

In KSP that feels almost useless, so we've opted for numbers closer to KSP's usual RCS thrusters. For example the thrusters in the Delta IV upper stages are supposed to have less than 0.04 thrust. * Real world RCS and attitude control thrusters tend to be very weak compared to what we're used to in KSP. You may find the burn times shorter than the real world counterparts as a result, unless you use thrust limiting. We've opted for using a number somwhere between the average and peak thrusts. In KSP they use a single, invariant thrust level. In the real world they have a highly variable thrust profile (by design). * In the available data, SRBs often are described in terms of either peak thrust, or average thrust. Part sizes should be reasonably correct, but sometimes we lose a half meter or more somewhere. Numbers may be tweaked in the future if better information becomes available. * Realistic numbers have been used where possible, but sometimes available data online is rounded or imprecise, or have changed over the years so they are inconsistent. Attachment nodes for the interstages may be hidden inside the tank butt, and usually are aligned with the exterior fuselage, rather than the end of a bulging dome or tank butt. * Because different rockets historically have had different staging sequences, some of which place ullage motors on the interstages (Saturn V for instance), sometimes the stage's fuel tank has a decoupler node. Usually you will need to place the engines first, and then snap the appropriate interstage on afterward (whose attachment node may be hidden inside the tank).
Kerbal space program 2018 mod#
Instead, the mod functions more realistically, with interstages that are matched to the stages that use them, and engines can be mixed and matched inside of them (space permitting). * None of the engines have bottom attachment nodes, or auto-shrouds. * Inside the "Ships" folder, there are several example rockets already assembled. A simple rim works in this case when attaching a Kerbodyne 3.75m tank. For instance, the Atlas V's first stage is 3.81m. If it's too far off, an adapter is often the better way to go. If it's close enough, I've included a little bit of a rim that will help hide the transition when attaching stock parts. While some parts already have a diameter close to a standard KSP size, they're still slightly different. To that end, some adapters and fairing parts are included so that other KSP parts will function with these boosters. The idea is to build your own payload and use realistically performing analogs to the boosters used in the real world. The Space Shuttle parts will build you a working LH/LOX tank ("soon") and SRB combo, but does not have an Orbiter. For example, the Saturn V parts are included from the bottom, up to and including the third stage (and Instrument Unit), but no Apollo spacecraft. You will also notice that this pack includes only the boosters, and not the payload portions of these rockets. Rather, it's meant to be closer to the "SpaceY" art style, but functionally replicating real boosters. Precision wasn't a requirement in building this pack. The art assets attempt to capture the overall shape and look of their real counterparts, matching the colors and dimensions, but perhaps not all of the details. Where we've been able to get decent numbers for the real world counterparts, we have tried to get the sizes, masses, fuel capacities (in terms of mass), thrust, and ISP numbers close to correct. This pack provides a variety of "Kerbalized" versions of real world boosters. The parts included will likely be severe overkill in a more normal KSP installation. This pack is intended for use with "Real Solar System", or otherwise a more realistic scale version of Kerbin (such as 6.4x scale). Parts are still being added, and things can and will change! They will certainly WORK in stock, just with severe overkill. These rocket parts ARE NOT stock balanced! They're using the real world mass ratios, thrusts, ISPs, dry weights, and so on. Real Fuels + Realism Overhaul (support is provided from their side) SMURFF (as in, we have flags set to keep it from overwriting our engine masses)ĬommunityTechTree and/or SpaceY-Lifters's tech nodes Kerbal Joint Reinforcement (big parts = big flexing?)Ĭommunity Tech Tree (if not playing in Sandbox mode) QuickSearch (you can just type "atlas" or "delta" or "saturn", for example, to find related parts quickly)

Hangar Extender (practically a must-have) New parts are still being added, and things can and will change! NOTE: This is still an alpha/beta development project. Realistically scaled rockets, heavily based on real world counterparts, with reasonably accurate stats.
