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AstroRick

Aerodynamics in 1.1.3 too "real." >.>

Question

I recently updated from KSP 1.0.2 to 1.1.3 and notice a significant difference as to how the game handles aerodynamics.  Are there settings changes which would return the game to stock aerodynamics ala 1.0.2?

Thank you for any assistance!

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You can adjust heating amount, but other than that, I think you get what you get.  (Unless you decide to go with an aero-affecting mod, like FAR).

What about it, specifically, do you not like?  I didn't notice a huge change from 1.0.x to 1.1.x, myself.

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I was specifically told by NathanKell (IIRC) that there was no change from 1.0.4 to 1.1.0, and there has been no change since. The only related modification is that MK1 parts have all had their drags reduced by 25%. I don't know about any changes from 1.0.2 to 1.0.4.

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1.0.2 to 1.0.4 changed quite a few things. The dev team was still trying out how exactly they wanted things to be in the early days after 1.0. They finally settled on the settings chosen for 1.0.4+.

However, it's not like the degree of simulation changed much. Differences were stuff like how much drag at which altitude and such.

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Stick with it a bit.  I went from an even older version (before reentry heat) it took a bit of learning, had to look up the "best" way to do a gravity turn with the new versions but it was worth the effort and not really that hard to adjust (a few frustrating times when the old way didn't work, but it's really nicer to be closer to real life).

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