Jump to content

Search the Community

Showing results for tags 'realism'.

  • 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
  • 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

  1. This mod introduces astronauts' health management to KSP. You have to consider health implications when building vessels, planning and executing missions. It covers various factors affecting health including living space, microgravity, radiation, diseases, accidents and more. It is highly customizable and works well alongside most popular mods. Download latest release Wiki Source Features Kerbals have Health Points (HP) that gradually reduce during missions and restored at KSC. Maximum HP is determined by kerbal's level (+10 HP per level). HP change based
  2. HumanStuff NOW 337MB from 1.4GB (see change log, namely @ v1.3.1) A (Slightly More) Realistic Spacesuits, Heads & Staff. For KSP v1.7.3 & UP (should work KSP v1.5+, see note) NEEDS (as a "Dependency") TextureReplacer Intended & Suggested For The Realism Overhaul, RealSolarSystem, & RP-1 Realistic Progression One Mod Families, Will work with just TextureReplacer Note: Suit files should work: KSP 1.5+, Heads: KSP 0.23.5+ (location depending on TR version). Works with current KSP version supported by TR Reason >> KSP v1.5 "Changes: [.] New suits, EVA a
  3. HumanStuff -Add-On Develpoment Thread MOST CURRENT UPDATE: We have a HumanStuff Wiki NOW ! MASSIVE changes to mods file structure. I did not realize how "involved" I would become in making sure I got the added realism "just right", in 1 day the mod had tripled (3x) in size from 900Mb to 2.7Gb. But I got a 6000x6000px (6K) Skybox thats "cubic correct to the plane of the solar elliptic" from @Galenmacil's work, very bright method, I think I can use this method to create a 8K and 16K RSS correct GalaxyTex (skybox) and 1K (1024x1024) EnvMaps (I already made the 512x512 EnvMaps &
  4. WARNING: This thread contains trace amounts of metallic hydrogen and other choking hazards. Premises: Before going into the hearth of the debate I would make some useful premises to avoid wasting time repeating a discussion that’s already been done elsewhere: Metallic hydrogen is useful as rocket fuel only if it is metastable at decent temperatures and pressures. Recent experimental results seem to suggest that metallic hydrogen is not metastable or at least that the seventies models that predicted its metastability are woefully wrong. If you don’t agree with s
  5. This is the new thread. The original thread can be found here. Advanced Jet Engine About Advanced Jet Engine gives jets, propellers, and rotors realistic performance in KSP. NathanKell's valiant efforts have made stock performance much more reasonable in recent versions of KSP, but it's still a very long way from realistic. AJE calculates performance for air-breathing engines based on real thermodynamics. Features Real-world jet engines AJE uses thermodynamic equations to calculate jet engine performance in flight. Real throttle Throttle is linked to fu
  6. What are the mods that add the most realism after RSS , RO and FAR ? And that don't suck that much resources.
  7. Hi, we received a redundant pull request to add another copy of this mod to CKAN. https://github.com/KSP-CKAN/NetKAN/pull/8148 You don't need to do that, everything works fine if you upload new releases to the original mod. https://spacedock.info/mod/2524/HumanStuff This extra copy should probably be deleted: https://spacedock.info/mod/2529
  8. This mod adds signal delay for probes in KSP, based on their CommNet connectivity. It means that you will only see the commands you issue after the radio wave reaches the vessel and returns back. Controlling interplanetary probes gets harder but more realistic. Antennas also now use Electric Charge (when deployed) for telemetry. The lower the signal strength (only the first link counts), the higher EC usage. All the features can be adjusted via in-game Settings. Quickly disable or enable the mod by clicking the toolbar button. Download latest release Source Status
  9. Real Chatterer Real Chatterer is an add-on for the mod Chatterer that replaces the kerbal gibberish with recordings of real astronauts, cosmonauts, and even satellites. Real Chatterer is chiefly meant for Realism Overhaul and Real Solar System players to give them a more immersive experience while using Chatterer. UPDATE (2/22/20) V0.5 is released! V0.5 includes several new clip sets from Gemini and Mercury. UPDATE (11/17/19) V0.4 is released! V0.4 includes a new space shuttle chatterer set with 111 clips. Real Chatterer includes: 111 clips from Space Shuttle flights (M
  10. Generally speaking, how realistic and accurate is the game compared to real life in designing vehicles for travel in space? I know this sounds like a dumb question and I know there are funny little characters as Kerbal people but I've just gotten started as an approach to better understanding our space programs through the years beginning in 1957
  11. P L A N E T S H I N E ----------------- Download Latest version: GitHub: 0.2.6.1 for KSP 1.4.x GitHub: 0.2.5.3 for KSP 1.3.1 Source Code: https://github.com/PapaJoesSoup/ksp-planetshine ----------------- NOTE: @Valerian has not been active for awhile and has given me his blessing to adopt this fine mod and keep it alive for the community in his absence. I've cloned his OP and updated it to reflect changes in support. All credit for this mod belongs to the original author, and licensing will continue to be Apache 2.0. Should he
  12. Module Manager is required. All this is done with Module Manager Patches. Google: "ModuleManager ksp" and you'll find it. So I've been a longtime player of KSP and always got bored.... very quickly once I unlocked the tech tree and went to duna and beyond. I've been a programmer for a few years as well and so I figured lets see what I can do, easily. Basically...The contracts in stock suck, and the mods for new contracts are for 1.4.x and not 1.7.x..... So I started to do some investigating. Feel free to change my prices.cfg MM patch however you please to improve it or
  13. I have stopped maintaining this mod, which is now being continued by @Papa_Joe on this thread: ---- P L A N E T S H I N E Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, I transformed KSP into something really good looking, but I was really happy with the result, but I felt that something was still missing. When in low orbit of a planet, the side of my ship which was facing the planet was completely dark, which was not realistic! It should have been illumin
  14. Don't you hate it when you have too much fuel/oxidizer laying around? Which you could change the mixture ratio that your engines use (like the J-2 did in real life)? Want no more. Introducing: EMRController With this mod, you can configure your engines to use different oxidizer/fuel mixtures, and have the ISP and thrust adjust accordingly. You can even set up your engine to run in "Closed Loop" mode, emptying your tanks at the end of a burn. This mod does not contain any configurations, but if you use Realism Overhaul, you'll see that the J-2 does have configurations that work wi
  15. 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?
  16. 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.
  17. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  18. 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)
  19. 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.
  20. Tired of the stock silliness, but Realism Overhaul is just too much? Wish there was something in-between that kept some of the stock style but didn't require 50+ mods and 15,000+ Module Manager patches? If you feel that way, then this mod is for you. This is my project to remake the rocket and spacecraft side of KSP to use real-life rockets, spacecraft and probes from the past, present and future, along with elements of realism, but without all the massive complexity, mod requirements and high patch count of Realism Overhaul (which is awesome, but can be simply TOO much). This is n
  21. 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
  22. "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) an
  23. 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
  24. 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
  25. This is a mod that revives and kitbashes Hyomoto's excellent though held together by die hard fans and duct tape MFD mod. MFD Revived is a rework of RPM to make it more usable. It has organised functions in the three main things you do. Launch, Orbital manoeuvres, Rendezvous, Landing. Images: Reason I'm doing this: It was such shame that Hyomoto's MFD was left more or less on the wayside and forgotten by most, making it difficult for new folks to enjoy it. Mods like this shouldn't be forgotten. It's my dream to package all of these mods together in one zip instead of having yo
×
×
  • Create New...