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  1. 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
  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 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?
  3. 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
  4. 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.
  5. What are the mods that add the most realism after RSS , RO and FAR ? And that don't suck that much resources.
  6. 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
  7. 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 } } }
  8. 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
  9. 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:
  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. 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)
  14. 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.
  15. 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 not a mere parts add-on, it will eventually be a revamp of most of the stock game (well, except for the plane parts, which won't be affected too much). Among the major changes that are involved : > The rocket and space parts will be drastically replaced, altered or deleted, replacing the lego-style system with specific parts for each rocket and spacecraft type. Many will be modelled by me, but some existing stock and mod models will be used as well. They will not be 100% exact replicas, but generally simplified and close enough for the purposes of this project. > All rockets and spacecraft will be at (generally) 64% scale of the real ones. This means no standardized tank diameters and such, each will be at the proper 64% scale size. For example, the Soyuz parts are not 1.875m, but 1.72m for most; the Saturn V and Apollo CSM will be 6.4m, 4.23m and 2.5m (which already is 64% scale of the 3.9m Apollo). > Engines and fuel tanks/stages will use different fuel types, depending on what it used in reality. No one fuel type for everything. There will even be a separate fuel type for the jet engines, as well as for automotive engines. Ozidizer-Fuel ratios will also be different for various engine families and for different fuel types. > Reaction wheels will be removed from manned and unmanned spacecraft, as well as aircraft cockpits, and the standalone ones reduced in strength and restricted the late career/tech tree phase...if not removed entirely. RCS is what most spacecaft use or have used, and what will have to be used for attitude control and translation in this Simple Overhaul. The exceptions will be for certain kinds of space stations that used/use them in reality. > Launch pads and towers in simplified form will be included for some of the rockets, to make them seem even more real. > Surface attachment will be disabled for many parts, and the ones that normally are surface-attached will either be node-attached (e.g. solar panels), integrated into another part (like science instruments/experiments), or eliminated entirely. > The tech tree will be changed completely, replacing the typical generic-style tech nodes with ones for specific rockets, spacecraft and probes. > New custom resource and science definitions, and stock ones modified. > The stock solar system has been altered to one based on the real one (but not exactly), but still using the existing planet and moon assets. Kerbin now has a 24-hour rotation period, and alternate launch sites have been added, with the stock KSC site removed. * Change Log * > 0.01 Initial dev partial release. Soyuz-KG rocket and Soyuz-KMA spacecraft parts, along with a small sampling of the changes to the stock game. *** INSTALLATION INSTRUCTIONS *** *** IMPORTANT NOTE **** Do NOT use an existing save or craft file with the AlphaMensae Simple Overhaul. When completed, the full version WILL break saves and existing craft in various ways from minor (and possibly funny) to total carnage (not very funny). The initial release is mainly about the Soyuz, but there are some changes to existing stock stuff already implemented that could make for rude surprises. The AlphaMensae Simple Overhaul requires the use of some other mods in order to work. One of them, KSC Switcher, is included in the AlphaOverhaul.zip file; both 1.2.2 and 1.3.x versions are included. The other mods must be installed separately. 1. Download and install AlphaMensaeOverhaul: https://github.com/AlphaMensae/Simple-Overhaul-Project/files/1595546/AlphaOverhaul.zip Copy the AlphaOverhaul folder from the .zip into your KSP Gamedata folder. NOTE: If you want to use SSRSS, GPP or some other total-conversion planet pack, do not copy over the AlphaOverhaul/SolarSystem folder; use the planet pack's configs instead. 2. Select which version of KSC Switcher you want to use, either the 1.2.2 or 1.3.x one, and copy the folder to your Gamedata folder. 3. Download and install Kopernicus: https://github.com/Kopernicus/Kopernicus/releases 4. Download and install Sigma Dimensions: https://github.com/Sigma88/Sigma-Dimensions/releases 5. Other required mods that must be downloaded and installed: Module Manager (if not included elsewhere, absolutely needed above all else) Kerbal Joint Reinforcement (the Simple Overhaul is developed with KJR installed, no guarantee that it will work with the stock autostrutting) Modular Rocket Systems (for certain part models, may be eliminated in future versions) Space-Y Lifters (for certain part models) Discontinued Parts (strictly for the pre-1.0.5 Mk1 Cockpit) Community Tech Tree (for now, CTT needs to be installed) Take Command Continued (for the early career phase) MechJeb (the Mechjeb module is incorporated into certain spacecraft) While technically not a requirement, the use of Kerbal Engineer Redux is strongly recommended. This mod is being shared under the CC-BY-NC-SA license: http://creativecommons.org/licenses/by-nc-sa/4.0/ Notes: The intial scale for the solar system is stock scale; later on I will develop configs for other scales, and eventually a conversion for real-scale/10x. All the rockets in this mod are being designed to launch from the 24-hour day Kerbin that is part of the included solar system changes, as well as from non-equatorial launch sites. The delta-V needed to reach orbit from the stock-scale Kerbin is already ratther low that I feel getting a rotational boost is not needed. In addition, certain rockets (like the Soyuz and other Soviet/Russian ones) also are designed to launch from a specific launch site latitide. Hence, they will have more delta-V needed if launched from the stock Kerbin or some faster-rotating home planet like the SSRSS Earth or GPP Gael. The rockets are also designed for a single burn to orbit, without any of the usual stock coasting. This is done by keeping your time to apoapsis less than a minute, and when you reach your desired orbit altitude, pitch over so the time to apo starts decreasing, ideally reaching zero when your periapsis is at the desired altitude. The stock launch clamps and the pads/towers I make will have the generator in the "off" position, and must be manually switched on. This allows you to switch to internal power at a point in a countdown. My links: Twitch Youtube
  16. 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 directory (for example: GameData/SonicRealism). Cheers!
  17. "As we know the liquid engines in KSP can ignite for infinite times at any moment as you want, which seems a bit making life too easy." This words has been said ages ago by HoneyFox and i completely agree with him. But his mod has not been updated for ages, also behaviors has been broken by KSP version changes and i have decided to rewrite. All inner logic has been changed but functionality is about the same, according to my vision. Well. What this mod can? 1. Each engine have limited number of available ignitions. 2. Engines requires resources (hypergolic fluid) and ignitors (and also electricity) to be activated. The required amounts of consumables can be configured in CFG. (Example MM patch included, additional explanation see below). 3. If lack of ignitors or hypergolic fluid - ignition will fail. 4. Its functionality could be restored using reloading by kerbalEVA from additional containers (included in pack). 5. Simplified ullage simulation available. If it is on, fuel have two condition s: "stable" (while under gravitation or acceleration) and "unStable" (if weightlessness). For "unStable" state - you can specify a chance of succesfull ignition (0.2 or 20% in example). Better way - to have small special engines for fuel rebound (sit down) down and reignition in weightlessness. 6. Of course, here are unlimited consumables if you'll use Launch clamp. This way onboard resources will not be consumed on launch. (useless to my mind, but let it be) only standart configuration at the moment. But each engine could be configured as you want. Also, more configs for different mods will be provided soon. For example (in upcoming configs): low stage engines will have 1 ignitors and 1 hypergolicFluid (or nothing if launch clamp), upper stages engines should have about 4-8 ignitors and 2 units of hypergolicFluid onboard (so, if you'll need to restart it more times you forced to have hypergolicFluid tanks onboard), LF/OX thrusters should have a lot of ignitors and much less onboard (in engine local part) amount of hypergolicFluid. Mainly (for better playability), amount of hypergolicFluid must be significantly less than ignitors. And IgnitorToolbox must be in top tech nodes. This way in the first games stages we will have engines with limited and unchangeable numbers of ignitors (when we have relatively short flights) and limited hypergolicFluid. This will force gamers carefully select engines for mission. (of course, this this involves having nonstandart configs, and if, after short period of public testing, there will not be found awful errors, i'll provide it). Also, ignitors are using for counting engine usages. In other words - this are engine life duration. HypergolicFluid - just consumables. Config example @PART[*]:HAS[@MODULE[ModuleEngine*],!RESOURCE[SolidFuel]] { RESOURCE //engine must have resources onboard to ignite { name = HypergolicFluid amount = 4 maxAmount = 4 } MODULE { name = ModuleEngineIgnitor // do not touch ignitionsAvailable = 4 // how many attempts tou have without reloading. -1 for infinitive autoIgnitionTemperature = 800 //we can ignite without spending resources if temp is high enuff ignitorType = T1 // just a string name T1 - means type1 (1 unit of HypergolicFluid for ignition attempt). may be any. useUllageSimulation = true // ullage simulation true/false (on/off) chanceWhenUnstable = 0.2 //0-1 chache to ignite in weightlessness ECforIgnition = 20 // How many EC should be spent per ignition attempt IGNITOR_RESOURCE //main resource usage { name = HypergolicFluid amount = 1 } } } Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager
  18. 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 them all (most of them), and add a teeny tiny bit of immersion. As a nice side effect, all companies can be selected as 'mission flag' and might even appear in mission control, offering explosion. In short: An agency framework for RealismOverhaul. Agencies currently available: Army Ballisic Missile Agency (ABMA) Aerojet Aerojet-Rocketdyne Airbus Airbus Defence & Space Ames Research Center Applied Physics Lab ArianeGroup Arianespace ATK BAE Systems Bell Aircraft Bendix Aviation Bigelow Aerospace Blue Origin Boeing Boeing IDS Bosch Bristol Siddeley California Institute of Technology (CalTech) China Acedemy of Launch Vehicle Technology (CALT) Chrysler Convair Daimler-Benz Delco Electronics Douglas Dynetics EADS EADS Astrium European Space Agency (ESA) General Electric Aviation General Electric Godrej Grumman Hercules Honeywell Hughes HVA Peenemünde IBM IHI Aerospace International Launch Services (ILS) Indian Space Research Organisation (ISRO) Information Satellite Systems Reshetnev (ISSR) Italian Space Agency (ASI) Jet Propulsion Lab (JPL) KB Khimavtomatika KB KhimMash KB Yuzhnoye Khrunichev Krasmash L3 Electron Devices (L3 EDD) Lockheed Lockheed Martin Los Alamos National Laboratory (LANL) Martin USA Martin Marietta Marquardt Corporation Massachusetts Institute of Technology (MIT) Matra Marconi Space (Matra) McDonnell McDonnell Douglas MDA Space Missions Mitsubishi Mittelwerk GmbH Moog MT Aerospace NASA North American Aviation (NAA) North American Rockwell Space Division (NAR) Northrop Grumman NPO Almaz NPO Energomash NPO Lavochkin NPO Mashinostroyeniya OKB-1 Orbital ATK Orbital Sciences PA Polyot PA Yuzhmash Pratt & Whitney Raytheon RKK Energia RocketLab Rocketdyne Rockwell International Rolls-Royce Roscosmos RUAG Space Safran Siemens Snecma SNTK Kuznetsov SpaceX Teledyne Technologies Thales Alenia Space Thiokol TsSKB-Progress United Launch Alliance (ULA) United Technologies U.S. Department Of Energy (DOE) U.S. Naval Research Laboratory (NRL) Voronezh Mechanical Plant Features no "code" so far, only configs and pictures. The indiviual logos were taken from wikipedia entries, I merely resized and cropped them and made them transparent, where applicable. The descriptive texts are just cleaned up versions of the very first few lines from their wikipedia entries. The 'mentalities' are rather arbitrarily chosen, please feel free to point out funky business. Some of the rather intricately detailed logos have pretty washed out downscaled versions, my apologies, I have only paint.net and might have not always chosen the wisest of sources and scalings^^ Media: (North American Rockwell Space division) (NPO Energomash) (Rocketdyne.) WIP: - Localization for KSP 1.3.0... (wip) - Proper configuration of mentalities... (wip) - Addon Version Checker (AVC) support - Module Manager (MM) patch for conformal RealismOverhaul manufacturer entries (obsolete) - Fix file structure in download archive (done) - Very unlikely, but one never knows, a module that, according to the current ingame calender date and pre configured timeline tags in the partconfigs, changes manufacturer tags on individual parts, as well as enabling and disabling certain manufacturers and/or locking/unlocking of individual parts. Some funny simulation of company takeovers, fusion, conglomeration, disbandment, transformation, LosTech, mostly for people that like 'historic' playthroughs. Example: Soviet Union era OKBs get disabled on 26 September 1991, discontinued rocket parts get disabled, continued rocket parts have a new manufacturer. Or Martin Marietta and Lockheed becoming Lockheed Martin, all parts from the former two companies can now be found in the new company. Why? Huh... Sounds funny. But no priority, just a thought. Support: - SpaceDock - CKAN (implemented through SpaceDock, dunno if works properly) - If you find anything suspicious, malicious, devious, obnoxious or insidious, please don't hesitate and post any bugs here. - If you have suggestions regarding more agencies, dosn't hesitate, just tell which one you'd like to have. I'll wait until I have another batch to add (not too long) and make a new release. - If you happen to be the owner of a company in this mod and are very unfond of finding your awesome logo in this awesome game stuffed with awseome mods, please tell, I shalt remove thee^^ - If you want to participate in any way, feel free to participate, just poke me with an ad-equate poking stick. Dependencies: - Probably Module Manager, dunno^^ Intalling instructions: Download the *.zip (or *.rar) file from GitHub or SpaceDock, open it up, and extract the "RealAgenciesCollection" folder it into your "KSP\Gamedata\..." folder. Or use CKAN. RealAgenciesCollection v1.0.4 Download from GitHub Download from SpaceDock License: GPL-3.0 Changelog: v1.0.4 v1.0.3 v1.0.2 Credits: To aaaalll my friends! Wait... wrong movie^^ Credits go to all respective companies and their logo-designers, to all involved contributors on wikipedia, to the entire RealismOverhaul team and to TiktaalikDreaming for providing the 'North Amercan Rockwell Space Division' logo. Detailed credits on the logos can be found inside the credits.txt file in the download.
  19. 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
  20. 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 what it can be? Of course, Squad provides us with the results of their hard work and we appreciate what they give us, but there are many of us that are left wanting more. Perhaps we feel that the game should be more realistic, and thus we want more mods like FAR, DRE, RemoteTech, and Kerbalism. Or maybe we feel that our dreams cannot be fulfilled by the limited collection of parts, so we yearn for more parts. Whatever the reason, there are many who are left wanting more. And that is where this thread comes in. So, please, don't hold back, and tell me what you all would love to see. My main area is in 3D Modeling, with a little basic programming under my belt. What I don't know, I am willing to learn, so even if it seems complex, I will try my darndest at making it happen. Thank you for your time, and I can't wait to see what my fellow members of the KSP community have to say regarding this subject!
  21. 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 avoid the problems that would occur with signals taking multiple hours to get around the Kerbol system, you could act like the signals still do travel much faster than the speed of light in our universe, or just do something like add one second each time the signal has to change sphere-of-influence on its way from a manned ship to the unmanned vessel you are controlling. Or, you could input some controls, then hit a button to carry out what you input to simulate having to wait a while for the signals to reach the target. I mean, yeah, the assumption is that most unmanned KSP vessels have an onboard AI that operates them to a partial extent, but sending of actual commands should realistically take time and add to the challenge, right? Speaking of challenges, I could totally see there being challenges to launch a rocket to the mun and back with something like 2-3 seconds of input lag or something the whole way. Much crashing I imagine.
  22. Ever use remotetech, and then sling your space probe out to space, not realizing that your antenna power drain is just slightly more than your power output? Ever wish you could shutdown your antenna while your batteries recharge, and have it activate when they're replenished? Wish no longer! With Antenna Power Saver (or APS), you can do just that. Simply add a remotetech antenna, adjust your min and max sliders, and enable "Auto Power Save". Download: Github View the Source cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin. Changelog:
  23. Is there a way to create a coolant resource mod that makes radiators require it (losing effectiveness without it [maybe dissipation times percentage of coolant in the system]), and leaks if hit (BDA) or damaged (KerbalKrashSystem) or randomly leak from DangIt. Ideally, 2 resources (coolant and hot coolant) and coolant lines (redone fuel lines is fine), that can also leak, with engines converting coolant into hot coolant, cooling it down in the process, whilst radiators turn hot coolant into normal 'cold' coolant. This is for my WW2 and Korean War reenactments for better engine damage Bonus points for oil/coolant differentiation, or coolant leak effects (toned down and recoloured jet exhaust textures?) For KSP 1.2 and above please
  24. RealisticComponents Suite is a collection of small mods for KSP 1.2.2; the aim is to provide parts that look like the real ones. I make them in my spare time and, since I am usually quite busy, it takes a VERY LONG time to see them growing... I'm very sorry! Be patient, please Tested parts are highlighted in green. Parts with issues are highlighted in yellow. Parts to do are highlighted in red. All textures are currently in .png format, and very simple handmade ones. I am planning to convert them into the .dds format in future versions. Top: 4 m HGA. Bottom, from left to right: conical LGA, horn LGA, GPHS, MMRTG, ASRG Up to now, the largest mod is RTGs, a collection of replicas of radioisotope thermoelectric generators, mainly from the US space programs; these RTGs have been already implemented: MMRTG (Multi-Mission Radioisotope Thermoelectric Generator); GPHS (General Purpose Heat Source); ASRG (Advanced Stirling Radioisotope Generator); MHW (MultiHundred Watt); SNAP-3B (Systems for Nuclear Auxiliary Power - 3B); SNAP-9A (Systems for Nuclear Auxiliary Power - 9A); SNAP-19 (Systems for Nuclear Auxiliary Power - 19); SNAP-27 (Systems for Nuclear Auxiliary Power - 27). Now complete with RO configs! These space nuclear reactors are still to implement: SNAP-10A; BES-5. You can download RTGs on GitHub. Another mod - still to heavily improve and fix - is ChemEngines, a collection of chemical engines (solid, liquid, and hybrid) that are based on RealFuels by NathanKell. I am currently working on these engines: Aerojet Rocketdyne HiPAT thruster (MMH/NTO); Aerojet Rocketdyne R-4D thruster (MMH/NTO); AAO hybrid rocket (a LOX/HTPB design I have been working on in my university class). More engines will follow. You can download ChemEngines on Github. The last mod is Antennas, dedicated to various kinds of space antennas - high gain, medium gain, and low gain. There are currently these working antennas: 4m High Gain Antenna; Conical Low Gain Antenna; Horn Low Gain Antenna. Again, their performances are currently equal to those of the stock antennas. Improvements will come in the future. You can download Antennas on Github. Again, be patient and... stay tuned! This work is released under a MIT license.
  25. Hello everyone! Recently I thought about realism mods in KSP and I think I got the idea not yet covered by any of mods. Because you know, dust on solar panel can be an issue if you don't have Mark Kerman to blow the dust away... As far as I remember, it can be real problem for solar powered unmanned rovers... What do you think. Could be nice to have KIS item (pressurized gas tank) to clean up solar panel on landed bases/rovers and so on?
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