![]() ![]() Civilian Population, USI Kolonization, Extraplanetary Launchpads: Civilian Population is a late game project.Chute Safety Indicator, Safe Chute, EVA Parachutes by Default, RealChute: As long as a Kerbal can jump off the command pod, he might have a chance of surviving even when everything else goes horribly wrong.Chatterer: Mostly because it can be used to add custom music to the game.Better Time Warp: 5x warp in atmosphere makes the longer ascents and reentries of RSS much less tiresome.Better Buoyancy: Everything floats more realistically in the water.BD Parts Pack: Quite efficient aerodynamic radial retractable rocket engines both regular and VTOL, "T-50 PAK FA" jet engines with vectored thrust and a "spider bot" as a stylish alternative to regular rovers.No more gluing together dozens of stock wings that will wobble a lot during flight. B9 Procedural Parts: Procedural wings and control surfaces really help with aircraft building.As for FAR, it's a requirement for Advanced Jet Engine. The mod also includes a realistic ramjet which is ideal for hypersonic flight but sucks at subsonic speeds and requires a minimum velocity before it can generate any thrust at all. ![]() Crossing such limits will cause explosions. In AJE, not only the way air intake works is more close to realism, but also all jet engines have speed limits based on how much heat they can endure(IE most turbofans can't go faster than MACH 2.8). Advanced Jet Engine, Ferram Aerospace Research: In vanilla you can still achieve suborbital flights with jet aircraft because the vanilla way "air intake" works is totally unrealistic.Likewise, failplanes that veer to the right or to the left a lot during takeoff, often with serious risks of changing direction to a collision course with the spaceplane hangar or elsewhere in the KSC can be mostly prevented with this mod. Adjustable Landing Gear: I had enough of failplanes that can't take off until the runway ends because there is no landing gear suitable enough to get them in the right inclination for take off.Mods that are closely related are mentioned together. Nonetheless, back when I started this LP, there was a nasty bug in Ferram Aerospace Research involving phantom overheating and parts exploding. Such mod makes parts with fixed fuel types more efficient, so procedural fuel tanks will underperform, but they still have the advantages of flexibility and of having fuel crossfeed through radial attachments without a need for external fuel ducts.Īlso, while the vanilla aerodynamics isn't bad since 1.0, it's based on individual parts rather than on the whole shape of the aircraft and it doesn't have supersonic and hypersonic effects. Fortunately there was a better alternative involving realism without excessive complexities and with the plus of near certain compatibility with most mods "all along" (technically, it was released 3 days after this thread started). ![]() I don't care about the specific type of liquid fuel and oxidizer as long as their properties are close to those of real ones in the same way I don't give a fuck about which wood a table is made of in another game that should be about managing and defending fortresses and their inhabitants rather than autism simulation. That means that previously, the reductions towards realism in dry mass to wet mass ratios/etc were applied twice, leading not to realistic weight ratios, but to unrealistically lightweight fuels and engines. There was something very wrong as well with the mods I used this far: KerbalFuels and ROMini.cfg do more or less the same thing on fuel volumes and engine masses. I also changed some stuff, not just some, but a lot. ![]()
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