It's worth mentioning how Outer Planets Mod and Kcalbeloh work together, as when you install both of them the wormhole moves from Jool to Sarnus, ensuring you'll visit Kcalbeloh cluster later in game when you have technologies better suited for long distance travel (if you're playing with mods and modded research tree)
the acronym KSRSS actually refers to kerbal scale real solar system, not regular real solar system, which is a mod that still adds all the real planets and moons but scaled down to stock scale.
If you want a more realistic but still fun experience I’d recommend the rescale mod, don’t confuse it for tweak scale. The old rescale despite being said to only be compatible with 1.3 works perfectly on 1.12.5 and the configs you can download are 2X scale, 3.2X scale, 6.4X scale, 10X scale, and 10.62X scale (memory but the scales are close to these values) You can also change the rescale value in the mod file to whatever you like, from 0.1X scale to 100X scale or any number you want
8:46 in the github repo of Kcalbeloh it shows a config for rescaling of the planets, and its automatically rescaled to real size when you have RSS installed too. (requires sigma dimensions mod)
I think the issue with beyond home is that it only supports parallax 1.0. I would definitely recommend the planet pack, though, as it also has the vanilla system lore on top of the new system your put into
These are just the stock aerodynamic fairings, if you look at the arms of the centrifugal modules you will also notice I used them because they looked sleek.
I’m not 100% on it but going off the parts on the rest of the ship it’s either from Far Future Technologies (a really great mod if you’re adding any additional star systems/super distant planets that provides the tools to get there more easily with bigger ships) or from Stockalike Station parts (makes space stations a lot more functional with tons of new parts, and also includes a bunch of life support mod compatibility with greenhouses and such for crops and air recycling.)
The whole ship is stock parts only with: - Textures Unlimited Recolour Depot to paint the parts shiny - Conformal Decals for some icons - Waterfall to edit the rocket plumes
Believe it or not the entire ship is made of stock parts only. I used Textures Unlimited Recolour Depot to make them shiny and coloured, then I used mod Waterfall to tweak the nuclear engine plumes to make them look bigger.
7:27 dude how do you even get it to look so cool another question is how do you make stuff look so bright and all, i got tufx but i never managed to make a config good enough
The magic is all in the mod TUFX. It's about balancing a lot of different factors but generally I play around with light bloom levels, light diffusion, anamorphic ratio, lens dirt. I might make a video about that.
You wanna aim for around 4500m/s of delta-V. 4500 will give some wiggle room and let you deorbit yourself. Don't forget to start leaning east as you ascend so you can start building sideways velocity.
what visual enhancement do you use for OPM? I normally use Astronomer's visual pack for OPM, but I like spectra better for the stock planets, but it doesn't support OPM.
Neither in this case, I went with Scatterer, EVE, and Volumetric Clouds. I used some TUFX so thats why it looks maybe different than what you are used to.
@@leonardobonanno5115 It could maybe be the volumetric clouds because TUFX doesn't seem to make the OPM bodies look the same way. I didn't mention this, but I was specifically looking for the mod that adds scatterer-like effects to the OPM bodies.
I saw the first slice of planet in the thumbnail and immediately thought it looked like Vulcanus from Factorio Space Age (also, why is my text colored black??? will it dissapear when I post?) (ok yeah it did that's weird)
BlackRack's TUFX profile but I did some heavy editing so it's more of a custom one at this point. Mainly I played around with light diffusion, light bloom, anamorphic ratio, motiom blur and lens dirt parameters of TUFX.
Beyond Home was in the special mentions but I couldn't review it because it was missing surface textures. The TUFX config I used was Blackrack's with some heavy modifications, I'll make a short tutorial about that.
You goofed at the start. RSS and KSRSS are 2 different mods. Real Solar System and Kerbin Scale Real Solar System. KSRSS can be either 1/4 of RSS or the Kerbal scale 1/10ish RSS.
The beyond home mod requires you downgrade your game to a version of 1.10, not sure which specific game binaries it needs for surface textures and what-not, but that's all I can say.
Alright, thanks for the info at least. Someone here commented that there is a fork for Beyond Home that should be working in KSP 1.12.5 and dropped the link in case you want to try it.
@@leonardobonanno5115 That sounds very nice, I have always wanted the mod to be functional in the latest version so I can see it with parallax 2.0 and all the fixings for visual fidelity.
It's worth mentioning how Outer Planets Mod and Kcalbeloh work together, as when you install both of them the wormhole moves from Jool to Sarnus, ensuring you'll visit Kcalbeloh cluster later in game when you have technologies better suited for long distance travel (if you're playing with mods and modded research tree)
Good point, I should have mentioned that. To add to this, you could in theory install Kerbal Star Systems 2 as it doesn't clash with either mods.
these visual mods are just a chef's kiss
I very much agree.
@@leonardobonanno5115 Can you make a tutorial on how to add volumetric clouds to the Outer Planets Mod?
@@Bob-fj4et There's a OPM Volumetric Cloud addon on SpaceDock. You need to have both OPM and Volumetric Clouds for it to work
I really enjoyed the video and finished it completely.
I'm really glad you enjoyed it!
Criminally Underated Channel. I found you through the speedruning carrer mode and it is truly epic
Now make matt lowne play RSS (impossible)
Make Scott Manley play KSP in 2025 (impossible)
the acronym KSRSS actually refers to kerbal scale real solar system, not regular real solar system, which is a mod that still adds all the real planets and moons but scaled down to stock scale.
Thanks for the clarification, the title got me a bit confused aswell when I was reading through its webpages on GitHub.
It can also be called kuarter sized real solar system since it has an optional 2.5 scale configuration for sigma dimensions
@@Lubo735 true, i played that version of it
Really well made video, I hope it gets a lot of views!
Всё ещё считаю RSS Reborn лучшим модом. Работа которую проделала баллистическая лисичка просто неоценима!
Please do more mod lists like this by the way amazing video
Thank you! I try to make these kind of videos because they always get very good feedback from the viewers 😊
Nice video mate!
Less than a thousand views!? I thought this would have as least 100k! Severely underrated video!
I appreciate your words man!
awesome video!
Thank you!
This is so useful holy shit, thanks man!❤
De nada!
If you want a more realistic but still fun experience I’d recommend the rescale mod, don’t confuse it for tweak scale.
The old rescale despite being said to only be compatible with 1.3 works perfectly on 1.12.5 and the configs you can download are 2X scale, 3.2X scale, 6.4X scale, 10X scale, and 10.62X scale (memory but the scales are close to these values)
You can also change the rescale value in the mod file to whatever you like, from 0.1X scale to 100X scale or any number you want
Good video. I'm playing with the mod: JNSQ Not bad. As soon as planets or moons don't look like the original Minmus (a candy) i'm interested.
8:46 in the github repo of Kcalbeloh it shows a config for rescaling of the planets, and its automatically rescaled to real size when you have RSS installed too. (requires sigma dimensions mod)
Do you know if rescaled Kcalbeloh is compatible with Real Solar System ?
I imagine the wormhole would be found near Saturn
@@leonardobonanno5115 yes it is and the wormhole does move to Saturn orbit!
I think the issue with beyond home is that it only supports parallax 1.0. I would definitely recommend the planet pack, though, as it also has the vanilla system lore on top of the new system your put into
Which mod(s) add those hemispherical parts on your interstellar ship at 7:52 ?
These are just the stock aerodynamic fairings, if you look at the arms of the centrifugal modules you will also notice I used them because they looked sleek.
I’m not 100% on it but going off the parts on the rest of the ship it’s either from Far Future Technologies (a really great mod if you’re adding any additional star systems/super distant planets that provides the tools to get there more easily with bigger ships) or from Stockalike Station parts (makes space stations a lot more functional with tons of new parts, and also includes a bunch of life support mod compatibility with greenhouses and such for crops and air recycling.)
The whole ship is stock parts only with:
- Textures Unlimited Recolour Depot to paint the parts shiny
- Conformal Decals for some icons
- Waterfall to edit the rocket plumes
Is kcalbeloh compatible with parallax continued and volumetric clouds?
Volumetric Clouds yes, Parallax Continued I have no idea.
@ Okay, thanks i just checked on their homepage it does have parallax continued support
Nice
7:23 what mod adds those antimatter engines?
Believe it or not the entire ship is made of stock parts only.
I used Textures Unlimited Recolour Depot to make them shiny and coloured, then I used mod Waterfall to tweak the nuclear engine plumes to make them look bigger.
7:27 dude how do you even get it to look so cool
another question is how do you make stuff look so bright and all, i got tufx but i never managed to make a config good enough
The magic is all in the mod TUFX.
It's about balancing a lot of different factors but generally I play around with light bloom levels, light diffusion, anamorphic ratio, lens dirt.
I might make a video about that.
@leonardobonanno5115 thanks I'll see, great video anyways, i love the graphics
If only KSS 2 had Parallax continued support
What are the graphical mods? Those look amazing.
first planet packs came out for ksp2
thinking about which one I should install first...
(I haven't been able to make an orbit around kerbin yet lol)
Then probably the Outer Planets or Galileo's Planet Pack are the mods I'd recommend. They are the most beginner friendly of the list.
Just add all kinds of boosters : D
You wanna aim for around 4500m/s of delta-V. 4500 will give some wiggle room and let you deorbit yourself. Don't forget to start leaning east as you ascend so you can start building sideways velocity.
can you list your graphic mods
what visual enhancement do you use for OPM? I normally use Astronomer's visual pack for OPM, but I like spectra better for the stock planets, but it doesn't support OPM.
Neither in this case, I went with Scatterer, EVE, and Volumetric Clouds. I used some TUFX so thats why it looks maybe different than what you are used to.
@@leonardobonanno5115 It could maybe be the volumetric clouds because TUFX doesn't seem to make the OPM bodies look the same way. I didn't mention this, but I was specifically looking for the mod that adds scatterer-like effects to the OPM bodies.
I saw the first slice of planet in the thumbnail and immediately thought it looked like Vulcanus from Factorio Space Age
(also, why is my text colored black??? will it dissapear when I post?)
(ok yeah it did that's weird)
I'm surprised you didn't include JSNQ
There were many to choose from and I'm aware of JSNQ, I will talk about it in the future though.
I'm sure youve been asked this before but I'm a big fan of the UI! Is that a custom mod / config I could find?
Hey, the UI is not custom, I'm just using the mod called Z-Theme, you can find it online on the Spacedock website or from the CKAN application.
Isn't there a mod that lets you build your own systems or something too?
I don't know of something like that sorry.
There is. It's actually a dependency of all of these planet mods. It's called Kopernicus.
Which Visual mods did you use in the video ?
The main visual mods:
- BlackRack's True Volumetric Clouds
- TUFX
- Environmental Visual Enhancements
- Deferred Lighting
- Textures Unlimited Recolour Depot
- Parallax 2.0
- Z-Theme
@ Which Tufx did you use in the video?
BlackRack's TUFX profile but I did some heavy editing so it's more of a custom one at this point.
Mainly I played around with light diffusion, light bloom, anamorphic ratio, motiom blur and lens dirt parameters of TUFX.
No beyond home? Plus, you gotta make those TUFX configs public, man...
Beyond Home was in the special mentions but I couldn't review it because it was missing surface textures.
The TUFX config I used was Blackrack's with some heavy modifications, I'll make a short tutorial about that.
ksrss is does not give the planets the actual sizes, that would be rss, ksrss is the real solar system with ksp sizes
Yeah I realised my goofy mistake a bit too late, sorry.
You goofed at the start. RSS and KSRSS are 2 different mods. Real Solar System and Kerbin Scale Real Solar System. KSRSS can be either 1/4 of RSS or the Kerbal scale 1/10ish RSS.
I'm a goofball
@@leonardobonanno5115 Gooby Goober
The beyond home mod requires you downgrade your game to a version of 1.10, not sure which specific game binaries it needs for surface textures and what-not, but that's all I can say.
Alright, thanks for the info at least.
Someone here commented that there is a fork for Beyond Home that should be working in KSP 1.12.5 and dropped the link in case you want to try it.
@@leonardobonanno5115 That sounds very nice, I have always wanted the mod to be functional in the latest version so I can see it with parallax 2.0 and all the fixings for visual fidelity.