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Hyper-Realistic KSP (30+ mods)


Rjhere

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A Somehow Realistic Mod Compilation for KSP

Further work on this modpack has come to a halt as I am not able to find and download some of these mods. Will try to update all the mod links.

lAzy6mL.jpg

Introduction:

If you are anyway like me, you like rockets. Assuming, since you are on these forums, looking at threads like this, you do like rockets. Atleast I do...

Although KSP does simulate somewhat realistic physics (not aerodynamics), it is great gameplay wise, were you can learn about orbital mechanics, and have a great deal of fun while you're at it. Although many other realistic parameters are missing.

My compilation pack adds many of these parameters. Some smaller details, to large game-changing modifications, to make the all over experience, more like what it's really like. A compilation of about 30 mods, make this possible.

Say what?

You read correct, 30+ mods to bring everything to a somewhat real-life experience. (now 50-some mods!)

RJ, you are crazy!

I'm not disagreeing...

The mods:

Here's a list of the mods in my compilation (links to come very soon!), where I have classified in sections corresponding with what they do:

Configurations:

Realistic Progression (http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-22-Realistic-Progression-LITE-V0-17a-(Pre-Release-via-TreeEdit)

Real Fuels (http://forum.kerbalspaceprogram.com/threads/64118-0-23-Real-Fuels-v4-3-1-20-14)

Real Solar System (http://forum.kerbalspaceprogram.com/threads/55145-0-23-WIP-Alpha-Real-Solar-System-v5-5-KSP23-fix-12-23-13)

Real Solar System Expansion, requires Planetfactory (http://forum.kerbalspaceprogram.com/threads/55145-0-23-WIP-Alpha-Real-Solar-System-v5-5-KSP23-fix-12-23-13?p=894879&viewfull=1#post894879)

Realism Overhaul (http://forum.kerbalspaceprogram.com/threads/59207)

Kerbal Joint Reinforcement (http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-7-1-18-14-v2-0x2-experimental-available!)

Planetfactory (http://kerbalspaceprogram.com/krags-planet-factory/)

Real Engines Configs (http://forum.kerbalspaceprogram.com/threads/59207-0-22-Realism-Overhaul-ROv2-Modlist-for-RSS?p=825469&viewfull=1#post825469)

Editor Extensions (http://forum.kerbalspaceprogram.com/threads/38768-0-23-5-Editor-Extensions-v1-1-2-Apr-2014-(EdTools-Editor-Tools-replacement))

Docking Alignement UI (http://forum.kerbalspaceprogram.com/threads/43901-0-23-5-Docking-Port-Alignment-Indicator-(Version-3-1-Updated-05-08-14))

Toolbar (http://forum.kerbalspaceprogram.com/threads/60863)

Crew Manifest (http://forum.kerbalspaceprogram.com/threads/62270)

In-game Effects:

Deadly Reentry (http://forum.kerbalspaceprogram.com/threads/54954-0-23-Deadly-Reentry-Continued-v4-3-1-11-14)

Ferram Aerospace (http://forum.kerbalspaceprogram.com/threads/20451-0-23-Ferram-Aerospace-Research-v0-12-5-2-Aero-Fixes-For-Planes-Rockets-1-7-14)

Remote Tech 2 (http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=749654#post749654) (Fix: http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=901076&viewfull=1#post901076)

TAC Life Support (http://forum.kerbalspaceprogram.com/threads/40667-0-23-WIP-TAC-Life-Support-0-8-22Dec)

Real Chutes (http://forum.kerbalspaceprogram.com/threads/57988-WIP-0-23-x-RealChute-Parachute-Systems-tweaks-and-bugfixes-v0-3-3-2-9-01-14)

Mechjeb 2 (I use it for satistics only) (http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-1-1)

or Kerbal Engineer (http://forum.kerbalspaceprogram.com/threads/18230-0-23-5-Kerbal-Engineer-Redux-v0-6-2-4)

Engine Ignitor (http://forum.kerbalspaceprogram.com/threads/51880-0-23-Engine-Ignitor-(V3-1-Released-Dec-27-2013))

EVA Parachutes (http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-(Dec-30))

Kerbal Alarm Clock (http://forum.kerbalspaceprogram.com/threads/24786-0-23-5-Kerbal-Alarm-Clock-v2-7-3-0-(April-9))

Chatterer (http://forum.kerbalspaceprogram.com/threads/25367-0-23-Chatterer-v-0-5-9-2?highlight=chatterer)

Visual mods:

Visual Enhancements (http://forum.kerbalspaceprogram.com/threads/55905-0-23-Release-6-7-Visual-Enhancements-Clouds-City-Lights)

Universe Replacer (http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0)

or Texture Replacer (http://forum.kerbalspaceprogram.com/threads/60961)

Active Texture Reduction mod (Agressive version) (http://forum.kerbalspaceprogram.com/threads/59005-0-22-Release-1-1-Active-Memory-Reduction-Mod)

Hot Rockets FX (http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement)

Part Packs:

KWrocketry (http://forum.kerbalspaceprogram.com/threads/51037-0-23-KW-Rocketry-v2-5-6B-Avaliable-working-3m-Docking!-31-12-2013)

Novapunch (http://forum.kerbalspaceprogram.com/threads/3870-0-22-NovaPunch-2-03-Oct-16th-2013-Career-Mode-Inline-NERVAS-Works-in-0-23)

AIES (http://forum.kerbalspaceprogram.com/threads/35383-0-23-AIES-Aerospace-v1-5) (If using with Remotetech 2: http://forum.kerbalspaceprogram.com/threads/35383-0-23-AIES-Aerospace-v1-5-1?p=1013361&viewfull=1#post1013361)

FASA (http://forum.kerbalspaceprogram.com/threads/24867-(-23)-FASA-3-70-Launch-Towers-and-Explorer-1!!!-1-21-14)

Stretchy SRB's (http://forum.kerbalspaceprogram.com/threads/57422-0-23-StretchySRB-A-StretchyTanks-Continuation-v8-1-1-8-14)

or Procedural Parts (http://forum.kerbalspaceprogram.com/threads/70676)

Procedural Fairings (http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-3-tech-tree-and-minor-improvements-(Dec-18))

Bobcat Soviet Engines (http://forum.kerbalspaceprogram.com/threads/24724-0-22-X-BobCat-ind-Historical-spacecraft-thread) -Unupdated

BT Engine Pack (http://forum.kerbalspaceprogram.com/threads/56359-0-22-BT-Engine-Pack-v1-3) -Unupdated

KerbX (http://forum.kerbalspaceprogram.com/threads/24162-WIP-KerbX-A-SpaceX-analogue-for-KSP)

RLA Stockalike Alternative Models (http://forum.kerbalspaceprogram.com/threads/24593-WIP-RLA-Stockalike-0-9-4-released-27th-November)

F-1 Engine Replica (http://kerbalspaceprogram.com/f-1-engine-by-1096bimu/)

Recommended mods I haven't installed:

B9 Aerospace (http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures) (.23.5 fix: http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes)

Lazor System (Checking out: http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-(April-17))

Kerbal Attachement System (Planned to check out: http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System)

Infernal Robotics (Also planned to check out: http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable))

Distant Object Enhancement (Triple planned to check out: http://forum.kerbalspaceprogram.com/threads/69907)

Cacteye (Quad planned to check out) http://forum.kerbalspaceprogram.com/threads/60750

Hullcam (http://forum.kerbalspaceprogram.com/threads/46365)

Action Group Manager (http://forum.kerbalspaceprogram.com/threads/61263)

Installation Process:

Instructions to install all these mods will come later........ It requires special installation steps to install 100% correctly.

You can also delete so many parts from the parts pack like the fuel tanks (overtaken by stretchy SRB's) and so on, though the whole installation sequence requires special step-by-step installement to actualy work. Also note the Active texture compression mod, I think that's the trick to make it work!

My computer specs:

GFX card: Asus GTX 770 (Nvidia)

Processor: Intel Core i5 3570k (overclock pending)

Motherboard: Asus Sabertooth Z77 Socket-1155

Storage: OCZ Vertex 4 (256GB, SSD), Seagate Barracuda (2TB, HDD)

RAM: Crucial BallistiX Tactical 8GB (WITH FREAKIN' LED LIGHTS!"#¤&!)

PSU: Chieftec 850W (OP, I know)

Un-important stuff:

Case: Corsair Carbide 500R

CPU cooler paste: Noctua NT-H1

CPU cooler: Corsair H100

CD drive: Some kinda ASUS...

Screen: Asus 24" 247H-P

Mouse: Logitech G500 (Bought it cheap from a friend)

Mat: Razer Goliathus (control version I think?)

Keyboard: Some cheap Logitech keyboard (Cheap thing, but it's sooooo goooood!!)

Desk: Ikea thing......

Desk-legs: Also Ikea (Who knew?)

Chair: Another Ikea

Bed: ... It's just a bed...

Sweater: The Big Bang Theory Bazinga sweater. The occasional "Marius" pattern home made wool sweater because Norway.

Car: Ford Focus 03 model

Car-key: ... Just wanted to mention, it's sooo wierd...

... I could go on...

Also in response to J.Random, the Kraken strikes when certain parts are used, like the J-2 and J-2x (due to AIES having problems with Kerbal Joint Reinforcement (Just a slight modification should fix it!)), and (surprisingly), the game has not crashed even ONCE.

(I do not take any responsability for any crashes, save-file corruptions, broken keyboards or mice, burned down houses etc. Use at own risk.)

Update on my progress with testing:

Just came back to KSP after a while with decreasing interest in computer stuff, but I'm more or less back. Been hangin' alot more lately with old and new friends...

Also having my year test within automation/electrics. It's sooo hard! I'M HAVING IT TODAY (03/06-14)

Anyways, I've had problems with some mods crashing, specified the RSS config and the stock RSS mod and other texture mod/planet models. The stock RSS wants Kerbin to be Earth, but the RSS config that includes Planetfactory isn't to fond of that I think. This is what I'm currently figuring out. More later (written 26/05-14 (dd/mm-yy)). Also having problem's with extreme loading times due to RSS I think. Loading can take from 15 minutes, to about an hour. That's why I began watching Two and a Half Men. (might have found a fix for this)

Anything ya need to know? Ask!

Happy playi'n

Edited by Rjhere
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Dear god. My little laptop would be weeping in the corner.

My thought to when I was test running this on my stationary computer, ran like a oiled up motor ready to go! But is there any demand for this? I don't think this is appropriate to post in any other place on the forum though.

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I run an almost identical lineup, but also use KAS, Infernal Robotics, and KSP Interstellar for its WasteHeat sim.

I also went without a number of straight-up "replica" packs like FASA, and use parts like HGR and ASTRA, as well as some other single parts and hand-rolled modified parts.

Honestly the biggest issue for me is that some mods conflict and cause fundamental UI bugs. For instance, the "Load" button in the VAB no longer works -- I have to go to the Launch Pad, and revert back to the VAB in order to switch the craft I'm working on.

Another annoying thing is that the Realism Overhaul comes with a "Real Engines" config that removes a lot of the versatility from KW engines and the like. It restricts many of the engines to a single RealFuel type, and makes the Min Thrust and Max Thrust the same (so the engine can't be throttled down).

Did you keep this, modify it, or use another entirely?

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I run an almost identical lineup, but also use KAS, Infernal Robotics, and KSP Interstellar for its WasteHeat sim.

I also went without a number of straight-up "replica" packs like FASA, and use parts like HGR and ASTRA, as well as some other single parts and hand-rolled modified parts.

Honestly the biggest issue for me is that some mods conflict and cause fundamental UI bugs. For instance, the "Load" button in the VAB no longer works -- I have to go to the Launch Pad, and revert back to the VAB in order to switch the craft I'm working on.

Another annoying thing is that the Realism Overhaul comes with a "Real Engines" config that removes a lot of the versatility from KW engines and the like. It restricts many of the engines to a single RealFuel type, and makes the Min Thrust and Max Thrust the same (so the engine can't be throttled down).

Did you keep this, modify it, or use another entirely?

I considered to install KAS and Robotics, but that interstellar waste heat thing is smart! Though I don't like that insterstellar thing.

I don't have any problems with any gui/hud when I'm playing.

And that Real engines config makes engines like real engines. That mean that certain engines can't adjust thrust. And when you use a certain fuel type, when fuel percentage reaches under 10%, the engine flameouts. That's because the chamber pressure reduces as fuel goes.

Also you can't use whatever fuel you like because that's what the real life analogs use. So I haven't modified anything. Also the engineignitor mod makes it so that supported engines only can fire an x amount of times. I know all this is limiting, but it's realistic

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MAN, i whish i had a moar powerful PC to try this on! O.o

I have a similar list of mods and it runs fine on my laptop. The thing is that actually KSP doesn't need that much resources, but it can't use your computer to the max. If you can run stock KSP, you can most likely run most, if not all of these mods. Be sure to delete any parts you don't need and use texture reduction packs.

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I have a similar list of mods and it runs fine on my laptop. The thing is that actually KSP doesn't need that much resources, but it can't use your computer to the max. If you can run stock KSP, you can most likely run most, if not all of these mods. Be sure to delete any parts you don't need and use texture reduction packs.

The texture reduction packs are not needed when you install that active texture reduction mod which is in the list

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I considered to install KAS and Robotics, but that interstellar waste heat thing is smart! Though I don't like that insterstellar thing.

I don't have any problems with any gui/hud when I'm playing.

And that Real engines config makes engines like real engines. That mean that certain engines can't adjust thrust. And when you use a certain fuel type, when fuel percentage reaches under 10%, the engine flameouts. That's because the chamber pressure reduces as fuel goes.

Also you can't use whatever fuel you like because that's what the real life analogs use. So I haven't modified anything. Also the engineignitor mod makes it so that supported engines only can fire an x amount of times. I know all this is limiting, but it's realistic

I understand that engines are designed with a fuel type in mind, but I want to be able to build realistic missions with realistic engines, not real-world engines, if that makes any sense.

I don't want to be restricted to existing engines, I just want my engines to have realistic parameters. Because my engineers would design a new engine if need be.

And yeah, the EngineIgnitor mod's ullage simulation is really cool as well.

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Rjhere: lookin' good. :)

Headhunter09: you might want to try the other engine configs then. RealEngines makes each engine it touches into a real engine (like RL-10A-4, or J-2X, or RD-107) with its exact performance, stats, configuration(s), and limits. RftSEngines makes each engine realistic, though no particular real engine; its engines have somewhat more options. Stockalikes will keep existing thrust (and mass when possilbe) and only mess with Isp, type, etc. It also leaves most engines throttleable, and offer multiiple configurations for most engines.

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Rjhere: lookin' good. :)

Headhunter09: you might want to try the other engine configs then. RealEngines makes each engine it touches into a real engine (like RL-10A-4, or J-2X, or RD-107) with its exact performance, stats, configuration(s), and limits. RftSEngines makes each engine realistic, though no particular real engine; its engines have somewhat more options. Stockalikes will keep existing thrust (and mass when possilbe) and only mess with Isp, type, etc. It also leaves most engines throttleable, and offer multiiple configurations for most engines.

I am just excited that I got Nathankell's attention! Love his work! But anyways, if this is going to be a proper modpack, I need to begin sending approval requests to the mods authors... I am not experienced with anything like that at all! But I'll figure it out maybe. Maybe I'll put up a poll about it, would that be a good idea?

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Rjhere: I am...omnipresent. ^_^

And thanks! :) Glad you're enjoying it.

An issue with making a modpack for this is that a lot of those mods on your list are barred from third-party distribution. However, here is a good way to get around that--making a tool that does the downloading from the approved distribution sites.

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I mean, its pretty much just Realism Overhaul and such. Unless you've done some serious config editing, I don't see the reason to "release" it.

There are quite some mods added in addition to Realism Overhaul, and more are probably going to be added, but mostly smaller mods are added, like the engine ignitor, though there are some problems around.

One problem that I want to mention is with the J-2 and J-2x engines popping off and destroying the craft (though hasn't ruined any mission yet, just my Saturn V/Apollo 11 replica), and some other stuff.

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If you got the authors permissions I think this might be a GREAT mod-pack idea and I would like to try it out. But I don't have the time nor the want to go out and get each mod download and install them all. I am a lazy Kerbal, and not afraid to admit it!

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Mechjeb 2 Might help it be realistic NASA uses their own mechjeb

Mechjeb 2 is already in the list, although I tried the auto pilot for the first time today (in the realistic save), it is a little bugged as you need to fiddle around with a launch profile. Wrong profile means rocket go elsewhere, although my rocket did an epic backflip and went back in control... don't count on it though...

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This would be beneficial. Also, I'm thinking about doing this without stock parts (as soon as I can get my gaming computer up and running)

Yea, you could basically delete every fuel tank that are included in mods and stock, the only benefit you get from included tanks is the design on them, although that's not a big of a deal. Butch'a shouldn't delete every part...

Basically I would recommend only deleting engines and fuel tanks, just to have that access to a variety of usefull construction parts and other utilities etc. You gotta judge that yourself though!

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Mechjeb 2 is already in the list, although I tried the auto pilot for the first time today (in the realistic save), it is a little bugged as you need to fiddle around with a launch profile. Wrong profile means rocket go elsewhere, although my rocket did an epic backflip and went back in control... don't count on it though...

it is not bugged. The difference between the stock and FAR's aerodynamic models mean that what works efficiently for mechjeb in stock causes it to stall and go into a spin in FAR.

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