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Reccomended Mods for Added Realism


Tex

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Hey gang, what would y'all reccomend, addon-wise, that adds added realism to KSP?

I've already got Kethane for incentivization and in the process of trying a new parachute mod. Other than that, what have you got for me to try?

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I'm currently running Farram Aerospace Research (FAR), Deadly Re-Entry, TAC Life Support, and RemoteTech as far as realism goes.

Be warned, though. Realism means DIFFICULT. FAR is overall an improvement over a lot of things, but it also means you can't pilot your rockets in the same manner - and your building will be difficult. Trying to turn your rocket may result in failure to turn due to atmospheric forces... or it may result in the thing doing a flip and pointing the wrong direction.

Deadly Re-Entry is... harsh. It makes returning things VERY difficult. With the Mk1 pod, I lost a lot of earlier missions because I was trying to return things with it and it would end up pointing the wrong direction (Due to FAR, mostly, although it probably still would in stock), burning off all the parachutes, and then smacking into the ground. Attaching some of the B9 airbrakes to the pod has helped, but before I unlocked them... it was difficult. I ended up doing some wonky builds with Procedural Fairings and protecting radial parachutes on a strut with those... It worked! Don't judge me!

TAC can also be harsh, but it's not difficult to plan ahead with. Nor is it very mass-demanding for smaller flights. Flights out to Mun and Minmus with just a 1m inline all-in-one container work fine. It can be hard earlier with power requirements so you don't freeze to death, but if you make sure you have enough batteries and don't stick around on the dark side of things too long you should make it just fine.

RemoteTech2 flips science on its head. you want to return things for some time, since it can be hard to get a proper connection without any relay satellites. And getting your relay satellites up can take some effort! Plus, limited range on communications means that you're restricted to Minmus and the Mun for some time.

In all, though, I've found it's made thigns a lot more fun for me. A lot more thought involved. There's another plugin in development that's meant to impose build times on rockets, but it's not quite to the functionality I'd like to install it.

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RSS, FAR, DRE, RT2 and MFS are some of the ones I use, I would not vouch for RSS unless you like spending long amounts of time on ascent and in the VAB

What are RSS and MFS? I know what others are.

EDIT: Can someone give me a link to Deadly Re-entry, I can't find one for KSP 0.22

Edited by TheJoseph98
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What are RSS and MFS? I know what others are.

EDIT: Can someone give me a link to Deadly Re-entry, I can't find one for KSP 0.22

RSS = Real Solar System. It allows you to edit planets. By default it shuffles the planets in the Kerbal system around to represent the real solar system. This means it also scales up the size of planets (Kerbin is about 1/10th the radius of Earth). This makes it very hard to even reach orbit, let alone get anywhere. You need 16.5km/s of dV just to land on the moon.

MFS = Modular Fuel System. It allows you to tweak the fuel the engines use and the tanks contain. The fuel mixture you use determines the ISP, thrust and reaction mass density. This means you can build rockets with dense but innefficient Hydrazine+Liquid Oxygen for your lower stages and use efficient and lightweight Hydrogen+Oxygen for the upper stages.

Here's a DRE link: http://forum.kerbalspaceprogram.com/threads/54954-0-22-Deadly-Reentry-Continued-v4

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What are RSS and MFS? I know what others are.

EDIT: Can someone give me a link to Deadly Re-entry, I can't find one for KSP 0.22

Basically rescales the Kerbol system to be the same as our own. Think needing a minimum of 10k delta-v to get into a low orbit of 150k. That's where MFS comes in, I use the real fuel masses version which makes fuel weigh similar to what it weighs in real life.

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