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Realistic mods and plugins


Neotician

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Well, as realistic as KSP gets ;)

I really want to add some more variance to my ksp, but i have this purist voice yelling at me from inside my head, that i shouldn't add stuff to make the game too easy.

Basically, i want mods and plugins from KSP that adds stuff and functionality, but doesn't break the ratios already present in the game too much, like, fueltanks have a certain size-to-capacity ratio, engines have a certain size-to-thrust ratio etc.

Not sure if i'm making myself clear, but please do post if you understand my ramblings :)

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Do you want Kerbal-realistic (game-balanced) or actual-realistic? Because Kerbal-realistic is nowhere near actual-realistic.

Check out Deadly Reentry and pick up a life support mod (TAC or Ioncross). Then get FAR, which changes the game's aerodynamics to a more realistic model. You'll have to be the judge concerning parts mods because everyone seems to have their own idea of what is game-balanced.

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Suggestions:

First of all, if you want realism, add Ferram Aerospace Research straight away, it improves aerodynamics and the like.

Secondly, KSP Interstellar does a nice job with its balance, and adds "late game" propulsion systems and the like.

Edit: Ninja'd. And yeah, Deadly Re-Entry and a life support plugin are neat too.

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There has also recently been a plugin that came out which limits the number of times a rocket engine can be ignited. This closely mirrors real life where multiple-firing rockets are hideously expensive and can only be lit a couple of times.

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There has also recently been a plugin that came out which limits the number of times a rocket engine can be ignited. This closely mirrors real life where multiple-firing rockets are hideously expensive and can only be lit a couple of times.

Actually, because of the need for testing, it's not uncommon for an engine to be designed/qualified for a dozen ignitions (or more!) and run times far in excess of flight time. The usual reason for a limited number of in-flight restarts isn't overall engine life, but the use of expendable or use limited ignition components.

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Actually, because of the need for testing, it's not uncommon for an engine to be designed/qualified for a dozen ignitions (or more!) and run times far in excess of flight time. The usual reason for a limited number of in-flight restarts isn't overall engine life, but the use of expendable or use limited ignition components.

Isn't the Merlin 1D engine rated for at least 3 consecutive Falcon 9 launches before replacement?

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There's a big difference between refurbishable on the ground, and restartable in flight.

FAR and Deadly Reentry are already mentioned, but the third in the holy trinity of realism is RemoteTech: no more can you just magically control your probes. Instead you have to build a satellite network and deal with lightspeed lag.

I also second the nod towards Modular Fuels, since it lets you use real fuels and makes your thrust correct.

Another realism mod that doesn't appear to be one on first glance is Procedural Fairings. Especially necessary if you're using FAR, but either way, no rocket in the world would have an unfaired satellite payload.

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