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theJesuit

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  1. theJesuit's post in Increase realism, not with rescale, but by tweaking engines perf with MM patches, but how ? was marked as the answer   
    Hi!  Yes, you can even just take the specific .cfg file out of the zip and place it anywhere in your gamedata folder.
    Alternatively, make your own cfg using the following:
    @PART[*]:HAS[@MODULE[ModuleEngines*]]::Final     {    @MODULE[ModuleEngines*]             {     @atmosphereCurve                     {    @key[1, ] *= 1                         @key,1[1, ] *= .7                         @key,2[1, ] *= .35                     }             }     } It really makes you need two stages to get you out of the atmosphere.  By the time you hit say 20kms, the atmosphere cure is pretty much close to the vacuum, but your first stage engines have only had 70% efficiency and thrust to get you there, and for most stock engines and tank mass that means it is much better to drop them.
     
    Where I got this idea from, and all credit should go to here:
    The difference with the SSRSS patch is that it changes all the keys to .7, meaning vacuum engines are also made less goodly too.
    On a side note, can I recommend as well, SIMPLEXResources?  If you are into ISRU for your bases et al, this gives a slightly more complex feel.
    This mod changes both the tank ratios and engine requirements from 1.1:0.9 Ox:LF to 3:1 which is more 'real', but doesn't change the ISP or thrust.  The main bonus for this is that you have three (or four) different ores to mine for.  You need NaturalOre, which is plentiful to produce Oxidizer.  And HydrateOre (or Saturate) to produce LiquidFuel.  HydrateOre is harder to come by, like polar regions on the Mun.  It is plentiful on Minmus, but Minmus has no NaturalOre.  Given that most rocket fuel mass is oxidizer (I think in real life?) This means that you could mine for only one resource and take the fuel with you.  Kind-a-like suggestions for real life missions, taking hydrogen with us to produce rocket fuel elsewhere.
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