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  1. 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 Configuratio
  2. 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 avio
  3. 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 s
  4. What are the mods that add the most realism after RSS , RO and FAR ? And that don't suck that much resources.
  5. Hi, we received a redundant pull request to add another copy of this mod to CKAN. https://github.com/KSP-CKAN/NetKAN/pull/8148 You don't need to do that, everything works fine if you upload new releases to the original mod. https://spacedock.info/mod/2524/HumanStuff This extra copy should probably be deleted: https://spacedock.info/mod/2529
  6. 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 &
  7. HumanStuff This OP "reads poorly" & "looks scary", needs update.... Basically if a version "Texture Replacer" works on your KSP version SO WILL THIS, its easy/simple to use...but I have an "info over-provide" issue, I will edit it to a CLEAN/SHORT OP soon NOW 337MB from 1.4GB (see change log, namely @ v1.3.1) A (Slightly More) Realistic Spacesuits, Heads & Staff. For KSP v1.7.3 & UP (should work KSP v1.5+, see note) NEEDS (as a "Dependency") TextureReplacer Intended & Suggested For The Realism Overhaul, RealSolarSystem, & RP-1 Realistic Progression O
  8. 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
  9. 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
  10. 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?
  11. 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.
  12. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  13. 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 (M
  14. 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)
  15. 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.
  16. 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
  17. Tired of the stock silliness, but Realism Overhaul is just too much? Wish there was something in-between that kept some of the stock style but didn't require 50+ mods and 15,000+ Module Manager patches? If you feel that way, then this mod is for you. This is my project to remake the rocket and spacecraft side of KSP to use real-life rockets, spacecraft and probes from the past, present and future, along with elements of realism, but without all the massive complexity, mod requirements and high patch count of Realism Overhaul (which is awesome, but can be simply TOO much). This is n
  18. Modifies the in-flight sound to be more realistic: Makes the amplitude what an actual comoving listener would hear at the position of the camera — if the craft is supersonic, you will not hear any sound outside the shock cone, and will hear louder close to the shock Mutes the sound by atmospheric density — the thinner the air, the quieter the sound Has no effect in IVA mode I was using Atmospheric Sound Enhancement, but it not works with latest KSP, ergo Sonic Realism. Code Download MIT License To use, copy SonicRealism.dll somewhere into your GameData
  19. 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
  20. Real Agencies Collection v1.0.4 - for KSP 1.2.2 About: The Real Agencies Collection is not a real mod, it is just a small framework, a collection of real world companies, inlcuding their logos and some basic information, configured into KSP-agencies, so parts from realistic-ish-esque-alike mods, that have a matching manufacturer tag, will show up in their respective manufacturer categories in the VAB, with neat logos. I've selected original, as well as fused companies and consortiums, from the pioneering times to the modern world of rocketry and aeronautics, just to have
  21. Hello, and this is my first mod, Realistic Heat Managment. Currently, it only adds new heat shield resources, but new features, like planets radiating heat, are on the way! Download: Click Here Dependencies: Module Manager License: MIT Source Code
  22. Right, so I can't get any engine plumes in my modded KSP 1.2 install which I have kept for realism overhaul with real solar system. So basically, there's no engine smoke/exhaust or plume and that's pretty much it. I hope someone can guide me on what I need to make them work. I first had RealPlume put in my Gamedata folder and then I tried putting the realplume configs in the Realism Overhaul folder into the Gamedata folder itself with no luck. Also I do have smokescreen installed and I have also tried keeping the RealPlume_stockconfig something folder in Gamedata as well. I would r
  23. 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 wi
  24. Hey there, KSP community! I posted a couple years ago a thread regarding my desire to create probe parts, as I felt probes in KSP were desperately lacking the love they deserve. Unfortunately, despite the kind words and encouraging comments, the process quickly overwhelmed me, as I was unsure how to process with the mod-creation process, and my texture work leaves alot to be desired. Well, that was two years ago, and now I ask all of you a seemingly simple question: which areas of the game do you believe need improving upon; what niche or niches need to be filled to make the game more of
  25. This is just a funny idea I had, but what if you had a mod that you could toggle on and off while on a mission. When toggled on, it would purposely add a user-defined number of seconds of input lag. It does take time for signals to move the sorts of distances involved in space after all (from Earth to the Moon is what, about a second?) If you wanted to make it a more automated "challenge" mod, rather than a just-for-fun thing you toggle, you could have it add some amount of time for any vessel in a sphere of influence without a manned vessel it can connect to. Naturally, to avo
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