSP, you can do the most absurd reentry profiles, and still survive, whereas in reality, manned spacecrafts couldn't withstand that much load, the atmospheric entries are critical both regarding heat, and G-forces load. This is the point this mod attempts to adress, to make flying manned spacecrafts more challenging. Note that (Space)planes parts were lowered to 25g only, to allow jet-like planes to be flown. Of course, you need to enable the parts G-forces limits in difficulty settings for this mod to work. RSS configs are provided too, with max G-forces set at 12g (value took from the Apollo spacecraft). By the way, 8g could not sound much to you, but you really have to push it hard on reentry profile to reach that point ^^ Example video : Dependencie : - Module Manager Links : - Spacedock download : WYG! - Watch Your G-forces! on SpaceDock - Github download : Releases · kurgut/WYG-WatchYourG-Forces- (github.com) - CKAN available - Source code : kurgut/WYG-WatchYourG-Forces- (github.com) Installation : Merge the zip's GameData folder with your KSP/GameData folder. License : MIT NOTE : The current way the patching is done for (space)planes parts is via MM tag search (aero), meaning that if a mod author didn't insert this tag in his part's .cfg, this mod won't apply to it. Please notify me on the KSP forum or github if you encounter any of those so I can patch it. Cheers
  2. CollectingSP's Kerbalized Space Program- A Mix Of Realism, Fantasy, and Make-Believe Bureaucracy CollectingSP's Kerbalized Space Program is Thread of the Month for April 2024! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Hello all! In my program, there are many alternate historical timelines and fantasy components. It's been semi-active since August of 2020. The major agencies and corporations represented in my program are many of the world's real-life agencies and corporations, such as NASA, Roscosmos, ULA and SpaceX, NGIS, and more. Most notably, I'm a fan of the United Launch Alliance (ULA) And their Delta IV program. Payloads Launched by the contractors in my program include payloads for the Air Force/Space Force, NASA, and Commercial Customers. In my program, I practice what I like to call EELV MADNESS! ( AKA The Practice of Using Expendable LVs for everything because I find them cool.) The major (current) launch contractors- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ United Launch Alliance, Inc. Info About United Launch Alliance Launches- About Delta IV- "The Workhorse."- 8 Launches to date Delta IV Launches are conducted from Launch Complex 39B at Kennedy Space Center, FL, and Launch Complex 37B, at Cape Canaveral Space Force Station, FL. About Launch Complex 39B- Leased to ULA, Owned by NASA. Complex 39B Previously Supported the Space shuttle and Constellation programs. In my timeline, After Constellation was canceled, ULA signed a lease to use this pad for their new Delta IV launch vehicle in 2018, and it was renovated to support the vehicle. Vehicles processed for launch from Pad 39B are processed in either high bay three or four of the vehicle assembly building, and then transported to LC-39B on a special Crawler, which is partially similar to the system used for Atlas V, but also partially a new design to accommodate Delta IV. Pad 39B was closed from March 2021 to November 2023 for upgrades to the Complex's fixed umbilical tower (FUT) to allow the Complex to support NASA's upcoming Orion Spacecraft, which will be launched on top of ULA's Delta IV Heavy Rocket from Complex 39B. This gives the FUT The appearance of the IRL SLC-6 Delta IV launch tower, at Vandenberg AFB, CA, with the addition of a Crew Access Arm. Complex 39B will also be used to launch American components of the International Space Station, Which in my timeline has not been constructed yet. About Complex 37/Pad 37B- Leased to ULA, Owned by USSF. Dormant since the early years of Apollo, Pad 37B Was reconstructed From a period ranging from 2022 to 2023 as ULA realized the need for another dedicated facility on the cape for Commercial and Military Delta IV missions, as Launch Complex 39B gears up to support Orion and the upcoming International Space Station Program. One note, as they are not built by NASA, the Russian Components of the ISS will use pad 37B as their launchpad, and Delta IV as their rocket, excluding Pirs, Poisk, and Prichal. Vehicle Numbering Scheme- Each Delta IV vehicle is assigned a sequential "Delta Vehicle," or DV number, to differentiate Delta IV vehicles from Delta III and Delta II vehicles processed by United Launch Alliance. This number usually looks like "DV-###." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Northrop Grumman Innovation Systems Info About Northrop Grumman Launches- About Antares 240 and Complex 19- 2 Launch(es) to date Antares is manufactured by Northrop Grumman Innovation Systems, which intends on using it to launch Commercial and Government Payloads, as well as to resupply the International Space Station. Specifically, the new 240 variant will be used for launches from Florida's space coast, in which the Castor 30 second stage has been replaced with a Liquid-fuel second stage powered by an RD-120 Engine. On November 06, 2023, Pad 19 was officially reactivated for use by Northrop Grumman Innovation Systems for use by their Antares Rocket, which is expected to have a first flight soon. The facility was originally leased to NGIS in December of 2022. Existing derelict Titan II hardware has been removed or demolished by NGIS, and a lightning protection system has been added for Antares Flights. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Disclaimers and notes- The year represented currently in my program is the current year (2024) and all launch dates, vehicle processing, and payload processing are experienced in real-time, mostly because I've got a life outside of KSP and it's easier for me this way. I will edit this post to include more information after I write it- It is DYNAMIC and always changing. PLEASE NOTE- EVERYTHING HERE DESCRIBED IS FICTION. WHILE IT MAY BE INSPIRED BY REAL-LIFE EVENTS, THE ACTIONS OF SAID COMPANIES/AGENCIES DO NOT REPRESENT THEIR REAL-WORLD OPERATIONS. (Going along with this, all company logos used in images that are posted in this forum thread are the property of their respective owners and are being used for entertainment purposes only. no copyright infringement is intended.)
  3. Greetings, fellow Kerbalnauts! We are thrilled to announce the development of an ambitious and groundbreaking mod for KSP2: "Kerbal Space Program: Odyssey"! Our mission is to provide you with the most realistic, immersive, and enjoyable experience in your interstellar adventures, whilst redefining the boundaries of modding in KSP2. Kerbal Space Program: Odyssey is currently in VERY early development, we do not want to do too much until the API is released as we want the most streamlined development of this mod as possible, this is already happening with a dedicated team of modders working in their free time on what they can for now to bring this epic vision to life. Stay tuned for more updates, sneak peeks, and development milestones as we progress towards the launch of the ultimate KSP2 modding experience. (GitHub Link To Follow) Regarding similarities with other mods: Thank you for your support, and we hope you enjoy the unique gameplay experience that "Kerbal Space Program: Odyssey" has to offer in the future! I'll try to answer any questions :)
  4. What mod/s will add a realistic smoke effect to my game? I'm looking for something like this. I have researched for a bit but nothing came up. Thanks for any responses.
  5. Besides talking about the core of KSP that will be available in the Early Access version of the game and also the Roadmap chapters that will slowly turn KSP2 into an improved version of KSP1 Interstellar (extended mod pack), we should really also talk about the other major branches the game has aquired over the years. So we have the following spin-off ideas: A: KSP2 (Interstellar, Near Future Tech) B: Realism (RO / RSS / RP) C: Warfare (BD Armory, multiplayer focused, FPS or RTS) D: Roleplay (a type of Kerbal RPG game, controlling a single character on missions, with IVA focus) E: Grand strategy / city builder (like a simulator game with focus on city building and resource / transport logistics overview) So basically Intercept could successfully create at least another 4 games in the Kerbal family tree, based on work done for KSP2. And I believe they would have great success for each particular niche. What do you guys think? Should it really only be left up to the modders or should these be actual spinoff games, nicely packaged, with their own identity? PS: There's also the trackmania / circuit racing / competitive flying focused idea but that I think can be done in regular KSP2. Nate during a podcast also talked about an "engine designer" extension to the game. PS2: I was thinking about D: Roleplay more along the lines of an RPG: controlling a kerbal avatar (third person), experiencing the game IVA/EVA and VR (first person), having diverse roles (actual pilot, scientist, engineer, medic, remote probe pilot, flight controller), interacting with other characters, having a campaign with missions, living in the Kerbal world, with a focus on lore.
  6. KSP is a space exploration game that allows players to relive their childhood dreams of flying through the stars. It's a sandbox game in which players create and manage spacecrafts from scratch. You can also download add-on packs that let you explore other parts of the solar system and even nearby star systems. Realism mods allow you to experience spaceflight in a way that's much more true to reality than computer games have been in the past. Realism mods add attributes to KSP that make it more like real space missions. Some common mods include real fuel and crew limits, accurate values for spacecrafts' mass, weight, and thrust; realistic orbital periods; realistic rendezvous and landing procedures; realistic weather variations; realistic interstellar travel capabilities; and realistic galactic map rendering. Implementing these mods makes your space missions much more authentic and challenging. Space exploration is an ongoing process that pushes humans closer to reaching the limit of our knowledge. For example, getting a human on the moon was a huge accomplishment, but now we're trying to get humans off of Earth. To do this, we need to develop spacecrafts that can withstand extreme conditions in outer space - including zero gravity, high temperatures and low air pressure. These spacecrafts need to travel great distances and return with samples from other planets. The crews who do these great deeds are very dedicated and often willing to risk their lives to achieve their goals. To experience this type of intense gameplay, you'll need several realism mods installed. Some players use KSP as a tool for exploring other career paths in engineering. For example, one user developed a modded mission where players controlled a rover instead of a spacecraft. This let players experience land-based exploration without any risk of injury or death. Other popular mods let players control ocean vessels like ships or submarines. You can also control aircrafts through suborbital or orbital flights with modded tutorials. There are many ways to add variety to your space missions- just look around KSP for inspiration! Overall space exploration is one of mankind's biggest accomplishments thus far in our history. Games like KSP help us relive childhood dreams of flying through the stars or exploring other parts of our galaxy. Thanks to mods, now anyone can enjoy realistic experiences like these without sacrificing playtime or immersion! Can I please have links to realistic mods please. thank you. your work is deeply appreciated!!!
  7. Hello guys, I've decided to include many realism mods in my current career playthrough and was wondering if any of you knew of any mods that make stock jet engines more realistic (you know, turbofans not magically becoming more efficient above Mach 1...)?
  8. This mod is meant to work in conjunction with real chatter which still works with 1.12.3, and is meant for RSS or you can use it for stock as well Lines will include Custom starship chatter and coms checks (voiced lines) Custom spaceX marbase eva, chatter and coms checks (voiced lines) Lunar eva and coms checks (voiced lines) Various chatter and coms checks (voiced lines) for moons of planets orbital chatter and coms checks (voiced lines) A whole bunch of new beeps, including the spacex com check beeps on the dragon real space x coms checks (non custom) Real nasa chatter and coms checks (non custom) Staticy sounding mars base chatter and coms checks (voiced lines) non staticy mars base chatter and coms checks (voiced lines) orbit chatter and coms checks (voiced lines) space station generic chatter and coms checks (voiced lines) and more!!!! Heres an example of a mars Eva that ive recorded for mars not exactly perfect (far from it) but i will be going over that as I polish the first release up. https://drive.google.com/file/d/1fzYmpLgX1h_dTpG9LOhPozJ7cSBKeRHa/view?usp=sharing also another one, spaceX com check https://drive.google.com/file/d/1Tj-EhRgnog-1aEjZRaqPlkCix48ItezU/view?usp=sharing I am the only one voicing them so far, I have recorded and edited 100+ lines so far, there a various methods of voice acting such as doing different accents, southern, midwestern, etc and I have changed the pitches of the voices along with adding static, communications breakups, etc to make them all diverse and less generic sounding. Future lines and plans will include chatter and coms checks (voiced lines) for all stock planets an moons 500+ lines More voice actors besides me (people that I know) which are in progrees with collaberating with me on onther mods. My release date is planned for less than 2 months away, around the end of june.
  9. Wernher's Old Stuff (WOS) Old rocket parts from the dawn of the rocket age, back during kerbals Komplete Konflict II. Wernher von Kerben's legacy. Old Aggregate rockets including those that were never built. For Kerbal Space Program. By zer0Kerbal, originally @TiktaalikDreaming adopted with express permission and brought to you by KerbSimpleCo Preamble by @TiktaalikDreaming See More Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) TweakScale Supports Either 3 Module Manager Module Manager /L Tags parts, config, flags, agency red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Tiktaalik for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  10. MARCH 2 ORBIT | Episode 01 | KSP RSS/RO/RP-1
  11. Downloads: Tech Tree Github | Kerbalism Support Github Useful Links: Mod Support | Planet Pack Support | Bug Reports Tech Tree Dependencies: B9PartSwitch, Bluedog Design Bureau, Community Resource Pack, Module Manager Kerbalism Support Dependencies: All above, plus KerbalismCore and HarmonyKSP Recommended Mods: See Mod Support Introduction I've been a KSP player for quite a while now, and have used a large amount of mods since I first started. There's been a lot of amazing tech trees released so far - CTT, Kiwi Tech Tree, Tetrix, and more, but for whatever reason none of them "clicked" for me. Part of this was due to the fact the Bluedog Design Bureau, one of my favorite mods, wasn't supported by most, and the rest was just due to differences in how I felt part unlocks should be balanced. For a while I just would fix this by writing custom patches for the already existing trees, but eventually, this past September, I decided it would be easier to just solve my concerns once and for all by creating my very own tree. Now, four months later, here we are! The Skyhawk Science System has been careful curated to support most of the current popular mods in a way which allows for a realistic, but still fun progression from sounding rockets to interstellar starships, and also, adds in a few mechanics to both increase realism and provide some interesting choices for players. What do I Get? Frequently Asked Questions: Bug Reporting: Credits: Licensing:
  12. (This is a sequel to my very unfinished America: 1951, which I lost motivation to do after only 2 years ingame) Prologue: Germany fell. Joint allied and Comintern occupation of Germany. Von Braun and his men were lucky. Why? They got to US forces as opposed to soviet forces. After a year or so, Von Braun was ready to become a rocket scientist again. The twist? He was now an American rocket scientist. The year is now 1946, January first. Now, it is in their hands. Will the soviets win the space race or will the Americans? The worlds fate was in their hands. And thus begins the tale. The tale of America: 1946.
  13. 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?
  14. 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.
  15. 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
  16. 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!
  17. 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?
  18. 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.
  19. What are the mods that add the most realism after RSS , RO and FAR ? And that don't suck that much resources.
  20. 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
  21. 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.
  22. 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
  23. 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 } } }
  24. 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?
  25. 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.
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