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Found 67 results

  1. Realism Overhaul If you want to discuss Realism Overhaul or how to use Realism Overhaul check out this thread here. 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 Album credits: @winged, @Chris P. Bacon, @raidernick, @Zarbizaure, @NathanKell Getting Started The Realism Overhaul Wiki contains gameplay guides to help you get off the ground: Commonly Asked Questions (with commonly answered answers) Building Your First RO Rocket Ferram's Launch Vehicle Tutorial Engine Choice and Stage Sizing Ferram on Ascent Profile and TWR How to use those Puny Ion Engines Getting Started Contributing If you'd like to talk to us, contribute, or ask for help on a bug, you can always find someone online on the RealismOverhaul IRC Channel ( #RO (Webchat, or use a client like HexChat) or our community discord here: If you're experiencing a bug, please post an output_log.txt (This can be found in your /KerbalSpaceProgam/KSP_Data/ folder) Mod Choices When installing Realism Overhaul, you've got a plethora of mod choices to further customize your gameplay. This section lists mods that are supported and/or recommended. Dependencies These mods are required for Realism Overhaul to function correctly. CKAN will automatically install all of these mods for you when you install Realism Overhaul. Advanced Jet Engine Ferram Aerospace Research Kerbal Joint Reinforcement Module Manager Real Chute Real Fuels Real Heat Real Plume SmokeScreen Recommendations These mods are recommended, and installed by default in CKAN. They are not required, and you can install all or none of them to your own liking. B9 Procedural Wings Connected Living Space Deadly Reentry Filter Extensions Hangar Extender KSP Automatic Version Checker MechJeb - see the RO wiki for more info Procedural Fairings Procedural Fairings - For Everything! Procedural Parts RCS Build Aid Real Solar System Remote Tech Semi-Saturable Reaction Wheels TAC Life Support Test Flight Texture Replacer (Green Mods are highly recommended, orange ones add to realism, but also make the game more difficult) Suggestions These mods are supported part packs that make it easier to build rockets. We suggest installing at least a few of these. New Mechanics: DMagic Orbital Science Kerbal Attachment System SCANsat New Parts: AIES Aerospace ALCOR ATK Propulsion Pack Atomic Age Community ISS Constellation Essentials CryoEngines FASA Forgotten Real Engines KW Rocketry Launchers Pack Near Future Tech NicheParts Porkworks Habitation RLA Stockalike Soviet Engines RealEngines Real Scale Boosters RN Antares-Cygnus RN Proton & Soyuz R7 RN Salyut/Soyuz/Vostok/Voskhod RN Skylab RN Solar Panels RN Soviet Probes RN US Probes Pack SSTU SXT Taerobee Tantares Tantares LV Universal Storage Ven's Stock Revamp (Mods followed by a * are not currently installable via CKAN, those colored blue add engines) P Installation To install Realism Overhaul you can either use CKAN, or do things manually. Pre-Packaged installation via CKAN CKAN is an excellent tool for installing mods in an orderly fashion. We have prepared a set of installation packages for the mods in Realism Overhaul. Here follow instructions for how to install via CKAN (alternatively check out the CKAN User's Guide): Start out by creating a clean installation of KSP. (If you don't, beware the dragons!) Next, visit the forum thread here and download the latest release here. Place ckan.exe in your KSP installation directory. CKAN offers you two modes of use. You can use the graphical user interface, as explained below, or you can use its command line interface. If you wish to do the latter, check out the CKAN user's guide for more information on the command line interfrace. Launch the CKAN GUI by double-clicking the ckan.exe in your KSP directory Use the Filter to find Realism Overhaul Select Realism Overhaul to install Click Go To Changes Proceed through the menus to select your installation. Watch CKAN install Realism Overhaul and all the other mods for you Launch KSP. Enjoy! Alternative: Manual Installation If you don't like automation, there's always the old 'by hand' way: Start with a fresh, unadulterated, install of KSP. Download and install the required mods. Ensure you have the most up to date version and have followed their respective installation instructions. Download and install Realism Overhaul itself. To do so, download the zip archive and unzip all folders inside its GameData folder into your KSP/GameData folder. Launch KSP. Enjoy! IMPORTANT - DELETE YOUR OLD REALISM OVERHAUL FOLDER Realism Overhaul Github Release Page (DOWNLOAD HERE - latest 1.2.2 release version) Source Changelog. Changelogs going further back can be found in the old Realism Overhaul thread, an even older Realism Overhaul thread, and the RedAV8R Realism Patch thread. _______________________________________________________________________________________________________________________________ WIP (PATCHES WELCOME!) Please see this Google Spreadsheet for the Current WIP or desired mod packs. Help updating and creating configs is always welcome! Just jump on the IRC channel (details above) and offer your help! If you fix something in one of these packs, please submit it to the Github Repo instructions here.] Career Mode Realistic Progression Zero incorporates career mode into Realism Overhaul. Note that at this time not all modpacks are supported, see the the RP-0 post for more details. Visual Enhancements RSS Visual Enhancements by pingopete improves the visual appearance of planets and clouds, and it's looking excellent so far! Other Things to help make RO/RSS more enjoyable: Calc.xls by NathanKell This mod was created by NathanKell and RedAV8R. Currently maintained by NathanKell, stratochief66 and SirKeplan. (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). License CC BY-SA
  2. I'm going to send a MAV on Mars almost empty (with just the right amount of Hydrolox fuel to land) and then refuel it trough RealISRU (sadly still not completed, but it works).I need help with methods to extract the fuel from the surface/atmosphere , chemical conversions and some math with it. Landing config: Mars takeoff config: I have 15 months to produce all that fuel.(around 85 tons)
  3. I'm trying to get to Mars in RSS/RO with an heavy ship , insipired by the Constellation program from NASA (2005-2009) and the only mod that gives the BNTR (Bimodal Nuclear Thermal Rocket) engines is way outdated and all the links are broken(mod name : Constellation Essentials).I luckily got the parts from Winged, but they are made for 1.1.3 and I'd like to use them in 1.2.2.The only part that works (1 out of 4 parts) is the engine mount for the BNTRs. I don't know much about modding/fixing ,so I gently ask someone that understands coding and Module Manager to help me.Thanks! Constellation Essentials parts here: Part demonstation:
  4. Hello and welcome to the home page of the ISEA. Our mission is to do realistic launches in RSS/RO using a variety of rockets. Next Launch:RSAT 1G Window: TBD. Rocket: Zeus 641 Launch Site: CAPE CANAVERAL AFS (SLC-41) Date: August 16th. Contractor: ISEA. Livestream: Our current rockets are Zeus- 301,311,321,331,601,611,621,631,641 and 651 Aquarius- 4,2 5,2 5,4 and Heavy Hawk- 1.2 Delta 2 7930-7925 and Delta 3, Scorphious. here are some images of launches of our various LV's Submit payloads here Mission controller requirements: In order to join, us we want you to have a few requirements so you can effective assist us. Real Space Program is entirely a group effort, therefore we need every member to contribute as best as possible. So here is a list of what you will need in order to join (role specifics listed below)(bullets in bold are required): Non-Mission Control Requirements: Discord (primarily text portion, mobile app acceptable) Able to run a KSP save with Realism Overhaul (RO), Real Solar System (RSS) and all of their dependencies. Specifically able to make Launch Vehicles. Knowledge for planning and coordinating. Knowledge to code within kOS, KRPC.(GNC Only) Mission Control Role Requirements: Decent Microphone Good internets speeds Discord Chat Software (for Mission Control Discussions- during launch) Able to attend launches (semi-regularly. We can make exceptions, but only if mentioned before a launch!) Our website Community Discord
  5. Upcomming live launches: RECENT ANNOUNCEMENTS we have now expanded our community envolvement to discord! we have space for @Uace24 and your staff if you want to pop by we also have a Youtube channel now! we are looking to expand more info on the discord as well as rules hope to see you there! ESL or Earth Satellite Launcher will launch your payload into LEO , im using @Kartoffelkuchen's SpaceX pack and my own launchers LAUNCHING A SATELLITE REQUIREMENTS SUBMISION: thats all you need to know im back in RO RSS because i got bored of stock any feedback feel free to tell me (as thats the only way people get better!) ALL LAUNCHES WILL BE FROM OMELEK ISLAND (WHERE THE FALCON 1 LAUNCHED) im using KOS craft files are public however code isnt only customers can have it (people who want their satilite launched with my rockets) becuasei dont want to give @Uace24 the code mission controll stuff: requirements: a forums account > 5 posts (i think its that for PM's) KOS experience (coder only) RSS/RO experience to not be on @Uace24's mission control team the payload hangar (public only post payloads!!!) the rocket manifest hangar: discord discusson: youtube:
  6. Development branch starts including tooling costs, and roll out costs. Started a hard mode test (300% funds and allow saves) turned off rep mostly since it has no effect. Minimized the mods I'm using including dropping RT and most part packs. Most buildings cost x15 what they did previously and each procedural part has a tooling cost associated with its dimension. so first build of my bumper sounding rocket was over 80k in costs outside the parts and launch costs. (noticed its changed to x5 building costs now that i look again) Currently in February '52, first pad upgrade has gone through, thankfully i bought it as soon as possible. But I'm worried about making it to orbit in time for my contract. My first three launchers were tweaks of this one. Solid engines got broken for a bit so I had to rely on N2 RCS for ullage on upper stages if i didn't hot stage. This is my middle version of a manned SO rocket. Paid for 1.7m tanks and tooling for a cone adapter and 1.25m interstage fairings that got reused on all 5. Did 5 launches suborbital manned, mostly to the 200km AP. Any much farther and reliable re-entry is not a sure thing. Ramped the launchers up to include a retro burn on entry peak heating with the last one. Latest sounding rocket, kind of extreme but still missing that last oomph for orbit. 2 A-9 Boosters, A-9 Main core, topped ASXR double stage each max burntime for one engine, N2 rcs and four rudamentary science instruments. Just barely survives re-entry. Hits 5km/s and Wyoming. Tech purchased (not all earned yet) in early 52 1.2bp/s and 28.25science/yr for KCT
  7. In late December, 1949, President Truman gives a historic speech, the culmination of years of diplomacy and burgeoning peace across the world. The most famous line from that speech, goes something like this... "We choose to go to the moon, not because it is easy... but because it is the only thing we have left to do!" And so began a race to space - an attempt to put little green men, and women, on the moon before the end of the Truman presidency, early January 1953. --------------------------------------------------------------------------------------------------------------------------- The following will be my RP0 speed-run playthrough, inspired by @soundnfury's Racing into Space mod game, chronicled here I'll also be using @pap1723 new tech tree and contracts, still in development. I won't be doing totally broken things, like breaking the weight limits of a pad by refueling with clamp pumps, but I do intend to push the limits here! Should be a wild ride. Notes and information
  8. The stock of engines and other parts available to me in my build of KSP RSS RO RP-0 (still 1.1.3, can anyone help me out here?) has become boring. Engine mods provide many of the real engines, but more obscure engines (e.g. the HM4, MGM-5 Corporal engine, Wasserfall engine, AJ-260, et cetera) are nowhere to be found, and I want to make fictional engines for my spaceflight-related fictional universes and alternate histories (like engines burning supercooled 100% ethanol and liquid oxygen, hydrofluor, et cetera). I am also bored of the non-editable historical probes, thermophobic RCS, and the lack of generic heat shields beyond Lunar-rated, though not as much as I am about the engines. I have no intention (currently…) to develop mods for other people. I also have no intention to create new models, animations, plumes, or sound effects, just to use those already in existence scaled according to size.
  9. Hello , I'm trying to land very heavy payloads on Mars and for this I'm using a gliding technique (Pretty much like the Space Shuttle). My first payload , the Mars Ascent Vehicle (201 tons) lands safely on Mars with Gliding+Parachute+Retro rockets As you can see the CoT is below the CoM, which is below the CoL and I can tilt it at 40 degrees without problems (so it's pretty stable). But for some reason.. This is the MDV.It flips in the air if it's more than 25 degrees inclined(I need around 30-40 to slow down) In the Mars Descent Vehicle the CoT is above the CoM and CoL.I have no idea why this happens and how to fix it.Is this why it flips?Thanks for the answers.
  10. Hey guys, check out my new video i made this night!
  11. I'm buidling a deep space probe to Saturn and Jupiter, but the core overheats (on Earth and space) after a few minutes in flight.I'm using an RTG to power it and some radiators to cool it down,but they don't seem to be powerful enough or even to work.I noticed that I produce way too much electricty than I actually need and maybe this is the cause of the overheat. This is the message I get and a picture of the probe for comparsion: So yeah , any solutions?Maybe less power?I really have no idea.
  12. Hi KSP Community.I have a problem: I have to dock two big fuel tanks (around 6-8m diameter) in orbit for a trip to Mars.Realism Overhaul gives you pre-sized docking ports and TweakScale can't modify them.So yeah , solutions?Mods that add more docking ports for RO?A cfg to add more different sized docking ports of the same type?I don't want to modify a pre existing docking port , since I'm already using them on smaller ships and I fear to break them by doing that.Thanks!
  13. Simple challenge, very similar to ones that have been done before except this one is in Realism Overhaul /Real Solar System using Realistic Progression Zero. The idea formed when I was playing career and needed to get an artificial satellite in orbit but only had a very limited amount of money and the basic launchpad. I needed to do it under 40t and tried very hard but due to tech limits (and controlling my craft with remotetech issues meaning I had no control in some places) I failed. But only just. So I thought about making a challenge to get into orbit under 40t but then I realised that with later tech it was probably quite easy so then I thought the challenge should be along the lines of what is the smallest amount of nodes you need to unlock in an RP-0 career to be able to get into orbit with the first launchpad (40t limit)? So rules. You must launch from the starting launchpad in Cape Canaveral, Florida, you must get to an orbit with a Pe of at least 140km. No cheat menu except to show thermal info etc Mechjeb allowed, this is a design challenge not a pilot challenge You are allowed to add as much starting science as you like to unlock nodes, this is not an exercise in grinding. Be aware though that the more nodes you unlock the higher your score will be so choose carefully. Anyone attempting to `game the rules` and find exploits will be excluded from the challenge. No infiniglide, kraken drive, ladder drive or similar (are those even things any more? I seem to remember bugfixes that dealt with a few of the exploits) Most important, the part packs allowed (especially engines and tanks) are limited to the required ones that come with RO and the recommended mods (as CKAN defines them) not the suggested ones. scoring Your score will be the weight in tons on the launchpad multiplied by how many nodes you have unlocked in career. This means lower tech will usually beat lower weight. Lower score is better. The maximum score is 40 tons x every node unlocked which looks to be around 150=6000 The minimum would be a single node multiplied by your weight which is limited to 40t so assuming a 40t craft your score would be 40 The node you start with counts as 1 node or the scoring would get silly. ADDITIONAL RULE Your score will be divided by your payload in tons to reward those who put more into orbit. This means a single node, 40T on launchpad and a 2T payload would score (40x1)/2 which would be 20 Let me know any glaring omissions or any questions and above all, HAVE FUN! SCOREBOARD 1, @Laie 2 nodes x 40T/0.75=107 points 2, @NathanKell 1 node x 39.049T/0.084=464.86904 3, @Teutooni 3 nodes 23T/0.085=545.78823 4, @a_schack 2 nodes x 32.025T/0.062=1033.06452 5, @Phineas Freak 4 nodes x 30.454T/0.019= 6411.36842 6, 7, 8, 9, 10, As is the done thing I should relate my attempt, my submission was a failure, I nearly did it but I was about 300Dv short.
  14. This is just more than impressive! What do you think about it?
  15. So..I'm trying to start a colony on Mars in RSS/RO and I'm pretty much stuck.I landed on the Moon and landed some rovers on Mars , no problem.Now I have to land heavier payload on Mars , but it seems I'm not able to do so. This is what I should land.I already tried everything , from parachutes to big heatshields (I don't have small and powerful retro rockets, sadly).So yeah , that's the problem.Thanks for everyone that gives me a tip.
  16. Hi... I have installed RO and after some 4 or 5 tries I finally managed to unlearn whatever I had to unlearn from stock KSP and had my command module enroute to the Moon with the LM properly docked and 3 happy kerbals onboard. After performing the TLI burn with the remainder of Stage 3 fuel, all my resources seem ok: Fuels are almost at maximum, command module engine is very stable, plenty of Oxygen, not much water but then again they haven't been drinking much anyway, almost all food, electrical charge above half capacity, zero waste water, waste, CO2 and charred ablator (ablator is intact, of course). I am halfway through, I needed to perform a small deltaV trajectory correction maneuver but... Ship is irresponsive. All astronauts alive but a small red astronaut appears next to mission clock (upper right corner of the screen) when I pass the mouse over it I read "no crew control" and I can't do a thing. The module antenna is retracted but since I have crew that shouldn't even be a factor. I am using Saturn V FASA (moon) with the only extra being a small mechjeb unit to ease my calculations... Any clues to what is wrong?
  17. Right after Christmas 2016, I made one Steam backup and one Windows 10 backup (that one by just copying the KSP folder and moving it into another folder on my desktop), then used the built-in Steam functionality to downgrade my game to 1.1.3 in order to install Real Solar System, Realism Overhaul, Realistic Progression Zero and all of the recommended mods using CKAN. What do I do now that KSP RSS RO RP-0 can be played on 1.1.3? How do I update the game? (I'm new here, so I'm being conservative on the formatting before I can develop a pattern.)
  18. Hi guys! hope everyone's doing great! I was wondering if someone ever managed to build a Skylon or similar SSTO spaceplane with the B9 motors and configs provided in RO. I only managed to get to 4.5km/s, almost half way to orbit - I can't seem to get the fuel fractions right and also don't think my ascent profile is quite right, I only manage to get to the engine's airbreathing temp limit at about 25km up in the atmosphere, which I think is a little low. I was just wondering if it's even possible EDIT: I know SSTO spaceplanes are pointless and impossible to build with current tech... but hey it's for fun that I'm trying!
  19. Hi everyone, First of all i'm new to this forum (even though i'm following it for a long time now) and i want to thank you all for the wonderful job you're doing with it. I'm experiencing a bug with my install, All the science equipment stopped working, more precisely i can't right click them, only the film return camera displays the option of opening the doors but i can' run the experiment, after some testing i found out that only the magnetometer boom and the plasma detector are working proprerly. This bug occured during a Carrer save file, all of a sudden it stopped working (i noticed it after a moon landing) and only the vessel built and launched before that mission have working science equipment. The last mod i installed was FASA, i tried to disinstall it and start a new carrer but the bug is still there. Here is the list of mods i have installed: Soviet Probes v2.0 Soviet Rockets 1:v2.1 Stock Extension v.25.2 TACLS v0.12.3.2 TACLS RO config v11.3.2 Taerobee Stockalike x-1_more 1.2.3 Tantares 36.0 Tantares LV TextureReplacer v2.4.13 Toolbar 1.7.12 Universal Storage US Probes Pack v0.53 Ven’s Stock Part Revamp v1.9.5 Soviet Engine Pack 0.1 Soviet Engine plugin v2.3 SmokeScreen Extended FX Plugin Skylab v1.5 ShipManifest ScanSat v16.6 Rocketdyne F-1 1.2 RemoteTech v1.7.1 Realistic Progression 0 v0.51 RO Craft files v11.3.2 RO v11.3.2 Real Heat v4.3 RealChute v1.4.1.1 RSS Texture 4096x2048 v.10.4 RSS v.11.4.0 Real Scale boosters 0.14.5 Real Plume 2:v10.5.1 Real Fuels rf-v11.3.1 RCS Build Aid v0.8.1 Procedural Parts v1.2.5 Procedural Fairings - For Everything v0.2.0 Procedural Fairings v.3.17 Persistent Rotation 1.8 Near Future spacecraft 0.5.1 Solar Core 0.6.2 Solar 0.6.2 Propulsion 0.7.4 IVA Props 0.5.1 Construction 0.6.4 Module Manager 2.6.25 Modular Flight Integrator MechJeb2 KSP AVC KSC Switcher 0.6 Copernicus Planetary System Modifier 2:release 1.1.3-1 Kerbal Renamer 0.6 Kerbal Joint Reinforcement v3.2 KAS Hangar Extender 1:v3.4.8 Forgotten Real Engines Firespitter Resources coffin v7.3.0 Firespitter core v7.3.0 Filter Extensions - Plugin FAR 3: Dmagic Orbital Science 1.3.2 Deadly Reentry Continued v7.4.7.1 Custom Barn Kit Contract Configurator 1.19.0 Connected Living Space Community Tech Tree 1:2.4 Community Resource Pack BahamutoD Animation Modules 1:v0.6.3.1 B9 Part Switch v1.4.3 B9 Aerospace Procedural Wings - Fork 1:0.40.7 Atomic Age 3.2 Antares.Cygnus 1:v1.1 Advanced Jet Engine v.2.7.2 FASA 5.44 All of this mods except FASA were installed using CKAN. And here is the link to the player log file: The game version is 1.1.3 and i'm running Mac OS X. I apologize for my english, i hope that what i wrote it's clear. Thanks for your time and your help.
  20. I am looking for a mod which adds space shuttle parts and which is compatible with Realism Overhaul 1.2.2
  21. 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
  22. So, its time to land an unmanned probe on the surface of Venus. I've never done this before. Do you have experience or any advices for me? Do I need additional engines or is a single parachute enough for a safe touchdown ? I had the Idea to place everything inside a 2m ServiceBay with a Heatshield Down below and a parachute on the top, do you think that could work? By the way, here is my current TechTree:
  23. Hello. The question is, plainly put, what is the most effective exploration strategy for Jupiter (in terms of getting more science and perhaps some fun along the way)? I'm currently playing RSS/RO/RP-0 build (not sure what the exact versions are, KSP is 1.2.2), and I have a probe that just left Earth's SOI with slightly more than 4k of delta-v on board; its current Jupiter periapsis is ~ 2200 km with an orbit a few degrees off the satellites' plane. Initially, I was planning to capture into satellites' plane and then one by one catch them on flybys. But now I'm more inclined to go more inclined: that is, polar (Juno style). That way I would get all the Jupiter's biomes (closing the Gestalt) and I'd also be able to catch Callisto and Ganymede (perhaps even Europa?) flybys as well (by looking for the encounter at ascending/descending nodes). Then the next probe that would enter the system might not bother with Jupiter, and go for satellites right away (e.g. for orbiting etc.). What do you guys think?
  24. At the moment, I am building a spacecraft which will do moon fly-by's and enter low moon orbits. The panel shows Food, Water and Oxygen support for ~53 days, but for Waste, WasteWater only 7, respectively 1 day. What happens if I stay in space longer than the supported 7 days ? Do I have to carry all the waste ?
  25. It was time to upgrade my PC, so I went for a Ryzen 5 1600 + Sapphire rx580 Nitro+ Limited Edidtion, and kept my Samsung 850 EVO I was and am playing 1.1.2, Modded with RSS+RO + essential mods + a few more. KSP on the new PC is just a folder copy from the old PC (same install). Game loading improved greatly, with about 9 minutes on the old PC vs 2:30 to 3 minutes on the new, but everything else feels almost the same... Same launchpad loading times, same frame drop on flying bigish rockets, etc. VAB is a bit more responsive, but everything else feels kind of same. I didn't try a stock install, only modded. My RX580 doesn't start the fans until it is pushed and start heating, and it never ever started the fans while playing KSP, and CPU was at 48C max temp. As if both CPU and GPU were not utilized at all... I also play ME Andromeda, which runs perfect with most settings on ultra high (as opposed to before, were it was straggling and glitching with the lowest settings) To the question. Is there something that I can do to have some improvement on performance on KSP? Some setting etc to utilize my new system better? Maybe newer KSP versions like 1.2 will run better? I keep 1.1.2 for MOD compatibility, as I will have to rebuild most of my rockets if I change KSP version, and I try to avoid it. I spent hours and hours on building and fine-tunning my rockets and editing cfgs, have loads of orbiting satellites, and i am terrified to the idea of starting over, due to some not updated mods that I currently use) ****IMPORTANT NOTICE: DO NOT COMPARE INTEL & AMD HERE PLEASE. If you want to, then start a new thread for that on The Lounge section.****