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RSS and Realfuels problems


Turtles4Life

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You're going to need an engine configuration, either Realism Overhaul or Real Fuels-Stockalike. You're also going to need Kopernicus for RSS, which carries out the rescaling.

By themselves, RSS just makes the solar system realistic, and Real Fuels just adds the propellants and some of the mechanisms such as ullage simulation.

If you're going for Realism Overhaul, you're almost certainly going to want to do that via CKAN, due to all the dependencies involved.

EDIT: To clarify a bit: RSS has configurations for Kopernicus which swap out the different planets for real ones. Real Fuels has configurations for new propellants and mechanisms such as ullage. Real Fuels-Stockalike adds configurations for engines to go along with the new fuels. Realism Overhaul does something similar, but swaps out a lot of default KSP parts for real-world parts, nerfs reaction wheels, and a million other things for a much more realistic package. Personally, I go for a midway point with KScale64, Real Fuels-Stockalike, RemoteTech, etc.

Edited by Starman4308
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You also need textures for RSS. For RF there's also configs needed.

This is what your GameData should look like (for a manual install):

souC1vE.png

Kopernicus is a RSS dependency, included in the main mod file.
RealSolarSystem is the core of RSS
RSS-Textures is the textures for RSS that you have to download separately

SolverEngines and CommunityResourcePack are RF dependencies, included in the main mod file.
RealFuels is the core of RF
RealFuels-Stockalike is the configs for RF, you have to download it separately

ModuleManager is just some stuff you need anyway.

(You'll also need Real Plume to get the engines exhaust to appear properly but it's not required to make your game actually work)

 

CKAN is not needed for RSS and RF only (I use manual install to manage my 60 mods), but if you go for RO you will need CKAN because of all the dependencies and specific configs for RO.

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