/VaguelyRealistic

A Kerbal Space Program mod to add some real-life challenges to the stock game.

Primary LanguageC#MIT LicenseMIT

Vaguely Realistic

With this mod I hope to add some challenges to how we play KSP in the stock universe, by applying some of the limitations that our real-life engineers and pilots face, for example:

  • Huge reaction wheel nerf

    • Reaction wheels will be removed from certain parts to align with real life; for example, a command pod will not have any reaction wheels and will require RCS for attitude control
    • Reaction wheels will have their torque decay over time
    • Torque can be restored by de-saturating the wheels, e.g. using RCS
    • Vessel mass will be a major factor in how quickly your wheels become saturated
  • Engine ignition limits

    • Limitations are provided by the mod EngineIgniter
    • Some engines will have a limit on the maximum number of ignitions
    • First stage engines (e.g. Mainsail) will have a single ignition
    • Upper stage engines (e.g. Rhino) will have a small number of ignitions (air start to apogee, circularisation, injection burn)
    • Service module engines (e.g. LV-909) will have many, but limited, ignitions e.g. 50
    • Monopropellant and what would be hypergolic engines (e.g. LV-1R) will have unlimited ignitions, as they don't actually need igniters!
  • Solid rocket booster thrust curves

    • SRBs will have a thrust curve so thrust tails off as propellant is depleted
  • Heat

    • Many parts will now generate heat that must dealt with
    • The 'hottest' parts will be crew modules. Expect your space stations to require radiators from now on!
  • Power

    • Power requirements for parts have been vastly increased, where appropriate.
    • Crew modules and labs will be the main draw in your ships. You'll need batteries and power sources, scaled appropriately to the size of your vessel/station.