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[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3


saabstory88

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The calculations done with this pack were based on mass only, not converting units to liters. I will most likely be killing this project, as my ultimate goal in creating it was to get better performance from launch vehicles in 6.4x RSS. When I first came back to this after a work hiatus, I attempted to continue to rebalance, however, it looks like this will be what I will ultimately release next:

Launch Vehicles massed and scaled for 6.4x RSS performance.

Real Fuels engine configs which will not be stock-alike.

A patch which prevents collisions between resources from the Community Resource Pack and Real Fuels

Possibly a tech tree overhaul which plays out more like Buzz Aldrin's space program manager. You unlock whole boosters, and whole spacecraft.

Again, the reason I created this was to try to help bridge the gap between stock scale/experience KSP, and Realism Overhaul. That being said, as I have tried to develop this further, it has become clear that I will never get this done if I just focus on things that people have already done better, and instead use their platforms as a jumping off point to create something cohesive. This was a fun experiment, but ultimately there is a better way.

In any event, while not strictly related, this was only meant to be a stepping stone towards something bigger, but ultimately this particular implementation is not going to survive that transition. I am almost done with the Tantares overhaul, a couple other odds and ends, and the first couple nodes of a new tech tree, and I should be able to put out a workable version soonâ„¢.

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