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[1.8.1 - 1.12.2] RSS Adapter


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Complaint

I always wanted to play in KSP in the real solar system. I want to see the same Moon in the game that I see in my sky. I don't want to go to Dune -- I want to go to Mars.  
Tell me, is it possible to make it so that the KSP has a real solar system and it is possible to fly in it?
It turned out that yes, it can be done. We just can't fly. For this, you will need an entire system of interconnected modifications that will complicate the game so much that you won't want to play anymore.

 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.

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

Tantares - its engines will have real-life characteristics.
Internal RCS  has a switch between Az50+NTO and Monopropellant.
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 -- does not have any obvious conflicts, but causes some non-critical errors. Its support will be gradually implemented.

Conflicts

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

LICENCE  MIT

Edited by Globul
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15 hours ago, 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.

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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1 hour ago, woeller said:

Seems to be a mod, not just an idea.

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

1 hour ago, woeller said:

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

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

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17 hours ago, 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.

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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