Jump to content

Search the Community

Showing results for tags 'realsolarsystem'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 8 results

  1. SMURFF: Simple Module adjUstments for Real-ish Fuel-mass Fractions For people who want real-ish fuel mass fractions without too much hassle. Formerly "Simple Mass adjUstments for Real-ish Fuel-mass Fractions." Features SMURFF is a Module Manager patch that reduces the dry masses of fuel tanks and engines and improves engine performance so that KSP rockets can have fuel mass fractions closer to what we make in the real world, without going into per-part configurations like e.g. Realism Overhaul. Most of a real rocket's structural strength comes from the fuel inside of it,
  2. Hi there, and welcome to the Real Enhancements development thread. This mod aims to continue and expand pozine and imkSushi's Real Solar System Expanded mod. I plan to incorperate and restore the majority of objects in the mod My aim is to create a modular experience, so people can download packages based on their interests and their ability. I know this seems ambitious (especially RealStars, that one is going to take a while) RESPOSITORY LINK (outdated): https://drive.google.com/drive/folders/1oCeqlZ4fBs6TNvnN0R57TMqhKbSBVzzO?usp=sharing Github: https://github.com/AR3
  3. my rss won't load because [LOG 19:21:57.291] Load(Texture): RSS-Textures/ArielBiomes [LOG 19:21:57.691] Load(Texture): RSS-Textures/ArielColor [LOG 19:21:57.747] Load(Texture): RSS-Textures/ArielHeight [LOG 19:21:58.436] Load(Texture): RSS-Textures/Ariel_NRM [LOG 19:21:58.636] Load(Texture): RSS-Textures/CallistoBiomes [LOG 19:21:58.821] Load(Texture): RSS-Textures/CallistoColor [LOG 19:21:59.023] Load(Texture): RSS-Textures/CallistoHeight [WRN 19:21:59.087] Texture load error in 'D:\KERBAL BG\Kerbal Space Program Breaking Ground\GameData\RSS-Textures\CallistoHeight.dds' [LOG 19:21:59.090]
  4. After a couple days of research and understanding the Real Solar System files, I've finally figured out how to change the date in RSS DateTimeFormatter. It's not too complicated and just takes a few minutes. The first thing you need to do is go into your Kerbal Space Program file (with your GameData and whatnot) and type into your file explorer's search bar, "persistent.sfs". Depending on how many saved games you already have, there will be the same number of these "persistent" files. Choose any because what this will do is going to affect all your saved games (if you don't want your othe
  5. I wrote a tutorial for running an Earth-Moon Shamrock Cycler using Kerbal Space. I used the RealSolarSystem package so this really is Earth-Moon, not Kerbin-Mun. Here are links to the Wiki page and video tutorial. I wrote this because when I become a space tourist I want to visit the Moon in the comfort of a big cycler cruise ship. Yes, I'm willing to wait a few years. Tutorial: Earth-Moon Aldrin Cycler - Kerbal Space Program Wiki youtube KSP Earth-Moon Aldrin Cycler tutorial The tutorials are based on the Shamrock cycler from Aldrin's recent paper: https://nt
  6. Hello everyone, I tried to make a rocket to reach orbit or sub-orbit (at least) in RSS but couldn't. So I just downloaded a Falcon 9 Dragon from somebody (I don't remember) and loaded it up. Liftoff starts well. After 2 and a half minutes (I think so) stage 1 were seperated But then, something went wrong. One of the tanks exploded a little which caused the whole ship to loose control. This forced me to abort the mission. I fired up the draco engines to reduce the speed of the capsule. Again, something went horribly wrong. The d
  7. Hello. I would like to ask if there's a calculator or a spreadsheet that can calculate all the things Alexmoon's Calculator does but for the RealSolarSystem. I would like a spreadsheet or an online tool, please. Because the calculators for KSP (e.g. Alexmoon's, Olex, etc) only work for stock KSP. I've tried abrhmsanchez's one but he doesn't have the Moon. Also, I would like to have the real names of the objects. Also, I would like it to have custom values. E.g. radius, gravity, possibility to add new bodies, in short, that you can modify everything in it. If someo
  8. Hey guys, Since yesterday I have been having issues with my KSP installation. First of all, I play RealismOverhaul, Real Solar System, Realistic Progression Zero, RemoteTech, and some other mods. (about 43 in total) The problem started yesterday, and was caused by, or at least coincided with, me installing the newest RealismOverhaul-Master from Github. When I use Mechjeb's auto-ascent to launch from Kourou (you know, the equatorial South-American base) into the Moon's plane, MJ rolls the rocket (even though 'Force Roll' is disabled) after launch, an
×
×
  • Create New...