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About me



  1. As RSS, KSRSS is a mod intended to transform the stock solar system into the real solar system, but at stock size, with the objective to let you explore the solar system without many mods necessary in a RSS save. Also, we worked hard to make every body of the system pretty and unique. For example, with KSRSS, you can find dust storms on Mars, geysers on Enceladus, snow at the pole of the Earth and many other things. New feature in 0.7 : Contract Pack ! A contract pack is now included in KSRSS. They replace the stock exploration contracts. You need Contract Configurator or the contracts won’t appear. A “Probe before kerbal” tech tree is highly recommended. Here are some of our recommendations : SIMPLEX Tech Tree TETRIX Tech Tree Kiwi Tech Tree Probes Before Crew Pics DragonFly on Titan by @Zarbon44: DV Map Size x1 (default) Size 2.5x Installation and Download Soon Recommended mods Kronometer - Fix the ingame clock so one year = one actual year. Also fixes the day definition in x2.5. CapeKanaveral - Adds Cape Canaveral in KSRSS. ONLY FOR x2.5 KSRSS. BetterTimeWarp - Warp faster Compatible mods KSRSS is compatible with: CRP RationalResources FAR Kerbalism KopernicusExpansion (footprints) DistantObjectEnhancement PlanetShine KSC-Switcher Kerbalism RemoteTech FinalFrontier ResearchBodies Scatterer EVE SigmaBinary KSCExtended FAQ Q: I want Pluto and Charon to be a binary system. A : Install Sigma Binary. Q: Is this a continuation of SSRSS? A: It’s not. The idea is the same, but SSRSS is a rescale of RSS. KSRSS is a completely independent mod. Q: Are you looking for translators? A: We are! Currently, KSRSS is available in English and in French. The Chinese translation is incomplete, and we are missing the other languages. If you want to help with translation, join our discord : https://discord.gg/DDENnkn Q: I found a bug, how do I report it? A: Post a message in this thread with: a screenshot of the problem (if applicable), a screenshot of your GameData folder, your KSP version and your KSP.log (you can find it in your KSP folder) Do not paste the KSP.log here, upload the file to a sharing service (Google Drive, Dropbox, …) and send the link here. Make sure the link is public. KSRSS is made by : Tony48 Kierra Fitz Natsukira Invaderchaos With contributions by : Rezza CapCom KerbalSpaceChallenge XCM42-Orion Special Thanks : sDaZe and Galileo - For creating and maintaining SSRSS, the first mod to make a stock scaled real solar system in KSP, and what inspired us to make KSRSS. Gameslinx - For developing Parallax and helping us with the configs RTB, prestja, Thomas P and other Kopernicus contributors - For making planet modding possible NathanKell and the RSS Team - For making RSS and the textures we are using for KSRSS. License and legal stuff Source code : https://gitlab.com/ksrss/KSRSS/-/tree/megapack
  2. A Brand New Series… Part Tutorial, Part Let’s Play, it is A Very Basic Space Program
  3. ( This is my first thread BTW ) In this thread I'll post a mission in a while ( as exams are approaching ) , From the start of the space center , the first orbital launch , The moon , mars and beyond. Note : The names of the rockets are in Arabic but written in English , like : Qamar : Moon Marikh : Mars Timsah : Alligator ( It's a bit strange as my name bank is going bankrupt ) Al-nisr : The eagle Al-Zahif : The crawler Other names will be added once the mission planning start. All my rockets : Awake 1 ( super-fast satellite launcher ) , Awake 1 heavy ( slightly discontinued ) , Awake 2 ( this was a complete failure ) , Qamar 1 (moon rocket , failed for structural problem) , Qamar 2 , Qamar 2 ? There wasn't even a design about it There is now but it's still under contruction , Qamar 3 ( moon rocket , failed because the second stage engine was insufficient ) Qamar 4 ( moon rocket , pending launch ) Planned : Qamar 5 Crew block 1 , Qamar 5 crew block 2 , Qamar 5 crew block 3 , Qamar 5 cargo block 1 , Qamar 5 cargo block 2 , Marikh 1 ( a mars transport rocket , for rovers and stuff ) , Awake 1 crew
  4. R E A L I S M O V E R H A U L Intention: Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. Some of the most signfiicant changes include: Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage. Pods are as large as their real-life counterparts and weigh what they should. Propellant tanks have correct dry mass ratios. Solar panels don't produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren't magically powerful anymore (though they still don't require momentum dumping). _________________________________________________________________________________________________________________________________________________ Contributors to Realism Overhaul: A1Ch1, Raidernick, james3838, camlost, JandCandO, Sarbian, marcelocoelhorodrigues, NathanKell, hattivat, batuhan, Ravenchant, bax-, advice-dawgg, jean400, RedAV8R, jedi95, MedievalNerd, regex, Felger, Temeter, Replica17, veskenapper, ferram4, leudaimon, BevolJ, RezzyD, Agathorn, TheKosmonaut, TheVoid2, Theysen, Phredward, ChrisPBacon, Kibbick, Niemand303, AlimOncul, AjentK, pjf, rocketscience, John-Long-Silver, doktorjet, Ippo343, Dragon01, Probus, BryceSchroeder, Bsd0, asmi, Starman4308, stratochief66, StupidChris, OvidHamburg, awang, winged, rsparkyc, PhineasFreak, Zarbizaure, JoseEduardo, ctiberious, SirKeplan, Schnobs, pap1723, ec429, assassinacc, AntiClockwisePropeller, AlphaMike741, olympic1 _________________________________________________________________________________________________________________________________________________ RealismOverhaul Wiki P Installation In the current state of the mod's development and future, accurate and proofed-to-be-working installation instructions can be found here: Installation Guide You can ignore the RP-1 part later on that page, if you do not intend to play a career mode. Support No support is granted without providing logs and easy to follow reproduction steps. Also make sure to drop by the official discord server where active users can provide help! https://discord.gg/ZGbR6nv Legacy / Manual Installation (expand) _________________________________________________________________________________________________________________________________________________ D O W N L O A D (1.10) Source Changelog _________________________________________________________________________________________________________________________________________________ Career Mode - Realistic Progression One: If you are interested to take Realism Overhaul to a whole different level of playing KSP, you might be interested in the accompanying suite of mods. It integrates a completely new career system tailored for an early realistic space race and spreading into the modern ages - all at your own imagination and approach. The working installation instructions can be found on the GitHub wiki page. This mod was created by NathanKell and RedAV8R, Contributions by many others. If you were missed in the contributors list at the top of the post, PM Theysen and he'll add you).
  5. The first systematic approach at solar system expansion using KSP as a simulator. projekt inspiRE will release soon™; featuring soundbites from Isaac Arthur, nuclear expansion and tension, and advanced propulsion concepts/technologies. Featuring Artemis III (2022 version) and other NASA concepts; from the return to the moon to the settling of post-humans on Proxima Centauri b. Beginning in the summer of 2020, this project was conceptualized, and since then, has gone through 5 major revisions. Throughout those revisions, realism has been added and the goals of the project have been refined: this project features full RSS/RO (Real Solar System and Realism Overhaul). Not only are future propulsion concepts realized, but also future power sources and the ways to manage their heat are explored in depth. Thanks to publicly available NASA presentations and the Atomic Rockets website by Winchell Chung, nearly two years of research was compiled into the project. Obviously, presenting all this research only scratches the surface of what I’ve covered, so I encourage you to explore the websites below. Atomic Rockets - http://www.projectrho.com/public_html/rocket/ NASA Artemis - https://www.nasa.gov/artemisprogram As of May 1st, 2022, the project is still in development as I wait for an update to the Superheavy Booster 7 and as finals comes crunching down. I'm also applying for a NASA internship on top of this, so the project will take less importance. I plan on using this thread to talk a little about the research I've been doing in the past year and why I am doing this project instead of being 100% sane (lol). The amount of work I have put into this project shows when some of the scenes blur the lines between reality and simulation; the storyboard Word doc has over 8,000 words and I'm not finished. I'm using this thread to both 1.) make myself accountable and finish the thing already, and 2.) showcase what I have already made to the community without spoiling the project. Trailer has already dropped:
  6. prolemasses (NASA's Waterloo): The Japanese economy, which had been the second largest in the world, crashed in late 1991. The popping of the bubble would lead to a rapid decline in the Japanese economy, and would lead to the 90s being referred to as “the lost decade” in Japan. As a result of harsh economic realities, to save money, the Japanese space program's budget would be slashed. Part of this involved shelving the manned spacecraft, and delaying Hayabusa. NASDA would be put through the ringer, jumping through hoops to keep the program afloat. TimothyC (Boldly Going): The economic impacts of the Japanese bubble in the 1980s have taken decades to shake out IOTL, and would generally do the same here. In short, even with an earlier station capability, we the authors have serious doubts that NASDA/JAXA will do anything substantively different than they did OTL. e of p (Eyes Turned Skyward): ...after almost a decade of dreams shattered by the unexpected financial upset which had broken the Japanese economy, JAXA was becoming more comfortable making its plans based on following where the US was willing to lead. In response to the Japanese economy and space program losing its ambitions in almost every modern timeline, an alien space bat decided to give the Japan Aerospace Exploration Agency (JAXA) an unlimited budget and resources for space development. The agency thus became known as JAXA+. The early 2020s saw the debut of the H-Z, a super-heavy launch vehicle capable of carrying 285-485 tonnes to low Earth orbit or 75-150 tonnes to the Moon or an escape trajectory, surpassing rockets such as SLS or Starship. This rocket would enable single-launch space stations and lunar bases, as well as the construction of massive crewed interplanetary missions. It was designated "Z" as it was the ultimate letter. H-Z is an upscaled version of their previous H3 and H-IIA/B rockets, following the pattern of a core stage + upper stage fueled by liquid hydrogen/oxygen, which is surrounded by 2 or 4 monolithic solid rocket boosters. This time, JAXA+ borrowed decades-old plans by Aerojet for the M-1 and AJ-260, the largest liquid and solid rocket engines ever tested. The H-Z first stage uses nine M-1s (manufactured by Mitsubishi Heavy Industries as the "LE-Z") on the first stage and zero to four AJ-260 boosters (renamed "SRB-Z" and built by Ishikawajima-Harima Heavy Industries), with one vacuum-optimized LE-Z on the second stage. (Starship render by The Everyday Astronaut) Launch of VEP-Z (Vehicle Evaluation Payload) from Tanegashima Space Center
  7. "Turning KSP into Orbiter since May 2020" So I'm posting this since some users thought it was really cool and wanted to play with it. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Download: https://github.com/Katniss218/KatnisssCapeCanaveral/releases/tag/1.2.2 (copy-paste everything into the game-data and replace existing files) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Da big list of disclaimers, info and trivia, etc: Requires Module Manager Requires Kerbal Konstructs for the LC39A/B launchpads. RSS-Textures (RSS) should be installed beforehand otherwise it will override the modified heightmap (and make visual glitches!). The mod (custom heightmap) ONLY compatible with the new textures (16bpp). RSS-Textures 18.2+ required! Seems that having KSCSwitcher makes the camera go underground (makes the screen black) - zoom out (scroll wheel) for a temporary "fix". This mod moves the KSC (and us_cape_canaveral in KSCSwitcher) and therefore might conflict with your other KK statics (I think it only affects ungrouped objects). Contains an 8k color & normal maps for the main mesh and 4k color & normal maps for LC39. Textures based off of Google satellite imagery (free for non-commercial use). Install Omega's Stockalike Structures (OSSNTR) to get a real VAB. This mod also contains Uranus rings (separate files, so if you don't want it, just delete it). Shuttle Runway comes with a collider, the rest of the cape does not. It's not 100% complete, and with me being me, it probably won't ever be, therefore it's a release already Cape mesh contains about ~19k manually placed vertices (37k + 2*24k triangles in total). I can't really verify compatibility with RP-0/RP-1 - LC39 should allow practically unlimited mass, size, etc, and cost $0, because balance! I don't know what I'm doing. D: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Video featuring Katniss's Cape Canaveral: Screenshots: (Saturn parts and LUT not included, also featuring "EngineLightRelitKatnissified")
  8. Real Scale Sea Dragon - Parts Pack Realistically scaled Sea Dragon rocket --------------------------------------------------------------------- NOTE: This is still an alpha/beta development project. New parts are still being added, and things can and will change! --------------------------------------------------------------------- Required Dependencies: Module Manager Hangar Extender Highly Recommended: QuickSearch (you can just type "dragon" to quickly find the parts) Kerbal Joint Reinforcement (big parts = big flexing?) Real Solar System FAR --------------------------------------------------------------------- Installation: Simply copy the "RSSeaDragon" folder into your GameData folder. If upgrading from a previous version, be sure to delete the old one from GameData first (this is the cleanest option). --------------------------------------------------------------------- NOTE: These rocket parts ARE NOT stock balanced! They're using the real world mass ratios, thrusts, ISPs, dry weights, and so on. They will certainly WORK in stock, just with severe overkill. SECOND NOTE: This is still in alpha/beta development. Parts are still being added, and things can and will change! --------------------------------------------------------------------- Design Notes: Primarily meant for use with RSS or other large scale Kerbins, however you can certainly fly this in an otherwise stock game. In stock, it will be ridiculously overkill, but since it's a bit of an overkill solution anyway, that's part of the fun, right? Known Issue: Fairing "confetti" is rather deadly. KSP 1.1 should allow us to eject it further. Known issue: Steering authority in upper stage is weak. Already artificially inflated though! (should be worse!) Currently doesn't have a set of ballast tanks for water launches. This will be looked into, but it's unclear how well it will work, until experimenting. To-Do List: Ballast tanks for sea launches (works in testing, tank model coming soon). Larger smoke trail for first stage (completed for 0.2). Extending second-stage engine bell. Primary design diagram used: --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- curse.com (soon) -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log: 0.3.4 (2016-07-12) - Tweak. - Slightly increased heat tolerance of first stage parts. 0.3.3 (2016-05-11) - Minor hotfix. - Corrected staging problems in sample rockets. 0.3.2 (2016-04-22) - Tweaks. - Added collider setting for procedural fairing base. - Adjusted tech node to play more nicely with Real Scale Boosters. 0.3.1 (2016-04-03) - KSP 1.1 Hotfix (1.0.5 compatible, except for the sample rockets) - Sample rockets were locking up KSP 1.1 when sending to the pad/runway. Updated for 1.1, but are no longer compatible with 1.0.5. - Sample rockets saved with fairing settings to use maximum ejection force, and 4-way clamshells. 0.3 (2016-04-02) - The Sea-Recovery Update. (1.0.5 compatible) - Increased crash tolerance of first stage engine and tank to 150 m/s to support oceanic crash-landing recovery. - Removed stack attachment node from end of skirt extension on second stage tank, and instead added it to second stage engine. - Added inflatable "recovery flare" to the first stage engine, and updated sample rockets to put it on action group 2. 0.2 (2016-03-28) - The Sea-Launch Update. - Increased crash tolerance considerably on all parts, to allow bouncing around in the water. - Added attachment node at bottom of first stage engine to allow attaching the ballast tank. - Extended first stage tank's lower skirt, and removed extraneous attachment node corresponding to it. - Shortened first stage engine length (and updated sample rocket accordingly), after discovering miscalculation. - Reworked colliders for first and second stage main engines, and first stage tank. - Added ballast tank for sea launches. - Added SPH sample rocket with ballast tank. - Updated VAB sample rocket to ignite the verniers at launch in the staging. - Added an animated bell extension for the second stage engine, and updated sample rockets to use it (action group 1). - Added custom smoke trail for first stage engine (known issue: runs regardless of air pressure). - Removed smoke trails from upper-stage engine + verniers (hydrogen burns cleanly). 0.1 (2016-03-25) - First test release. - Mostly complete. Using stock procedural fairing system. No ballast tanks. - Known issue: Fairing "confetti" is rather deadly. - Known issue: Steering authority in upper stage is weak. Already artificially inflated though! (should be worse!)
  9. RVE2.0 is a continuation of both RVE64k by Pingopete and EVO by ItsJustLuci, featuring 64k multi layer clouds, 64k land textures, city day/night cycles, a custom TUFX config featuring eye-adaptation, bootprints on several celestial Bodies, atmospheres, aurorae, lightnings, custom sunflare etc. ONLY FOR HIGH-END SYSTEMS, EXTREMELY PERFORMANCE INTENSIVE! Features: -Zero compromise visual package for RSS -64k Multi layer clouds -64k Earth Terrain -64k City Light Mask -Aurorae -Bootprints on several celestial bodies -Gas giants from GGE -Custom TUFX configs (Special thanks to Ballisticfox0) featuring Eye-adaptation for Earths dark side. Install: -Download link(Github): https://github.com/Ceriousyt/RVE2.0/releases/tag/v.1.1 -Install the latest version of RSS, Scatterer and EVE Redux -Copy the contents of RVE2.0.v.1.1/Gamedata into your Gamedata folder. -Enjoy! Licensing: RVE 2.0 is licenced under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0), you are free to redistribute, modify and copy the contents of the mod as long as you attribute and credit the appropriate author(s), remain non-commercial and distribute it under the same licence (CC BY-NC-SA 4.0) Credit: -C#erious(RVE2.0/TUFX cfg.) -Pingopete(RVE64k) -ItsJustLuci(EVO) -Vaughn/Astroniki(ASF) -Thomassino(Cepheus Sunflare) -Theysen/hebaruSan/siimav(RSSVE HR) -ballisticfox0(Gas Giants Enchanced/TUFX cfg.) Dependencies: -Scatterer -EVE Redux Recommended Mods: -RSS CanaveralHD -RSS Canaveralpads -Parallax -Realism Overhaul -Pood's Deep Star Map Skybox -Planetshine -DOE RSS cfg. -TUFX For use with RSS only! Tested on: I9-9940x RX6800xt 64gb ddr4 @3000mhz cl16 Special thanks to all people involved directly or indirectly in the creation of this visual package! Changelog: v.0.2: First Release! 28.01.2022 by C#erious v.0.4: Fixed clouds not appearing! 04.02.2022 by C#erious v.1.0: -Fixed Earth 64k terrain -Replaced and fixed Earth Aurorae -Fixed CityLights -RSSVE Mars Clouds -Integrated GGE -Lots of small bugfixes -Benchmarking -Tested compatibility with KSP 1.10.1 up to the latest. 16.02.2021 by C#erious v.1.1: -More or less fixed cloud desyncing -lowered aurorae brightness -New TUFX profile 22.03.2022 by C#erious
  10. I was wondering if there were other launch sites compatible with KSRSS or a pack like with RSS.
  11. Unlike most mods I can send a thousand screenshots and you still won't understand the beauty of this mod. So here's two videos! Still confused? This mod includes a variety of other features such as: -16k Textures with 6 bands for Jupiter. -16k Textures with 8 bands for Saturn. -10k Rings for Saturn. -4k Textures for Uranus with 4 bands. -8k Textures for Neptune with 5 bands. -All bands utilize UV Noise causing them to wiggle and move over time. -Tilt for Jupiter, Uranus and Neptune. -New optional rings for Saturn, Jupiter and Uranus. -Scatterer fixes for KSRSS's gas giants. -Fixes Titan in KSRSS. -Full revamps of Io, Europa, Ganymede and Callisto. Gallery bellow Compatibility This mod is not standalone is designed to work with other visual packs. In other words this mod works with other visual packs. This mod is also designed to be compatible with both RSS and KSRSS with no additional patches needed. Download | LATEST RELEASE 0.6 Primary -https://github.com/ballisticfox/GasGiantsEnhanced/releases/tag/v0.6 Backup/CKAN - https://spacedock.info/mod/2969/Gas Giants Enhanced Notice & Licensing This mod is still very "tech-demoish". Gameplay friendliness is not completely guaranteed and you may have serious performance hits using this mod. This mod is license under CC-BY-NC-SA. You may use textures in this mod. Credit must be given. May not redistribute textures for commercial purposes. Must be under CC-BY-NC-SA. Credits files are provided in each texture set, if you want to use the textures, just throw the credits from the folder into your texture folder. Want more? The final plan of this mod is to completely remake all current gas giant moons and add more minor moons.
  12. Introduction The Space Shuttle was the first orbital spacecraft designed to be reused, and allowed routine access to spaceflight at a low price. Unfortunately after 2 tragic disasters and mismanagement it never seemed to be that way, and many feel it did not live up to all its original goals. Using Kerbal Space Program's Real Solar System mod and obeying the real Shuttles capabilities, I would like to showcase a different path, through an alternate history where the Space Shuttle is utilized to its true potential. Some of you who are familiar with the Shuttles history may recognize some real-world additions in this timeline, and if they have been adjusted. I hope that you enjoy this showcase and that it might entertain or educate some readers about lesser known parts of the Space Shuttles long history. Mission reports will be in Imgur albums and are dependent on my schedule but I will try to get at least two out every week Background This KSP save using Realistic Progression 1 started out in the 1950s with experimental aircraft and suborbital science rockets. The launch history has mostly followed real world history, running through the Mercury, Gemini, Apollo, and Skylab programs. Over 150 unmanned U.S. satellite launches have been recreated, and highlights of noteworthy missions will be included in a bonus mention at the end of each Shuttle mission report. Mods The entire mod list is quite long although can be installed easily using CKAN. Below is the mods important to the Space Shuttle, with the entire list in the hidden section Shuttle Orbiter Construction Kit reDIRECT Photon Corp. And of course, Real Solar System and Realism Overhaul Credit This project of mine has been in the works for more than 4 months before posting, and everything in it would not have been possible without the work of the creators of all the mods listed above, and the entire RSS/RO/RP-1 team Special thanks to @Stonesmile for help with getting the awesome Shuttle by @benjee10 into RSS More to come
  13. I have RSSExpansion. I have RP-1. RP-1 gives RSS career support. But not RSSExpansion. So I make a mod that makes RP-1 give RSSExpansion career support. DOWNLOAD: Github: https://github.com/Starcatcher2009/Realistic-Progression-For-RSSExpansion/releases/tag/v1.1.1 SpaceDock: https://spacedock.info/mod/3062/Realistic Progression For RSSExpansion No CKAN yet. SOURCE: https://github.com/Starcatcher2009/Realistic-Progression-For-RSSExpansion LICENSE: GNU General Public License v3.0 1.1.1 Changelog: Bugfix: Mod now shows up in the KSP-AVC modlist
  14. 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/AR3S-Vega/RealExpansion/releases It is recommended to install RealPatch to fix inclinations, other wise the inclinations of newer objects will be broken Discord Server (because Kopernicus won't give me a channel): https://discord.gg/pWfYbfm Requires: Kopernicus ModuleManager ModularFlightIntegrator RealSolarSystem Skybox requires TextureReplacer Catalog: As i said i wanted the mod to be modular, and you will be able to download each package individually. So if you are less experienced with RSS/RO you can download the NEO package, and if you want a challenge you could download Stars or ExtremeTransNeptunian objects Things i want to add (yeah i stole this image from imkSushi's thread) Current Status: Abandoned Credits: Me ("Our Benefactors") for doing something @Xurkitree for help with Kopernicus and RealAftermath @Noah the Smol and @GurrenLagannCWP (if I have the right accounts :P, most of the discussions have been done on discord) for working on RealHypotheticals pozine for making RSS Expanded in the first place imkSushi for restoring RSS Expanded NathanKell for Real Solar System AndrewDraws for RealExoplanets Gregrox for letting me use his sunflare TSMP for Kopernicus Squad for KSP imkSushi's old thread: pozine's old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  15. Extreme Visual Overhaul for Real Solar System Hello, This is EVO, a visual overhaul for Real Solar System aimed at providing stunning visuals while offering great performance. EVO is a spiritual successor to @pingopete's RVE 64k project, and is meant to offer a similar level of visual fidelity, while offering more performance oriented options as well. EVO will also be open to contributions, ideally remaining a never quite finished project for the next few years. I was inspired to make this pack after seeing great breakthroughs in visuals for stock and modded systems, as well as errors when using some of my old favorites (such as RVE 64k) in newer versions. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― So far EVO adds the following: An almost no compromise combination of RVE64k and RSSVE 32k, 48k, and 64k Land Texture options, modified from RVE 64k New Ocean and Atmosphere configs for Earth New 32k 48k City Lights from Space Engine, with a new 8k City ground texture based on satellite imagery New Mars Textures Boot-prints for some celestial bodies A new Sunflare from @Avera9eJoe's beautiful Spectra Visual Compendium Scatterer 0.07 support, alongside Godrays and Wave Collisions An Optional TUFX Preset, based on RVE64k's legendary KS3P preset Fog to Venus and Titan Dust Storms to Mars Auroras to Jupiter Hexagon Storms to Saturn Geysers to Enceladus Lava on IO Much more... ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Troubleshooting/FAQ PLEASE READ: The Lights aren't showing up/ look off press alt+0, push the arrow in the EVE menu to go to textures and hit apply, go to city lights and hit apply, and if the terrain now looks off press alt+11 and map EVE clouds. The terrain is white/invisible! 99% of the time, this is due to an improper install, read the directions. Seriously. if that doesn't work, attempt the fix above as it often fixes that issue as well When is the next update coming? when it comes. I am in college, working a job, and streaming 2x per week alongside working on CH4 (soon) so be patient and enjoy the screenshots <3 ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Dependencies: Scatterer Environmental Visual Enhancement Real Solar System Incompatibilities: RSSVE, RVE64k WARNING: as of right now, Kopernicus Bleeding Edge is not meant to be used in Normal Play, it is no longer recommended for use with this mod. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Licensing: EVO is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0), so you are free to redistribute, modify and copy the contents of the mod so long as you attribute and credit the appropriate author(s), remain non-commercial and distribute it under the same license (CC BY-NC-SA 4.0) City Lights textures, and other textures labeled in the mod as space engine assets are NOT licensed under the above license and are being used at the permission of the space engine team DO NOT REDISTRIBUTE ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Credits: @blackrack - Scatterer Adds better oceans and atmospheres to planets @JadeOfMaar -Sunflares of Maar Original author of the sunflare modified for use in @Avera9eJoe's Spectra @Waz - Environmental Visual Enhancements Adds tons of visual capabilities, far too many to list here @pingopete - RVE64K @tony48 - KSRSS(VE) Adds a whole lot of configs that mine are derived from, from snow to lava and much more @G'th -AD ASTRA I used their aurora textures and hexagon storm as they are easily the best I have ever seen @Theysen - RSSVE @Vabien - Kopernicus Expansion Continued-er Adds the ability for bootprints, alongside many, many other things @Shadowmage - TUFX Post Processing for KSP Special Thanks to: @jrodriguez for offering multiple textures, and input on the project @Jceratops for helping test the mod @pingopete for inspiring this project, and teaching me so much @Avera9eJoefor showing me cool things that EVE is capable of Download: Github Enjoy the mod, and feel free to offer contributions and suggestions,
  16. Welcome to this new post, in wich i am gonna narrate the troubles and discoveries of a new worldwide space agency, formed after WW2, wich combines USA, USSR and Europe technologies, in their objective to explore space "in peace for all mankind": they are the International Space Agency, the ISA. Obviusly all in RSS RO RP1.
  17. Hi, I play RP-1 in ksp 1.10.1 and I have a problem. I want to disable testflight parts failure or minimize it because that's so annoying and RP-1 is enough challenging for that. The problem is that I don't find anything that can help me to do it, so if someone can help me that would be welcomed. ps: I have testflight
  18. DOWNLOAD Actual Sites: Airports adds 600 real runway locations. These locations are defined as "Large Airports" from GIS data in the public domain. Each of those little gray boxes on the map is a runway you can launch from and fly to to. No need to switch KSC, you can fly amongst any number of landing strips. Adding all these showed no noticeable effect to performance on my machine. The dataset I used to build this project does not include number of runways or their orientation, so these are generic for now. If people are interested in contributing, I may come up with a form to submit better details for your favorite airports. Currently each airport only has a single runway, at a random heading. There are no other buildings I have built and tested this on KSP v 1.8.1. Required Dependencies Real Solar System (and its dependencies) (Seems to work with KSC Switcher) Kerbal Konstructs Recommended NavUtils Mechjeb TODO Fix graphics on runway Add some variety to airports, tower, hanger, etc. Add missing airports (?) Look into a more comprehensive data set that defines runway (not just "airports") so that all real runways are represented. Add ~3800 "medium" sized airports Add ~4200 "small" airports Use this bulk config generation method to add 100’s of airports on Kerbin, too. Add detailed version of real SPACEports. Generate configs for NavUtils Known issues: Elevations for high altitude locations are messed up. Fix coming soon... Changelog: 0.0.1 - Alpha 1.0.0 - All 600 "Large" airports around the world 1.0.1 - Fixed runway elevation/ground level mismatch (most noticeable at high altitude locations) - Added an empty facility. Currently users will have to turn on the merchant feature themselves, and select a fuel type when they arrive at each airport. Hope to get this working better soon.
  19. - A place for others still playing Galileo's SSRSS to share ideas about how to keep this great mod working - NOTE: This is not a relaunch or a revival. Nor is it a petition to the author or attempt to get support from him. He locked his SSRSS thread and AFAIK there are no plans to change that. We are here to help each other. For those interested in trying this out, the SSRSS mod is still up on GitHub. - Remember, this is unsupported, so be prepared to work things out for yourself - Install Instructions: (additional detail on the Github site) Download Kopernicus: https://github.com/Kopernicus/Kopernicus/releases Download and install RSS: https://github.com/KSP-RO/RealSolarSystem/releases (ONLY install the RealSolarSystem folder. The bundled Kopernicus and ModularFlightIntegrator is outdated) Download and install RSS TEXTURES: https://github.com/KSP-RO/RSS-Textures/releases Install Sigma Dimensions: https://github.com/Sigma88/Sigma-Dimensions/releases Install the SSRSS folder into your GameData folder: https://github.com/Galileo88/SSRSSContinued CKAN Install: I've had success setting CKAN to accept KSP 1.3 files and installing SSRSS that way. Feel free to try it FAQ Does this work with newer versions of KSP? Several of us have had success using the current version of Kopernicus. That said your mileage may vary, especially with regards to other mods. How do I get help / support? This is very "Do it Yourself". Before asking questions please read carefully through the install instructions and try to solve it. If you figure something out feel free to share Can this mod get re-released? There are no plans now and AFAIK the author doesn't intend to either. If you have modding skills and want to adopt it I would ask Galileo directly. Can anyone (fix this) / (change that) / (Make it work with X)? Only if we can do it ourselves. We can't expect support from the author and we aren't going to ask. Original locked thread here: Still a lot of good info on there if you want to read through it:
  20. After months of planning, filming, and editing, it's finally here - Project Andoria! Embark on the largest cinematic video I've ever made.
  21. This mod is meant to work in conjunction with real chatter which still works with 1.12.3, and is meant for RSS or you can use it for stock as well Lines will include Custom starship chatter and coms checks (voiced lines) Custom spaceX marbase eva, chatter and coms checks (voiced lines) Lunar eva and coms checks (voiced lines) Various chatter and coms checks (voiced lines) for moons of planets orbital chatter and coms checks (voiced lines) A whole bunch of new beeps, including the spacex com check beeps on the dragon real space x coms checks (non custom) Real nasa chatter and coms checks (non custom) Staticy sounding mars base chatter and coms checks (voiced lines) non staticy mars base chatter and coms checks (voiced lines) orbit chatter and coms checks (voiced lines) space station generic chatter and coms checks (voiced lines) and more!!!! Heres an example of a mars Eva that ive recorded for mars not exactly perfect (far from it) but i will be going over that as I polish the first release up. https://drive.google.com/file/d/1fzYmpLgX1h_dTpG9LOhPozJ7cSBKeRHa/view?usp=sharing also another one, spaceX com check https://drive.google.com/file/d/1Tj-EhRgnog-1aEjZRaqPlkCix48ItezU/view?usp=sharing I am the only one voicing them so far, I have recorded and edited 100+ lines so far, there a various methods of voice acting such as doing different accents, southern, midwestern, etc and I have changed the pitches of the voices along with adding static, communications breakups, etc to make them all diverse and less generic sounding. Future lines and plans will include chatter and coms checks (voiced lines) for all stock planets an moons 500+ lines More voice actors besides me (people that I know) which are in progrees with collaberating with me on onther mods. My release date is planned for less than 2 months away, around the end of june.
  22. This is another mission done quite a while ago, not so much time after heat shield magic wings were indepedantly discovered by several players. In terms of mission finish time, it was the first craft of its kind to complete a full mission of any sort, as well as the first EC powered ssto. These kind of SSTOs are remarkably efficient in terms of getting into orbit, reaching at least 30% of effective payload fraction launching from Earth with a still acceptable thrust to weight ratio, and without any crazy mass optimisations. They are also ideal for tackling atmospheric bodies with high dv needs and mid to moderately high gravity levels. With this kind of basic setup, stock super-kerbins, super-jools, real scale Earth sized planets lacking oxygen, real scaled superearths and some real scale gas giants(fine for at least the dv requirements of Saturn) and super-scale terrestrial planets, at leasts up to 10xearth, can be orbited single staged, with various level of difficulty.
  23. CH-4: Changing History Iter Deinceps, In Perpetuum Moving forward, Perpetually ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── Welcome to Changing History (CH-4) we are a lategame addon to Realistic Progression One(RP-1) aiming to reimagine and redesign what is possible following your first moon landing! As an expansion to RP-1, and thus realism overhaul, realism and achievable technology is at our foundation. We aren't aiming to design warp drives or fusion energy, we simply want to enable the exploration humanity could be doing today, given enough interest... Who are we? We are a group of RP-1 and RP-0 players and developers, aimed towards making the next challenging chapter of your career mode save in RSS. What are we doing? Where did we come from? We started off as an extension to RO Engines, but have slowly become more skilled at modding, allowing us to branch out further. Currently our main goal is to develop timelines, allowing the player to chose a path they want their agency (and possibly others) to follow. The currently planned timelines are Lunar, Venusian, Martian, Terran, and the Exploration of the Outer Worlds... Note these may be subject to change. As an expansion, you can expect the following from us: New contracts, likely approaching or exceeding 100 within this first "update". None of these will conflict with RP-1's, instead they will override and build off of them. New parts, allowing for realistic, small to medium scale habitation of other celestial bodies, orbits, and much more. New mechanics, encouraging things such as reuse, exploration, and international cooperation. We still have a lot planned, including a wiki, a youtube channel, and further documentation. These things, like the mod itself, should be expected to come in time... Ultimately, we would like to open up development to the community following the first major release, CH4 v1.1, but we are expecting to release pre-releases on our github. Download, Installation & Liscensing You can download the latest release from our Github CKAN Support coming soon™ Installation (for now, atleast) comes with no special instructions. Simply drag and drop the CH4 folder into your KSP Gamedata directory; As long as you have RO, RP-1 and RSS installed that's it! You should now have access to a couple dozen new engines, and some new airlaunch tech! Currently using the license CC BY-NC-ND 4.0, we are politely asking that you don't redistribute or modify our work, this will allow us to more easily develop towards our goal. I have become death, destroyer of framerates RD-270 As a closing note, most of us are pursuing education currently. We will try to release in as timely a manner as possible, but do give us time. A rushed mod is a broken mod.
  24. MARCH 2 ORBIT | Episode 01 | KSP RSS/RO/RP-1
  25. Real Scale Boosters - Parts Pack Realistically scaled rockets, heavily based on real world counterparts, with reasonably accurate stats. --------------------------------------------------------------------- NOTE: This is still an alpha/beta development project. New parts are still being added, and things can and will change! --------------------------------------------------------------------- Required Dependencies: Module Manager Highly Recommended: Hangar Extender (practically a must-have) QuickSearch (you can just type "atlas" or "delta" or "saturn", for example, to find related parts quickly) Kerbal Joint Reinforcement (big parts = big flexing?) Real Solar System FAR Community Tech Tree (if not playing in Sandbox mode) Currently Supported: SMURFF (as in, we have flags set to keep it from overwriting our engine masses) TweakScale CommunityTechTree and/or SpaceY-Lifters's tech nodes Supported By: Real Fuels + Realism Overhaul (support is provided from their side) --------------------------------------------------------------------- Gallery: --------------------------------------------------------------------- Included Sample Rockets (as of 0.13): Ares I Ariane V Athena Ic Athena IIc Atlas V 401 Atlas V 431 Atlas V 502 Atlas V 532 Atlas V 552 Atlas V HLV Carrack Medium (ETS) Carrack Heavy (ETS) Delta II Delta III Delta IV M+ (4,4) Delta IV M+ (5,4) Delta IV Heavy DIRECT-Jupiter (theoretical) ISRO PSLV ISRO PSLV XL Saturn I Saturn IB Saturn IC (ETS) Saturn V Saturn C-8 (theoretical) Saturn Multibody Heavy H03 (ETS) STS (Space Shuttle) Lifter --------------------------------------------------------------------- NOTE: These rocket parts ARE NOT stock balanced! They're using the real world mass ratios, thrusts, ISPs, dry weights, and so on. They will certainly WORK in stock, just with severe overkill. SECOND NOTE: This is still in alpha/beta development. Parts are still being added, and things can and will change! --------------------------------------------------------------------- About: This pack is intended for use with "Real Solar System", or otherwise a more realistic scale version of Kerbin (such as 6.4x scale). The parts included will likely be severe overkill in a more normal KSP installation. This pack provides a variety of "Kerbalized" versions of real world boosters. These are not meant to be true replicas. Where we've been able to get decent numbers for the real world counterparts, we have tried to get the sizes, masses, fuel capacities (in terms of mass), thrust, and ISP numbers close to correct. The art assets attempt to capture the overall shape and look of their real counterparts, matching the colors and dimensions, but perhaps not all of the details. Precision wasn't a requirement in building this pack. Rather, it's meant to be closer to the "SpaceY" art style, but functionally replicating real boosters. You will also notice that this pack includes only the boosters, and not the payload portions of these rockets. For example, the Saturn V parts are included from the bottom, up to and including the third stage (and Instrument Unit), but no Apollo spacecraft. The Space Shuttle parts will build you a working LH/LOX tank ("soon") and SRB combo, but does not have an Orbiter. The idea is to build your own payload and use realistically performing analogs to the boosters used in the real world. To that end, some adapters and fairing parts are included so that other KSP parts will function with these boosters. While some parts already have a diameter close to a standard KSP size, they're still slightly different. If it's close enough, I've included a little bit of a rim that will help hide the transition when attaching stock parts. If it's too far off, an adapter is often the better way to go. For instance, the Atlas V's first stage is 3.81m. A simple rim works in this case when attaching a Kerbodyne 3.75m tank. --------------------------------------------------------------------- Usage Notes: * Inside the "Ships" folder, there are several example rockets already assembled. * None of the engines have bottom attachment nodes, or auto-shrouds. Instead, the mod functions more realistically, with interstages that are matched to the stages that use them, and engines can be mixed and matched inside of them (space permitting). Usually you will need to place the engines first, and then snap the appropriate interstage on afterward (whose attachment node may be hidden inside the tank). * Because different rockets historically have had different staging sequences, some of which place ullage motors on the interstages (Saturn V for instance), sometimes the stage's fuel tank has a decoupler node. Attachment nodes for the interstages may be hidden inside the tank butt, and usually are aligned with the exterior fuselage, rather than the end of a bulging dome or tank butt. * Realistic numbers have been used where possible, but sometimes available data online is rounded or imprecise, or have changed over the years so they are inconsistent. Numbers may be tweaked in the future if better information becomes available. Part sizes should be reasonably correct, but sometimes we lose a half meter or more somewhere. * In the available data, SRBs often are described in terms of either peak thrust, or average thrust. In the real world they have a highly variable thrust profile (by design). In KSP they use a single, invariant thrust level. We've opted for using a number somwhere between the average and peak thrusts. You may find the burn times shorter than the real world counterparts as a result, unless you use thrust limiting. * Real world RCS and attitude control thrusters tend to be very weak compared to what we're used to in KSP. For example the thrusters in the Delta IV upper stages are supposed to have less than 0.04 thrust. In KSP that feels almost useless, so we've opted for numbers closer to KSP's usual RCS thrusters. * By default RSB uses the stock LiquidFuel, Oxidizer, and MonoPropellant, but with the correct amounts of mass, so that the performance is consistent with the real rockets. Compatibility patches for Real Fuels (for example) should be forthcoming eventually. * These rockets are reasonably stable under the stock joint strength, and stock aerodynamics, since the part count is low. KJR and FAR are still recommended for a good experience though. --------------------------------------------------------------------- Known Issues: The Atlas V 500-series procedural fairing doesn't want to stretch straight up cylindrically around the Centaur at the correct diameter. It has to widen slightly first. Career-mode costs of parts and their unlocks are all out of whack, and need a balance pass. Wishlist / To-Do: Several generic radial decouplers and Ullage/Retro SRMs. Ariane V - (added in 0.5) - Possibly add ES variant? (maybe) DIRECT-Jupiter (shuttle derivative) - (usable, could use more parts) (maybe) Proton (Russian) (maybe) SLS, CDR version - (would love to, but multiple mods already have this) (maybe) Titan III family (maybe) Falcon 9R - (would love to, but multiple mods already have this) (maybe) Energia (Soviet) (maybe) PSLV/GSLV (Indian) - (PSLV added in 0.6) (maybe) Orbital Antares (maybe) Mercury/Gemini rockets: Redstone, Atlas D, Titan II (maybe) Tsyklon, Cosmos, Vostok (Russian) (maybe) Lambda, Diamant, Viking, Vanguard (maybe) Long March (Chinese) (maybe) H-IIB (Japanese) (maybe) N1 (Soviet) (maybe) Chrysler SERV (SSTO) (maybe) Thunderbolt (Eyes Turned Skyward) (maybe) (new) Juno I/II (maybe) (new) NEXUS more selections of realistic clamshell fairings --------------------------------------------------------------------- Installation: Simply copy the "RealScaleBoosters" folder into your GameData folder. If upgrading from a previous version, be sure to delete the old one from GameData first (this is the cleanest option). Troubleshooting: There's not a whole lot to go wrong in RSB by itself. If you are using the "stockalike" patches, some problems can arise due to either ModuleManager, or CKAN screwing up the installation/removal of various mods (and thus confusing ModuleManager), or maybe there is a new mod interaction that I'm not aware of. Some basic things you can do: Try deleting "ModuleManager.ConfigCache" in GameData. Always try this first. MM's cache can get out of sync and the only way to know that the problems you're having are real is to delete this file, and fire up KSP again, and let it rebuild the cache, and see if you are still having problems. Try completely deleting and reinstalling this mod, and anything else that might be interacting with it, such as mods that make sweeping changes to fuel tanks, fuels, engines, or rescaling. Make sure you have the most up-to-date version of this mod, ModuleManager, and anything else they might be interacting with. If KSP has just recently updated to a new version, some of these mods may be broken at first. If you're using CKAN and have removed any mods with it, recently or at any time in the past, make sure those mods actually are completely 100% removed. You may have to manually delete the folders since CKAN is very inconsistent about properly removing things and cleaning up after itself. Even if a mod's folder is completely empty, the fact that it exists will make ModuleManager believe that the mod is present. If you're loading the included sample rockets, and the size and fuel capacity is all wrong, make sure you're using the right sample rockets. For a regular RSB installed, they all have names that start with "RSB". For the "stockalike" patches, you should only be using the sample rockets that start with "RSBstock". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- Curse.com -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- ***optional*** RSB Stockalike (stockification rescale patches) ***optional*** SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log:
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