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Found 198 results

  1. Vectors from Freepik and AstroRainbow 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 within many mods necessary in a RSS save. Also, we worked hard to make every body of the system pretty and unique. KSRSS is accompanied by KSRSSVE, a graphic mod which put the best of scatterer and EVE into KSRSS. For example, with KSRSSVE and KSRSS, you can find dust storms on Mars, geysers on Enceladus, snow at pole of the Earth and many other things. Finally, unlike SSRSS, KSRSS is not a simple rescaling of RSS, we decided to not use Sigma Dimension, so KSRSS is made and tweak especialy for the stock size. After this little introduction, we want to thank all the modders community and specialy the RSS-Team without whom we would not have been able to realize this mod. Factually, KSRSS is just a mix of textures made by the community (see License section for all credits) that we mixed together to create, we hope, a pretty version of the real solar system in KSP. Pics Download and instructions KSRSS KSRSSVE KK-KSRSS Install Kopernicus. If you are using an old version of KSP, go here and take the appropriate version i. e. Kopernicus 1.6.1-X for KSP 1.6.1 and Kopernicus 1.5.1-X for KSP 1.5.1. Install KSRSS-Textures. Install KSRSS. If you want footprints, install KEX-EVAFootprints. (optional) If you want more launchpads in Florida, you can download the KK-KSRSS pack. (optional- see column 3) If you want clouds and scatterer compatibility, install KSRSSVE. (optional - see column 2) Install EVE. Install scatterer. Install KSRSSVE (download below). Choose the Low Resolution pack OR the High Resolution. Install Kerbal Konstructs. Install Tundra's Space Center. Install OSSNTR. Install KK-KSRSS (download below). https://github.com/KerbalFrench/KSRSS/releases https://github.com/KerbalFrench/KSRSSVE/releases https://github.com/KerbalFrench/KK-KSRSS/releases Licenses and credits KSRSS KSRSSVE KK-KSRSS KSRSS is licensed CC-BY-NC-SA-4.0 International unless otherwise stated. All plugin code is licensed LGPL-3.0. KSRSS is derived from RSS. A huge thanks to NathanKell and the RO team for creating this mod. (CC-BY-NC-SA-4.0) Some textures were taken from Spectra. Those are licensed MIT and all credits go to Avera9eJoe. Some planetary imagery is derived from work by Steve Albers and NASA / Jet Propulsion Laboratory, and some from the Celestia Motherlode (itself in the main sourced from JPL). Used by permission of the licenses for non-commercial release. KSPRC is bundled in the download and is covered by his own license. (CC-BY-ND) KSRSSVE is licensed CC-BY-NC-SA-4.0 International unless otherwise stated.All plugin code licensed LGPL-3.0.The Earth aurora texture was taken from Spectra by Avera9eJoe. (MIT)Planets clouds textures are from RSSVE. (CC-BY-NC-SA-4.0)The snow particle comes from Sci-Fi Ve by panzer1b. (Non-commercial use permitted with or without credit)The snow map comes from GEA by Davian Lin. (CC-BY-NC-SA-4.0)Citylights textures are from AVP by Astronomer and themaster401. KK-KSRSS is licensed MIT. If you are an author of one of the textures, maps, cfg or anything else used in KSRSS and if you want that we remove your work from our mod, just contact us and we will do it. A mod by tony48 and Kierra.
  2. R E A L I S M O V E R H A U L [1.7.3] Realism Overhaul v12.7.3 [23 Nov 2019] License: CC-BY-SA 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). _________________________________________________________________________________________________________________________________________________ TOOL SPOTLIGHT Generic Engines - Web Version by PatPL This tool allows you to quickly configure engine configs in the web browser on the fly, choose from over 120 engine models and even assign TestFlight configurations to it. Check it out via the link above. _________________________________________________________________________________________________________________________________________________ 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 Mod Overview: 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 Continued Module Manager Modular Flight Integrator Solver Engines Plugin Kerbal Joint Reinforcement - Continued Real Chute Real Fuels Community Resource Pack 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 Deadly Reentry Hangar Extender MechJeb - featuring advanced ascent guidance Procedural Fairings Procedural Fairings - For Everything! Procedural Parts Real Solar System RSS Textures - Choose your resolution KSC Switcher Remote Tech TAC Life Support Test Flight - Download 'TestFlight - Core' only Textures Unlimited Principia - recommended for axial tilt, realistic n-body physics - Check the installation instruction in the mod's thread / no CKAN 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: ROEngines - Extensive model collection for real life engines Realism Overhaul Craft Files DMagic Orbital Science Kerbal Attachment System SCANsat Part Mods: will be back soon 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: https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.6.1 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 (1.4.5 through 1.7.3 release version) 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).
  3. Simple RSS Patch RSS Patch [1.7.x] download from SpaceDock latest version: v1.7.0-001 (24-05-2019) This patch is aimed at the stock KSP players, or lazy players like myself, that want an introduction to the huge scale of the Real Solar System (RSS) but who find extra mod packs like RO/Smurff too daunting for now. Simply install RSS, add this patch and you are good-to-go with the stock parts and other parts mods you have already installed. Fly around the massive Earth, explore the real planets and moons. A super simple patch that tunes engine thrust and ISP so that you can use stock parts in a bare install of Real Solar System without needing Realism Overhaul or other complicated setups. This does not re-scale your rockets to actual real-world size like RO does, but keeps all components as they are out of the box. Also comes with a patch to move the launch location to Alcântara in Brazil which is near the equator. Thanks to José Eduardo for the tip! note: SSTU is highly recommended to get a wide variety of engines and modular fuel tanks that scale up to anything you could need in RSS. SSRSS Patch [1.7.x] Download file [v1.2 13-06-2017] * still fine-tuning this A simple patch for SSRSS to balance thrust/ISP so that you will need to build larger, more realistic, ships to do the things you would normally do. This will get rid of the short, chubby, gumby-looking ships in stock game play and requires you to use larger tanks and thus get more realistic looking rockets. Best used in combination with SSTU. Can be modified to run with stock system as well by removing the NEEDS[SSRSS] part.
  4. Hey, guys! For the last several months i've been working on my new KSP video. It would be action miniseries of 6 episodes, 20-25 minutes each. Here we go!
  5. History of Spaceflight Contract Pack for Stock/RSS/RO/RP-0/RP-1 This mod aims to basically transcribe the entire NASA Master Catalog into missions for Stock/RO/RP-0/RP-1. This project initially started as an expansion pack to Whitecat106's popular Historic Missions contract pack, but after he quit I decided to rewrite the entire mod from start to finish. This mod will feature and expanded 1942-1958 contract set of sounding rockets from all over the world. Plus complete mission sets (including failures) of every spaceflight launched to date(when completed). It also has more accurate orbital specifications for you to reach including historical Apogee, Perigee, and Inclination(RSS Version). Since there will most likely be two version of Realistic Progression, RP-0 and RP-1. I will be making a version of this mod for both RP-0 and RP-1. Currently playing through the beta of RP-1 and collecting historical rocket costs and rollout costs to balance RP-1. The main balancing and release of the RP-1 version won't be until after an official RP-1 version has been released. Currently this mod contains 670 contracts for RSS/RP-0. and 622 contracts for Stock. It contains every mission (might be missing a few but still adding) from the time frames 1942-1967, basically the first 25 years of spaceflight, and contains: - 53 Pre-Sputnik sounding rocket and ballistic missile contracts including but not limited to : A-Series, Aerobee series, Deacon, Corporal, Hermes 1-3, Kappa 1-6, Veronique, X-17, Cajun, Wasserfall, RTV-A-2/ RTV-A-3, Terrapin, Nike series, Eole, Deacon, Skylark-1, R-Series, Thor, Redstone, Atlas, Jupiter and more. NASA Master Catalog USA Missions 1942 to 1967 Ats (3) OGO (2) Gemini (17) MISC (32) Biosatellite (3) OSO (2) Mercury (10) Midas (10) ERS (3) Pegasus (3) Missile Tests (7) Samos (11) Explorer (41) Pioneer (11) DMSP (6) Ferret (7) GGSE (3) Ranger (9) Echo (3) Corona (17) Lunar Orbiter (2) Solrad (7) Intelsat (2) Discoverer (39) Mariner (4) SECOR (8) LES (4) GambitKH7 (36) Vanguard (11) Surveyor (2) Syncom (3) GambitKH8 (9) Transit (22) Vela (3) Telstar (2) Tiros (10) launcher tests (15) ESSA (6) Soviet Missions Sputnik (3) Vostok/Korabl-Sputnik (11) Kosmos (123) Missile Tests (7) Elektron (3) Polyot (2) Zond (3) Marsnik (2) Luna (21) Mars (2) Molniya (4) Proton (3) Venera (6) Voskhod (3) China Missions Dongfeng-1 (3)S (5)RSS Dongfeng-2 (3)S (5)RSS Dongfeng-3 (3)S (5) RSS Dongfeng-4 (3)S (5) RSS Canada Italy United Kingdom Japan Alouette (2) San Marcos (1) Ariel (2) Lambda (2) Blue Water (1) Kappa (6) More info and screenshots to follow. Currently testing and balancing what is done right now and Version 1.0 will be released once that is complete. Should take a few more weeks to finish that off barring any unforeseen catastrophes. How to install History of Spaceflight: 1. unzip contract packs to a new folder 2. Choose which version you want to play. Either RSS/RP-0 mod or Stock 3. Copy the HistoryofSpaceflight folder into your KSP game directory under GameData/ContractPacks 4. When updating to a new version it's best to delete the previously installed HistoryofSpaceflight as well as ModuleManager.ConfigCache, and ModuleManager.ConfigSHA from your GameData folder to make sure it loads the new contracts that were added. License: This pack and associated plugin is Licensed under CC-BY-NC-SA-4.0. The beta for Stock/RO/RP-0 is available here- GitHub Also Spacedock, and Curse Report Issues Here Incompatible with Kerbalism or any other historical contract pack. Do not install these mods with this History of Spaceflight or you will have issues! Requires: Thanks to @Whitecat106 for his hard work on Historical Contracts. A few of his contracts were helpful in understanding the bugs in my own for the early parts of writing this mod. This is my first attempt at a mod and my coding skills are pretty basic. I'm learning as I'm going. I do have a lot of free time though as I am disabled and unable to work a job. So expect a lot of work coming out in the next few months as my condition permits. Websites referenced to make this mod: Encyclopedia Astronautica Gunter's Space Page Spacecraft Encyclopedia National Space Science Data Center Spacecraft Search Wikipedia
  6. Hatsunia is a country that exists in a parallel universe in the place of Japan. It became a democratic constitutional monarchy in 1868. In the late 19th century, the Micronesian islands were purchased from Spain, being called Mikuroneshia (pronounced with a mee-, not my-) in Hatsunese. This would be the only territorial acquisition by Hatsunia; no annexation of Korea, Taiwan, or anything else. Instead of becoming a militarist and ultranationalist empire, Hatsunia stayed a democracy and joined the Allies during WWII. (edit: moved captions above images) In the early 1950s, a facility for testing sounding rockets and missiles was built on the island of Negishima (3.9°N, 139°E) in the autonomous prefecture of Parao. It was coincidentally shaped like a green onion. (imaginary island made by editing EarthHeight.dds and EarthSurface.dds) This location was selected because a proposal for the site on the mainland brought concerns from the fishing industry that rocket launches could disrupt harvests, resulting in a limited period for launching rockets (190 days a year). It was also selected for the potential of orbital launches due to the faster rotation of the Earth near the equator. Sounding rockets would be tested by the Rocket Development Promotion Headquarters of the Hatsunia Science and Technology Agency in cooperation with the Institute of Industrial Science at the University of Miraito. In 1962, this division would eventually become the Hatsunia Aerospace Science and Development Agency, or HASDA. Hidemi Utagawa was a key figure in the development of Hatsunese rocketry. 1956-08-31 01:39:00 UTC (10:39:00 Hatsunia Standard Time) Lift-off of Negi-A, the first sounding rocket of Hatsunia Diameter: 339 mm Height: 7.1 m Wet mass: 958 kg Dry mass: 213 kg Propellant: Solid Specific impulse: 220 s Thrust: 28.2 kN Burn time: 57 s Used Procedural Parts, B9 Procedural Wings, and NEBULA Decals captions provided by Historian Expanded with a custom config
  7. Hello guys I didn't found any topics on Spaceplane in RSS mode, so I create this one I am playing RSS (Real solar system) on KSP 1.7.3, but not R . It is yet a big challenge to send a rocket or a spaceplane in orbit as you have to reach Mach 25 or more than 7500m/s to be free from gravity. Stock engines stock are not an option to send a rocket or a spaceplane in orbit and I use Real Scale booster engines and OPT mod engines. SSTO is impossible. What I decided is to create a Stratolauncher, then have a spaceplane on the top to launch it at the Stratolauncher ceiling at the quickest speed to achieve orbit. For planes OPT engines are very powerful and we can reach 48kms as ceiling. Then launching speed depends on the StratolauncherTWR and 5000m/s are reachable . To achieve orbit climb you can't rely on gravity turn, and you must use the PrimerVector method that Mechjeb is using in RSS/RO which is to adapt your speed vector to be as near as possible from your apogee (less than 15s is great) to achieve your orbit in only one burn......That allows to save a lot of DV. Atmospheric autopilot mod is a good mod to fine tune your speed vector while piloting your spaceplane to orbit. My first spaceplane is designed to reach the moon orbit. I built a ascent and a descent stage behind the cockpit to make this stuff detachable from the spaceplane core. So, the cockpit will land on the moon, then leaving the descent stage on the moon, it will climb back to orbit and dock to the spaceplane core. The shorter spaceplane will fly back to earth Meanwhile, using FMRS, the Stratolauncher will land to base. The base is Kourou. Here is my trip to Moon in RSS with The Stratolauncher, renamed StratoRaptor and the Spaceplane Raptor whose cockpit will undock and descent on the moon. We need to reach 25, around 7500m/s to leave Earth, which is impossible with an SSTO, even with OPT engines That's why I create the Startoraptor launching the Raptor Spaceplane. Weight of the raptor in charge is around 153T The 4 hybrid engines of the Raptor leaves 13000DV range in vacuum provided you give them 50 electric units/s during engines run The cockpit with its descent and climbing stages decoupling from the Raptor core are the Moon lander. Here is the service bay with 20 NearFututreElectrical RTGs to help the Hybrid engines in close cycle mod Here is the Stratoraptor 995T bicockpit plane with 80% fuel. 12 OPT J61 engines giving a TWR >3 at the engine ceiling around 48500m. That allows More than Mach 15 at launch Take off and heading 117° to be on lunar plan Climbing 70°, acceleration around 15000m and mach 2.5 Leaving 37000m under acceleration, we try to stay a near as possible from apogee: see the MechJeb PrimerVector concept in RSS/RO in the RSS RO wiki (very interesting) 43500m; Mach 13.5 less than 5s from apogee, great acceleration, we should launch at more than M 15 Launch at more than mach 15 StratoRaptor being in sub orbital flight with engines shut that 's an awesome optimal climb for the Raptor reaching 5000m/s a 52000m Approaching orbit with more than 10000DV Lunar transfert calculation Meanwhile with FMRS,we come back to the StratoRaptor which is 1200kms far from base. The best return flight to spare fuel is the following: vertical dive engines shut, then engines relight under 30000m, inverse Immelmann to climb to orbit we begin climb on the back around 13000m Then half barrel roll and climb to suborbital A second suborbital climb is necessary to avoid fuel shortage the shortest possible approach we try the runway which is very hard with such a big aircraft. Use of Atmospheric autopilot is a great help On the ground Here in lunar orbit, undocking the lander Lander retrobreaking Gear down fine landing Crew goes out to plan a flag Climbing back to cockpit for departure The descent stage stays on the Moon climbing to a 45kms orbit Back view from tanks and climb engines Calculation of docking point approach and angular alignment on the fuselage Cockpit docked and well aligned, Raptor is now shorter as we left the descent stage on the moon 7000 DV left for earth return 2mn HD vid for cockpit separation and landing https://youtu.be/Oub2VP7PagM 2mn HD vid Cockpit docking after moon climb https://youtu.be/K45A36cMzak 815 DV for earth injection Then 1800 Dv to get 8000kms apogee with 160 perigee Then still 1500Dv to circularize at 160kms break enough for re entry South burn aligng with the launch base, it's 1300 DV more due to overheat speed brakes are destroyed lighting engines in air breathing mode long final on Kourou runway Kourou which is an island like all other bases in RSS (I think it's a bug from the mod which is not updated for KSP 1.7) Landing fascing East, too long, pull up and landing facing west long landing and stop at the very end of the runway Conclusion I am happy with Stratolauncher to launch spaceplane. It works very well with OPT engines. Maybe it could be a good idea to gat a back inflatable shield on the spaceplane to spare aerobraking fuel I am planing a bigger Stratolauncher to launch a bigger spaceplane including cargo hold for a rover and more DV
  8. 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:
  9. 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) Here are some pics for some clicks RESPOSITORY LINK: https://drive.google.com/drive/folders/1oCeqlZ4fBs6TNvnN0R57TMqhKbSBVzzO?usp=sharing 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) 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/
  10. Beyond Earth Introduction The year was 1946. The Second World War had just ended. It was the dawn of a new age on Earth. The victorious Allies, led by the United States, the United Kingdom, the Soviet Union, France and China, had assembled themselves in what would be known as the United Nations, so that all of the world could be at peace. People looked at the future with hope, having witnessed first hand the horrors of the War. That, unfortunately, would prove not to be the case. The world was now split into two, under the shadow of the USSR to the East, and the US to the West. Yet, no matter the political differences, the remaining superpowers, the US, the UK, and the USSR in particular, symultaneously turned their eyes skywards: the future laid not on brown soil, but in the blue skies above. True powered aircrafts had been born just forty years before, but now they bore little, if any, resemblance to the Flyer built by the Wright brothers, and there were rumors about an American prototype which was capable of going past the Columns of Hercules of Aviation: the sound barrier. But, while aircrafts were the big thing for the general public, a small, if resolute, group of scientists and engineers had their focus on another marvel of technology: the rocket. The history of rocketry had started many centuries before in China, but the most important advancements had been made much more recently. It was almost universally agreed, however, that the greatest pioneer was Kostantin Tsiolkovsky, a native Russian, whose ideas on rocket propulsion and propellants, but most importantly, his equations, had laid unknown for quite some time. In the US, during the 1920s, the famous inventor Robert Goddard had developed, and launched, the first ever liquid propelled rocket. In Germany the Verein für Raumschiffahrt (VfR, of Society for Space Travel) had had some significant developments as well, in particular regarding the use of Liquid Oxygen and Ethanol as propellants, before dissolving in 1934. In the Soviet Union there had been numerous inventors, notably Valentin Glushko, whose team conducted hundreds of tests, but the Purges of the late '30s soon put an end to these experimentations. During World War Two rockets were used by almost every party, mostly for battlefield-level weapons, such as the Rocket Anti-Aircraft Artillery of the Royal Navy, or the Katyusha rockets of the Soviets. But the most interesting, and fundamental, designs came from the United States and pedant Germany. In Germany, the infamous V-2 rocket had been developed and fielded during the war by a team headed by Wehrner von Braun, who was later extradited to the US along with most of his team. It was a most revolutionary design, a "ballistic missile", capable of a range of 300km, hitting, albeit with disputable results, the British mainland. These rockets had very advanced features such as HTP-driven turbopumps, and inertial guidance. Even further, these rockets scraped the edge of space on their way to London. In the US, while no actual full scale testing took place, there was a much more ambitious program. Developed in complete secret under the codename Project Prometheus, the initial plans called for a two-stage rocket, large enough to throw a (theoretical, at the time) 7000kg nuclear bomb across the ocean, in the instance of British surrender and/or full Soviet control of the European mainland. While this concept never came to be, a series of scale motors were built, and this experimentation meant that an experienced team was readily available in the US for subsequent programs. In late 1947, however, the unexpected happened. This team of American engineers, now joined by the Germans under von Braun, was approached by a British organization, who wished to join their forces in pursuit of a greater goal: exploring space. The project was left off to rust for quite some time, but, following several years of negotiations, of course keeping the public in the dark, the plans were approved and signed by future Administrators Sir Philip Perrington and General Garrett H. Woodward. Finally, on December 19th, 1950, the International Rocket Society came to be. Roundel of the International Rocket Society from 1950 onwards
  11. RSS is not working I tried reinstall it. help me plz https://imgur.com/kb73cLU https://imgur.com/eLYsMNJ
  12. Early crewed Moon landing Nasa proposal Gemini Lander I've just managed to do this early "low-cost" Nasa proposal to a cheap and fast moon landing, since our space program is often running out of money ( big hug to RP-1 team) . Of course, this little thing never flown in reality, was one of the possible applications of the Gemini spacecraft (one design even was planned to a Mars landing!). First, have to launch the landing module, attached to a Centaur stage (2 RL-10 with restart capacity), in LEO. Launch vehicle is the great Titan III-E: first stage 2 solid boosters and LR-87 (burning aerozine/NTO in AJ-9 configuration), second stage is LR-91 (same, AJ-9 too), and last stage is hypergolic Centaur stage , just to finish orbit. Of course we have to launch in the plane of the moon, so waiting, to have right relative inclination. Initial ascent Booters separation, aiming orbit at 250 km: Then LR-91 firing, and finally centaur stage just a bit to finish the work: The Lander is hidden in the fairings, and on top of that, agena probe core/docking port for gemini spacecraft. Now let's launch the crew! The gemini spacecraft have been upgrated with a better service module, providing enough deltav to hopefully come back from moon orbit, and enough life support stuff. Same Launch Vehicle. Crew: Neil Amstrong, Alan Shepard. And launching from Cap Canaveral (same as before) Standing by the launch: Neil and Alan photographs from the launch tower for their respective wives when they will (we hope) come back: Now get in, and launch! Waiting to have the same inclination as our target and an acceptable phase angle to minimize rendez-vous deltav cost. Hmm, all this thrust, glorious. After getting rid of boosters and first stage, centaur is as before finshing orbit: After rendez-vous maneuver, let's dock this! Docked! Now go for the moon: After about 2 days of travel in this tiny spacecraft, and after circularization burn, Neil Amstrong is getting in the Landing Module, leaving Alan Shepard a few hours alone in moon orbit: Undocking, and centaur stage firing its last precious amounts of deltav doing the decceleration burn, after that the lander will be released juuuust to the do final descent, at about 2000 m above the terrain, meaning Neil Amstrong will land with a Centaur stage going to crash.. just under him. What a brutal Nasa idea! Almost, almost, now let's do it smooth (the lander is propelled with 1 or 2 kn engines burning Aerozine/NTO (unthrottable) and have very few life support on it). I made the lander with descent and ascent stage, but not necessary at all, as you can see. And done! Now let's get out quickly of this flying scrap, plant a flag, take one or two pebbles for our scientists, eat a snack on moonar surface, and get back! Good bye moon: Rendez-vous with Gemini, and EVA crew transfer: Now let's go back to our dear old Earth, have to aim the return Pe at 71 km to capture first, and then land, for good ( since the Gemini heatshield will burn up under that, and we don't wan't that). Second and final reentry: Chuutes, chuutes: And gloriously, marvelously, splashed in the Indian Ocean:
  13. Hi @pap1723, hi forum I started a new RSS + RO + RP1 career on KSP 1.6.1 recently and followed the installation description for RO / RP1. They suggested, amongst other mods, RO Tanks. The RO Tank I should have max 560~ liters. When I downsize the diameter to 400mm, the maximum length of the tank i can setup is 600mm which is about 46 liters. Is it as intented to have that ratio? Thanks and kind regards PatSch
  14. I think i found a way to stop the fuel from boiling away without installing extra mods! 1. Go to your KSP folder and enter the "Game Data" folder. 2. Go into the "Real fuels" folder and then into the "Resources" Folder. 3. Look for a file called "ResourceHsps.cfg" and enter it with notepad. It should look a bit like this: @RESOURCE_DEFINITION[LqdOxygen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) %conductivity = 0.152 } ... 4. Look for this: @RESOURCE_DEFINITION[LqdOxygen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) %conductivity = 0.152 } @RESOURCE_DEFINITION[LqdHydrogen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for H2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) or 8.97 * 10^5 or 8.97E5? %conductivity = 0.072 } 5. Change the value of "%vsp = ..." to 0 at both fuels. 6. Save and enjoy the game without fuel boiloff! If somebody has a better solution please let me know!
  15. I'm using RSS, which I managed to get installed on 1.7.3, and I've also got FASA working. I noticed, however, that the ISP of all the engines is a lot higher than I think it's supposed to be. For example, the ISP of the Swivel engine is 425 ASL and 544 VAC. That's a lot higher than stock. Does anyone know why this would be? Maybe just a compatibility thing, since neither of these mods is really supposed to work in 1.7.3. Is there a setting somewhere I can change to fix it? Thanks.
  16. I've been trying all day long to install and play RP-1 but the planets never change to the RSS one's. even if I change the game version(1.2.2, 1.3.1, 1.6.1), install manually or via CKAN the same problem happens and i just don't what to do now
  17. This is the story of the Kerbals of Earth, the third planet from the star Sol. Some time in the recent geological past, an unknown disaster brought devastation and extinction on a global scale. Once a paradise of forests and oceans teeming with life, Earth is now a blasted wasteland where small communities of these tenacious little green creatures struggle for survival, striving to rise from their subterranean origins and conquer the surface of their world, and its heavens. A handful of powerful companies rule over the Kerbal communities and control access to the world's dwindling supply of resources. These companies have agreed to sponsor a small team of visionary engineers and scientists who believe that the future of their species – and an explanation as to their origins – may lie in space. Together, they found the Omelek Space Centre on a small island in the middle of the Pacific Ocean. This is the story of Camwise, a resourceful space engineer who proves to have an uncanny ability to survive and get his crew home, even when the odds are stacked against him. It is also the story of Bartdon, a truculent senior investigator trying to hold the space programme together despite facing pressure from without and treachery from within. This is the story of the Kerbals of planet Earth and their attempts to reach out into the Solar System. Reach out they will indeed, and find more than they bargained for. The Camwise Logs is also a KSP Real Solar System / Realism Overhaul play-through in career mode. Certain part mods are used, and occasionally part configuration files are adjusted, but these will always reflect plausible – if not yet feasible – near future technologies. Hyperedit is occasionally used for the purpose of setting certain scenes (or repairing bugs and glitches), but all space missions are launched and flown legitimately, under full manual control of the author (ie: no mechjeb). All vehicles perform according to the specifications described in the story. PART ONE: THE MOON VS. ME The Moon vs. Me full part here. PART TWO: THE VIEW FROM PHOBOS The View From Phobos full part here. PART THREE: LUNACY Lunacy full part here. PART FOUR: TOO BIG TO FAIL PART FIVE: L'ENFANT SAUVAGE PART ONE: THE MOON VS. ME "If we knew what it was we were doing, it would not be called research, would it?" Albert Einstein. YEAR 6 DAY 45 Now, then. My name is Camwise and I am, until the circumstances change, stuck on the Moon. Yes, Luna, the Moon, the natural satellite of planet Earth; not the Mun, or whatever they call it in that computer game played by some of the kids back home who dream about becoming astronauts. What was it called again...? Anyway, back to the problem at hand. I was sent to Luna as the engineer of the first two-kerbal crew to set up and occupy what shall be the first long-term Moon base. That is, if we manage to build the damned thing before we starve to death. Yes, as you can see if you examined the telemetry, our lander toppled. Before embarking, I had naturally expressed my concerns to the designer of the aforementioned vehicle, Karanda. She happens to be brilliant at aerodynamics, and made some invaluable contributions to the spaceplane programme, but this lander is certainly not one of her better efforts. She fails to grasp some of the fundamentals of flying where there is no air. To say it is top-heavy would be putting things mildly, but even I had not foreseen that the landing legs would impede the thrust of the radial engines that were supposed to ensure our soft touchdown at Drygalski crater. You would have thought she would have run the necessary simulations... It's not as if having engines that actually slow down a Lunar lander are mission critical, right? As it was, my pilot Catbeth had been faced with two choices: extend the gear and make a new crater on the lunar surface for the next team of engineers to drill into, or attempt to touchdown by canceling our velocity just above the surface and extending the gear at the last moment. Fortunately she had chosen the latter, but despite her best attempt at sticking the landing, the lander had tipped anyway. OK, fine. The good news is that we are still alive, and I can live with sleeping on the walls of our capsule for the foreseeable future. At least we have a ton of supplies for our long-term stay on the Lunar surface while we wait for the Island Space Port to come up with an idea for getting us off this rock, don't we? Well, not quite. The majority of the ton of supplies in question (2.4 metric tonnes actually, as well as the capsule that is our ride home, two spacious habs, a service module with large solar panels and a rover), is still circling the Moon in a low polar orbit. Some of the modules are as little as thirty kilometers above our heads. I'm pretty sure that if I go outside and squint at the sky for long enough, I will catch a glimpse of the sunlight glinting off metal as our salvation skims silently over the grey and dusty landscape at one-point-six kilometers per second. Now, of course we weren't sent here to helplessly watch our gear fly past, so let me explain. We will have a lot of work to do once the first modules touch down. But they will only touch down if the water drilling rig continues to extract H2O at the planned rate. If the electrolysis units and cryocoolers that are supposed to turn the water into liquid hydrogen and oxygen work properly. If the cryogenic fuel doesn't boil off faster than we can produce it. If the shuttle we intend to refuel and fly to pluck the modules from orbit performs to spec, just like Karanda's brilliant single stage lander was supposed to. That's a lot of “if”s, I know. But meanwhile, while the tank of this huge machine I'm operating slowly fills up with water extracted from the lunar regolith, I have nothing better to do than tell you about the series of events that brought us here.
  18. Dragonfly mission to the ocean moon Titan Your mission is to create as realistically as possible the upcoming proposed Dragonfly mission to Titan, the ocean moon of Saturn. You can read about it here, its really cool. Basically, you have to fly to Titan (Laythe if playing stock), and set up a self sustaining base with explorer quadcopters that can go out and take samples and readings, then return to the main base. Categories are full Stock (visual and info mods only, nothing that modifies parts or physics in any way) or Modded ( I recommend Firespitter for excellent rotors, although your quadcopters will be large) as much as you like. Basically your job is to recreate the mission as close to real life as possible, either in Stock or Modded. I'll accept pretty much any entry, but if you need rules, then the rules are as follows: You must fly the mission, no cheats of any kind, although quicksave/quickload may be used as needed. Be careful loading/saving too much in atmo, parts can do strange things especially offsets You must leave Earth/Kerbin, fly to Saturn/Jool. Next you must make an entry with a heat shield and parachutes to Titan/Laythe, land and set up your base. Your base must be self-sustaining - if playing stock this will require an ISRU to allow multiple quadcopter missions. Your exploration vehicles must be VTOL, preferably as close to a quadcopter as you can make it. You may use jets or rockets since there aren't working electrical props in stock. They must be powered by RTG (like in real life). They must be able to fly 10-100km, take a sample, and return with it. There should be at least a conceptual way to refuel them, although I won't require a demo if the piloting is insane (landing on a docking port, etc). Lots of pictures! We are recreating a real mission, make it look cool!!! Scoring may evolve as new entries come in, since I likely haven't thought of everything, but for now it's as follows: Quadcopter points: Real Weight: 100 points if close to 450kg, subtract points for anything over (10 points/ton) Honest Quad: 25 points if 4 engines VTOL Real Science: 25 points if you recreate sample collection and analysis, seismological studies, meteorological monitoring, and local microscopic imaging using LED illuminators Reusable: 50 points if you show a full round trip copter sampling mission, and are prepped for another More Copters!: 25 points for each additional quadcopter up to total of 4 Mission points: Low Mass: 100 points if launch mass is under 100 tons, subtract 10 points for each 50 tons over weight. Orbital Genius: 25 points for each clever maneuver - aerobraking, gravity slingshots, anything that lowers dV and looks cool. Phone Home: 10 points per relay set up in system for a max of 30 points, it's nice to be able to call home. I will also award an arbitrary number of points for general realism, including but not limited to: Using Real Solar System Accurate models of rockets Making the spacecraft look and function as realistically as possible Finding something cool about the mission that I don't know about, and including it. Have fun! If you are ready to get technical, Here is more detail in a pdf
  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. When i try to install RSS into my KSP 1.7,IT WORKED!OMG After a while of research,I found that MechJeb,KIS,GPP works too! P.S. I used CKAN to do this
  21. TRANSMOGRIFIER The transmogrifier is a magic box. Put something in, turn the dial and out comes... ... ...different sized parts! (And maybe unexpected results...) This mod is a Module Manager patch that will rescale all parts in your game from kerbal size (~5/8 scale) to roughly real-life sizes (default setting). So Mk.1 parts are now 2m in diameter just like the Mercury spacecraft, but other scales are possible. This is a work in progress do not use in an existing game (probably best to use a fresh install), as this will break all inflight vessels and .craft files as well. I am posting the mod in this early state in the hopes of getting some feedback and help on things I'm stuck on or have not noticed yet. WHAT IT DOES -The basic patch resizes rockets to realish proportions (default setting) but doesn't change fuel capicities. This should play well in stock-sized solar systems up to 3.2x resized systems. OPTIONAL EXTENSIONS -Resize Internals - (and kerbals too!) - This makes IVAs match external sizes. -Full Tanks - Full thrust - Allows for a ultra-light realish experience, if you want to play in RSS or 10x resized systems. This patch requires SMURFF. (Balacing is WIP.) ISSUES -Not tested with mods at all. Stockalike mods will probably be ok, mods that do anything fancy, such as Procedural Parts and SSTU probably won't work. -Stock Fairings work, but the truss structure is not resized. -Internals are resized, inside kerbals are resized, is this a good thing or an abomination!!??!? -Fuel capacity and thrust increased to realish volumes, but not fully sanity checked yet. -Some of the older stock parts don't resize because they use a legacy method of defining the model and scale. I've kludged this to work on some of the Squad parts, but there might be some other parts I haven't noticed yet. -ModuleLiftingSurface values are not scaled, because I don't know what they mean. -Mod compatibility is incomplete GOALS -Allow a easier "kerbal-alike" experience on a real-life scale, without all the hassle of maintaining a Realism Overhaul install. -Refine resource volume changes -Make sure masses are reasonable -Find any bugs or unintended features -Integration with SMURFF and/or Sigma Dimensions to provide a light-weight realism mode. FEATURES Define your own scale! - Currently set to change parts to a human scale size. -If you need to exclude a part from resizing you can use this Module Manager patch. @PART[MySpecialPart]:FIRST { TransmogrifyExclude = true } DOWNLOAD - For any version of KSP 1.1 or newer GITHUB DOWNLOAD Requires Module Manager (at least version 2.6.23 for KSP 1.1), not included. Optional features require SMURFF , not included. SOURCE LICENSE CHANGELOG
  22. I make a lot of space video using KSP - mostly real missions, but some other ones too. That latest is...
  23. My RSS save has a huge graphics error on Earth. I'm using KSP 1.3.1, scatterer 0.0320b, Kopernicus 1.3.1-3, and RSSVE 1.3.1-6. Below is what it looks like in DX11 and regular (I believe DX9?) Here is all my mods too:
  24. This was done with the WIP Raptor engines, but I downrated them 20% from what's in the current RO based on new chamber pressure estimates from SpaceX. Had a lot of fun (no really!) playing with KOS to set up a precision booster landing program. Thanks to CalebJ2 for sample code and for getting Trajectories support added to KOS. First Stage VTVL, Second Stage VTHL, 100 Tonnes to orbit. I have the unedited version if anyone wants it, but it's over an hour due to the long shallow re-entry.
  25. I use Ksp 1.4.5 RSS and some other mods. Whenever I Enter the influence zone of the Moon my game freezes about 5 minutes and then it crashes. It doesn't matter either I enter the orbit legit or via cheats. https://www.dropbox.com/s/hmh7jx4meppsapi/Crash_2019-01-12_102800.rar?dl=0