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[1.8.1 - 1.12.5] RSS Adapter


Globul

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Complaint

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 Idea

But why complicate things? Especially so much. Can't something be done so that everything is as simple as in stock, only with a real planetary system? Can't we make it so that even beginners players who are just starting to learn mods can leave Kerbol's system for our real solar system, with its real planets, speeds, and distances?
Over several years of playing in KSP, I didn't find a ready solution, so I had to do everything myself. Thanks to the community for their help and the existing mods that can be used to solve various problems. First and foremost this is, of course, Module Manager, which provides everything needed.  
My RSS Adapter has no software code. It is a system of patches for Module Manager that changes the properties of fuel and engine parameters.

 Engines

Practically all engines in the stock game and DLC have prototypes in real astronautics. And as it turned out, the parameters of their prototypes are quite suitable for playing in RSS. Nothing needs to be invented. I passed the career without external sets of engines and saw that this was enough. In essence, for playing in the real solar system, you only need some very powerful engines to overcome the gravity of real Earth, and the rest of the variety does not matter.  
However, it is impossible to pass by Real Engines Pack. The old mod gained a new life thanks to my Module Manager patches. Now its engines have the characteristics of real engines and realistic exhaust based on Waterfoll.  
It was also impossible to ignore Tantares - its engines are also brought into line with the real ones, although not all, but only those that are critical for reaching Earth orbit.

Fuel

But how is the amount of fuel in the tanks resolved?  
It turned out to be very simple - there is such a parameter as fuel density in the game. And if you change it, then you won't have to patch each tank from each mod. There will simply be as much fuel in each tank as before, but its density will increase, which is equivalent to increasing its quantity.
Thus, I managed to select such a density at which the game copy of the Soyuz rocket will be proportional to the real rocket and will put approximately the same load onto orbit.
 

Screenshots

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Dependencies

I could not resist adding to the game those types of fuel that are used in real space exploration. Since assigning real characteristics to engines, one cannot refuse the fuel they used. However, this was done long ago, and I merely agreed that I would depend on Cryo Tanks. However, I had to add "hydrazine" because many engines operate on it. This proved to be very useful for RCS, since they also mainly work on this fuel pair, and now they can use main fuel without having separate tanks for monopropellant. I made an RCS switch for two types of fuel: Az50+NTO or monopropellant. The same switch I made for monopropellant tanks.  

Since the fuel density is greatly increased, rockets have become significantly heavier. For example, the same replica of the Soyuz rocket weighs about the same as the real rocket. Therefore, for passing the career, it was necessary to slightly increase the carrying capacity of the launch pad of the first and second level. This is done using a patch for the Custom Barn Kit mod. Now you know what will happen if you do not install this mod.

Installation   

CKAN-Indexed-green.svg

Real Solar System
RSS Adapter 

As a result, we have the following list of mods required to work RSS Adapter:   
Cryo Tanks  
Custom Barn Kit

Do not forget to install Cryo Tank's dependancies:
Community Resource Pack 
B9 Part Switch
Module Manager
 


Support

ReStock & ReStock+ -- It goes without saying.
Tantares  --  its engines will have real-life characteristics.
Internal RCS  --  has a switch between Az50+NTO and Monopropellant.
Procedural Parts -- has a switch to Az50+NTO.
Mandatory RCS  --  will unlock all SAS nodes for you from the start, add an unmanned module to each cabin, and move RCS further left in the tech tree.
Real Engines Pack  -- has a reasonable distribution in the tech tree, real characteristics and Waterfoll. It is recommended to install the Textures Unlimited mod, which automatically fixes the appearance of some engines from this pack.
Bluedog Design Bureau  --  He's working at the RSS now.
Kerbalism – natch – how can we do without it?

Artemis Construction Kit - SLS can now fly in RSS. But it doesn't fly very well with real engine power values.
Near Future Construction - hydrazine was added to tanks integrated into metal structures.
Near Future Launch Vehicles - Some engines have become methane-powered. One of them is very powerful - an analogue of F1.
Tundra -- falcons are great.

Conflicts

Real Fuel  -- cannot be compatible with RSS Adapter, since it changes the same thing: fuel and engines.

 

Changelog

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LICENCE  MIT

Edited by Globul
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  On 4/17/2024 at 1:06 AM, adsii1970 said:

Hey, thanks for posting your idea! We've moved it to a more appropriate area of the modding forum where those members who work on mods are more likely to see it.

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Why? Did you overlook the installation part? Seems to be a mod, not just an idea. The only thing that seems to be missing here is a license.

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  On 4/17/2024 at 4:17 PM, woeller said:

Seems to be a mod, not just an idea.

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Yes, this is a mod ready for use.
I just tried to describe the basic concept of mod in this way.

  On 4/17/2024 at 4:17 PM, woeller said:

The only thing that seems to be missing here is a license.

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Thank you, added here.
The license could be seen on github.

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  On 4/21/2024 at 10:48 AM, Watermel00n said:

In my opinion, I think the Poodle should be given the Centaur config since it resembles the two-chamber variant of the Centaur.

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Well, that's an option. My mod is more aimed at beginners than realism. In general, for a long time I could not define it anywhere, and then I simply assigned it characteristics based on its place in the most banal craft.

But I don't think this is the final solution. I still doubt it.

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  • 3 weeks later...
  On 4/17/2024 at 1:06 AM, adsii1970 said:

Hey, thanks for posting your idea! We've moved it to a more appropriate area of the modding forum where those members who work on mods are more likely to see it.

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I think this theme is now properly designed for the mod releases section. Is it possible to move it there now?

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  • 1 month later...

Bluedog Design Bureau -- He's working at the RSS now!

A lot of work was done based on the BDB author's ready-made crafts.
Atlas, Saturns, Deltas and others – all of them are now able to do their jobs in the RSS.

Delta%20IV%20H%20.png?raw=true Dona%20Lender%20.png?raw=true

Edited by Globul
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  • 2 weeks later...
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  On 9/15/2024 at 3:02 AM, Watermel00n said:

Any chance I could contribute to this mod? I want to start a career in it but I want to add compatibility for some mods I use

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The list of mods that the adapter supports needs to be extended. That's the main thing this adapter needs. Since the RSS Adapter is just a config, you can upload it here and I'll include it in the adapter.

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  On 10/5/2024 at 12:15 PM, TaintedLion said:

будет ли этот мод работать с любым модом, добавляющим топливо / двигатели?

или только поддерживаемые?

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RSS Adapter modifies 5 types of fuel: liquid (renamed kerosene), hydrogen, methane, hydrazine, monoprop. He doesn't touch the rest.
RSS Adapter modifies standard engines, as well as the list of supported modifications. Hi doesn't touch the rest.

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  • 2 months later...

### RSS Adapter 0.4.1

- Added Artemis Construction Kit - SLS can now fly in RSS. But it doesn't fly very well with real engine power values.
- Added Near Future Construction - hydrazine was added to tanks integrated into metal structures.
- Added Near Future Launch Vehicles - Some engines have become methane-powered. One of them is very powerful - an analogue of F1.
- Added Near Future Spacecraft - monopropellant engines have become hydrazine.
- Added oxygen boiling off - I'm sorry, but it really is. That is why hydrazine is used.
- Minor cosmetic changes

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  • 1 month later...
  On 2/21/2025 at 12:16 AM, Czejenesku said:

So how does this differ from Smurff? :)

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SMURFF goes through, looks at every engine, capsule, and fuel tank installed, and applies a multiplicative change to their masses (and thrusts, for engines) to rebalance fuel-mass fractions across the board. It applies to everything and is tweakable for stronger/weaker performance, but it's a bit of a scattershot approach that might fail on parts that have already been configured for bigger systems.

RSS Adapter uses CryoTanks to specifically create new parameters for individual stock engines (plus any others supported) with new fuel types, and increases the amount of burn time you get from each fuel tank by increasing fuel density. It's more of a point-by-point change for engines, which is more reliable but doesn't generalize as well.

I think it's mostly taste to use one or the other: the former is more universal and stockalike, the latter looks a bit more polished.

Edited by arbsoup
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  On 2/21/2025 at 12:16 AM, Czejenesku said:

Так чем же это отличается от Smurff? :)

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Smurf didn't give a damn about the real characteristics of the engines, and stupidly raised the thrust for all of them. But in fact, this does not lead to a normal balance. If you build an analog of a real rocket, then the real-life characteristics of the engines are just right for this. 
And it is not necessary to increase the power to all engines. Basically, we need powerful engines for the first stage, to overcome the gravity of the Earth. And further, in space, unmodified engines from various mods may well work. Even their real-life counterparts are not much different from what we have in the game.

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  On 2/23/2025 at 8:10 AM, Kunatics said:

Some Parts in BDB still has the stock thrust value notably J-2 still has the default 200kn value and RD-180 still has the default 1080kn instead of irl value of 3,830kn

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For the RD-180, the author changed the part ID, so the patch did not work. I fixed that.
For the J-2, everything is fine for both engine variants -- 1307 kN. Check it again.
But there really is no patch for M1. I will do it in the next few days, and I will immediately release with corrections.
Thank you. Be sure to write if you find anything else.

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Hello. Quick question, are Restock and Restock+ Supported ? I don't really know If they do change anything. So I prefer to ask before installing anything that could break the game.

Also, what mods are you planning on adding supports to ? 

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  On 3/2/2025 at 2:06 PM, drasa said:
Hello. Quick question, are Restock and Restock+ Supported ?
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Yes, of course. This mod is supported primarily after the stock.
 

  On 3/2/2025 at 2:06 PM, drasa said:
So I prefer to ask before installing anything that could break the game.
Expand  

Mods that interfere with the properties of fuel and tanks can break it. For example, Smart tanks or real fuel. And what adds details does not affect the adapter in any way.

  On 3/2/2025 at 2:06 PM, drasa said:

Also, what mods are you planning on adding supports to ?

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Tundra is already ready. The release will be in a few days.
I plan to watch the russian Angara mod again, if there are no more interesting offers.

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