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  1. 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:
  2. 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?
  3. 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.
  4. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  5. 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)
  6. 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.
  7. 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
  8. 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!
  9. "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
  10. Realistic Remodel is a Kopernicus Mod that makes the Kerbal solar system more like the real solar System. It rearranges the planets and changes the system almost completely. Changes to the Solar System: All planets and moons have had their orbital and physical characteristics changes to be more similar their real life counterpart. Some bodies have been moved completely to take the place of a real world object. (Ex: Minmus now orbits Eeloo, Ike now orbits Jool, Gilly and Bop now orbit Duna) The entire solar system is on a ~20 degree tilt to simulate axial tilt for Kerbin. (RSS does this too) For an in depth description of the the changes to each body, please consult the captions in the spoiler. Color changes: Some bodies (Marcx, Jool, Sarnus, and Niedon) have had their colors changed to be more similar with their real-life counterpart. I hope to add more color changes as time . OPM Support: If you have OPM installed, all the changes listed above will occur to the OPM planets and moons Plock and Karen are now the analogs for Pluto and Charon, and Eeloo and Minmus now orbit sarnus. Hale and Ovok are now dwarf planets. RemoteTech and KSCSwitcher: If added configs for both RemoteTech and KSCSwitcher. With these two mods you will have a ground station network covering the entire planet that will be able to reach to Plock and beyond. You will also have multiple launch site to launch from, including one that's (almost) on the equator for keosycronous sats and one near the north pole for polar sats. Scaling: In the settings.cfg there is a parameter called scale, that will determine how bit the solar system is. 1 is stock scale and 10 is RSS scale. I don't advise going too far beyond 10 or below 1. Since RemoteTech has trouble with scaling, I've included multiple different RemoteTech configs, 1x, 2x, 4x, 5x, 8x, and 10x. You can switch between each one in he "Presets" tab of the RemoteTech menu. Planets (Very Picture Heavy): This mod requires Kopernicus and Sigma Dimensions to work. It is highly recommended that you install OPM to complete the Solar System. SpaceDock Download Github Releases (Changelog is here too) Source Code Here License Here Todo list: Change colors of planets. (Partly...) Different scales. (x2.5, x5, x7.5, x10) Add compatibility for more mods. (Partly...) Update this thread with some of the colors... P.S: This is my first mod, so I'm new to a lot of this stuff.
  11. 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.
  12. 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
  13. 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!
  14. 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 really appreciate if someone could tell me exactly which folders I need and where for this to work as I'm really confused. Feel free to ask me for any ingame screenshots or my Gamedata directory if you need to. EDIT: its version 1.1.3, not 1.2
  15. 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.
  16. 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:
  17. 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
  18. 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.
  19. 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?
  20. What mods should I use to make KSP as beautiful and realistic looking as possible.
  21. Does anyone here play any of the Combat Mission games? I just got into them, so I'd like to hear your experiences about them.
  22. Hey guys, so I was looking at a beautifull sight on earth in KSP, and just say the clouds miles away, curving round our planet. And that made me wondering, in KSP it looks like you can like infinity far in atmosphere. Not the vessels, unless you install distant object enhancements, but clouds and terrain. In the stock game it doesn't really matter that much because you're on your tiny planet, but in RSS I think it would be a really good improvement if there is a fog in the atmosphere. Just like in real life. That everything eventually 'blends' into the atmosphere. Not the sharp lines of a planet that you get in ksp, even with scatterer, like this: But if it could be more like this: If the mod is possible to make, I think it the most logic way to make the fog disapear in the same ratio is the dense of athmosphere does. Let me know what you guys think
  23. This is a small plugin with a singular purpose: as the air around your ship gets less and less dense, your audio is muffled, until it's nothing more than a deep bass rumble. There's a config file included with the plugin - currently used to toggle its functionality on and off, and to activate debug mode (which spits out a bunch of info to the console as it does its thing). Known issues: ALL audio is muffled, not a thing I can do about that. Unity's audio system is currently unfortunately quite limited. Also, if your audio system has poor bass response, you won't be able to hear much of anything when it's muffled. Note, Jan 31 '16: With Unity 5 and its new audio system on the way it might become possible to be more selective about what muffler mutes, but this all depends on how Squad has laid the audio out internally. But I don't think I'll be the one to do this. If 1.1 turns out to be the update that finally kills Muffler, I think I'll pass the torch to anyone else who wants it. Download from SpaceDock Download Source Licensed under CC-BY http://creativecommons.org/licenses/by/4.0/ Please let me know of any problems you find, and I'll do what I can.
  24. Hi KSP! I wanted to say that the aerodynamics are quite advanced, very beautifully and awesomely made! but I can't support it none the less. for two reasons: 1. "Monoplanes produce more lift than for example triplanes, having less wing bodies. that is because triplanes have wings that are so close together that their aerodynamics mix (don't have enough space)" (That is what they thought me on school) So the problem here is: In Kerbal Space Program you can cheat by putting wing(s) in each other and producing more lift, for example. You see that often in large or unrealistic crafts. If this isn't the case anymore (in 1.2) I will be very happy! And I wonder if I ask something very complicated. But for me it ruined my motivation to make aircrafts in KSP. 2. There are no proceduraly generated wings, if not using mods. This limits imagination and options drastically. PS. I really love KSP! I want to thank everyone very much for making such an awesome game!! PPS. You could check the "Gabe Flags" I made ...
  25. Hello world! We all love kerbal space program (why would I be writing on the forums?) and with the new KerbNet and satellite network feature, I was thinking that maybe the whole tech tree should be refurbished in a little bit more of a realistic way. Probes for example should be unlock able FIRST, along with cheap solar panels and antennae. Then, after collecting science, and unlock new parts, manned space flight comes after that. Another thing would be that certain parts unlock when you do certain science experiments. Say you do a butt load of experiments around Kerbol, since Kerbol is very radioactive, you learn how to make the 'Nerva' engine. Get the point? Also maybe (this is more of an extra suggestion that doesn't matter if it isn't in the game) craftable parts. It could work so along with regular parts you unlock components, and with these components you can build custom parts with custom names. Just a suggestion, I love kerbal space program, and although I am not personally working on it, I want it to do well. sincerely, stelum
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