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Real-life scale with only stock parts?


thePhysicist8

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One thing that's always bugged me about this game is the sense of scale. Making everything 1/10 real-life size makes sense from a gameplay perspective, but it makes orbiting a planet really uninspiring. Just look at this picture of me orbiting a 10x size Kerbin:

lFcdpwv.png

I've played around with Kopernicus to double all the planet radii and semi-major axes, but that makes the game significantly harder. I tried doubling the planet radii while keeping the orbits and surface gravities the same, but then ran into this problem:

8gprPHb.png

I know there are lots of mods that add new, larger parts, but I'm not quite ready for that yet. I want to keep it stock for now. Is there a way for me to easily scale-up the size of all of the stock parts or make them more powerful?

Thanks

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You can also shorten your field of view to a more realistic angle which will make the stock planets look a lot larger. Find the Mun. Then hold shift and scroll until its apparent size is what it is in real life. It gets rid of the fish eye effect and again makes the planets appear larger. All without mods.

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I've installed tweakscale and have been playing around with the config files, but I'm not entirely sure what I'm doing. Do you know how I would go about changing the default scale for everything from, say, 1.25 to 1.875?

You would just have to play with the numbers

PART
{
name = fuelTankSmall
module = Part
author = Mrbrownce
mesh = model.mu
[COLOR="#FF0000"]scale = 0.1[/COLOR]
[COLOR="#0000FF"]OR[/COLOR] [COLOR="#00FF00"]rescaleFactor = 0.2 or what ever [/COLOR] <------------------------ Here edit it to scale = something like 0.2 or 0.15 or you could add a rescaleFactor = * what you want
node_stack_top = 0.0, 4.442, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -4.442, 0.0, 0.0, -1.0, 0.0
node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1
TechRequired = generalRocketry
entryCost = 2500
cost = 275
category = FuelTank
subcategory = 0
title = FL-T200 Fuel Tank
manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
description = The T200 tank had some difficulty being accepted in the spacecraft engineering world, because most rocket builders had trouble overcoming their urges to squee at the "cute little fuel tank". This initial reaction was only put aside when the amount of fiery explosions in assembly areas became so high, strict guidelines were put in place to prohibit "teasing the fuel containers". The T200 Tank now is widely used in several space programs and does a remarkably good job, if assembled politely.
attachRules = 1,1,1,1,0
mass = 0.125
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
maxTemp = 2000 // = 2900
breakingForce = 50
breakingTorque = 50
bulkheadProfiles = size1, srf
RESOURCE
{
name = LiquidFuel
amount = 90
maxAmount = 90
}
RESOURCE
{
name = Oxidizer
amount = 110
maxAmount = 110
}
}

If it has both like this

PART
{
name = RCSFuelTank
module = Part
author = NovaSilisko
mesh = model.mu
scale = 1
[COLOR="#FF0000"]rescaleFactor = 1[/COLOR] <--------------- Edit this line
node_stack_top = 0.0, 0.2853027, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -0.2853027, 0.0, 0.0, -1.0, 0.0
TechRequired = advFuelSystems
entryCost = 2400
cost = 600
category = FuelTank
subcategory = 0
title = FL-R25 RCS Fuel Tank
manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
description = These fuel tanks monopropellant for RCS thrusters. New advances in plumbing technology made it possible to route RCS lines to any point in the ship. So unlike liquid fuel tanks, RCS Fuel tanks can be placed anywhere.
attachRules = 1,0,1,1,0
mass = 0.15
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 2000 // = 2900
bulkheadProfiles = size1
RESOURCE
{
name = MonoPropellant
amount = 250
maxAmount = 250
}
}

EDIT- Don't think stock has any but some mods you will run into model nodes like

    MODEL
{
model = */*/*/*
scale = 4, 4, 4
position = 0, 0, 0
rotation = 0, 180, 0
}

rescaleFactor = 1.25

This can be tricky but won't get in to all that unless you found one and need help with them.

EDIT- Would think if you had Module Manager install you could just write a MM like but, I'm not sure on all of MM's math

@PART[*]

{

@scale *= 4;

}

Edited by Mecripp2
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Does changing scale= or rescaleFactor= in the part config files change things like the mass, thrust (for engines) and fuel content (for tanks)? I know that tweakscale does, but I'm still having issues with it.

I went into Squad_TweakScale.cfg and changed the defaultScale= for a couple parts. They became bigger in-game, but the fuel content of the tanks didn't change. For example, I changed the size of the Rockomax X200-32 tank, which holds 1440 fuel, from 2.5m to 3.75m. In-game it's new default size was 3.75m, but it still only held 1440 fuel. When I used the slider to adjust it back down to 2.5m, then it only held 213.3 fuel.

- - - Updated - - -

You can also shorten your field of view to a more realistic angle which will make the stock planets look a lot larger. Find the Mun. Then hold shift and scroll until its apparent size is what it is in real life. It gets rid of the fish eye effect and again makes the planets appear larger. All without mods.

This is amazing. I never knew it was a feature. Reeling in the FoV definitely increases the apparent size of Kerbin from orbit, but it makes moving the camera around feel really weird. It also makes the skybox fuzzy. I'll keep this in mind, although I think I would prefer to try and actually increase the size of the planets.

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Does changing scale= or rescaleFactor= in the part config files change things like the mass, thrust (for engines) and fuel content (for tanks)? I know that tweakscale does, but I'm still having issues with it.

I went into Squad_TweakScale.cfg and changed the defaultScale= for a couple parts. They became bigger in-game, but the fuel content of the tanks didn't change. For example, I changed the size of the Rockomax X200-32 tank, which holds 1440 fuel, from 2.5m to 3.75m. In-game it's new default size was 3.75m, but it still only held 1440 fuel. When I used the slider to adjust it back down to 2.5m, then it only held 213.3 fuel.

- - - Updated - - -

This is amazing. I never knew it was a feature. Reeling in the FoV definitely increases the apparent size of Kerbin from orbit, but it makes moving the camera around feel really weird. It also makes the skybox fuzzy. I'll keep this in mind, although I think I would prefer to try and actually increase the size of the planets.

By editing the cfg you would have to edit all that you want to change scale = or mass = so on and so on.

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.

- - - Updated - - -

This is amazing. I never knew it was a feature. Reeling in the FoV definitely increases the apparent size of Kerbin from orbit, but it makes moving the camera around feel really weird. It also makes the skybox fuzzy. I'll keep this in mind, although I think I would prefer to try and actually increase the size of the planets.

You gotta use TextureReplacer to get rid of the stock skybox and replace it with a realistic one you won't get that blurring. The stock sky box is worse then a preschool classrooms wallpaper.

As for the camera feeling strange. You can't zoom in too much. Just a little bit. Use the Mun for scale like I said. I know what the Moon looks like in the sky in real life. So with the image in my head I match it up in KSP. It's just the right amount I find.

Makes the game look better everywhere imo not just in orbit. Can't believe it's not a standard practice.

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