Ifone where to seek the most realistic real solar system experience, is there a mod list to achieve this that has any consensus or could people comment an what deffinately to include and what version of KSP to use?
If you're using the CKAN mod manager, it will include recommended (but not strictly required) mods to use with RO, including Real Solar System and TAC Life Support. If you're not using CKAN, remember to add the ones you want.
Realism Overhaul contains a huge selection of realism enhancing mods.
With or without Real Solar System support, this is great for physics realism.
I personally like my game "Kerbally" with the semi-realistic physics. Realistic enough to learn about the physics theories involved, without being a hardcore simulator.
About the only mod I really like is FAR. I can't recommend this one enough. However, watch for mod interactions on it. Certain mods don't play nice with it well. That's why I haven't used it in a while. Maybe when I have some free time I'll revisit it to see if I can get it working with some of my favored mods.
First off, I'm a pilot in real life. So I know how airplanes handle. I've also flown in helicopters but I have never steered one, yet I believe the same principles apply to make them steerable at all.
There's some discussion re: banking in the fixed wing flight model thread, though the only specific mod that comes immediately to mind (as opposed to being something of a more all-in-one dealie like ACE3) is oukej's tweaked A-164 Wipeout config, linked to in that thread.
Your observations are not because of 'autopilot', mostly limited physics simulation which leads to incorrect aircraft behaviour. Basically, airflow over wing surfaces is not simulated: your aircraft is just a sky-car with a speed and direction. This results in the behaviour that if you bank a plane you don't get any horizontal 'lift' and reduction of vertical lift. The (advanced flight model) helicopters are better, I have much fun flying them in game.
We won't see a realistic flight model for Fixed Wing anytime soon. In the Future, one cannot tell. Someone was making a JAS-39 Gripen mod though that had a custom Flight Model, however, i haven't seen it around at all recently, so i can only assume it's dead. However, i have a hard time believing that it would have been much different from the BIS current flight model. In short, wait till the end of Arma 3's support, or Arma 4.
Well, if scripting commands to set forces/torques acting on object would be added, we can quite see it in ArmA 3. It's not that big of a change, and will enable to create very elaborate aerodynamics in SQF
The largest mod, basically considered an expansion pack for the game, is the (NAM). Almost everyone who uses mods has that one. It will fix the problems with short commute time tolerance (leading to abandoned buildings) and add many new transit options.
If you're interested in visual realism, I recommend getting a terrain mod and a water mod. You'll wonder how you ever put up with water that looks like it was drawn with a radioactive blue crayon. Eventually you can try a tree mod too, but those are trickier to use.
of some useful mods. Useful, not necessarily realistic. (The links may or may not work. The best way to find something you're looking for is to use Google. For example, search for "Simtropolis water mod")
There are a ton of good "Show us your.." threads in the City-Building Concepts section of the forums. There's also a guide to Realistic Cities for Dummies over at SC4Devotion. You'll find lots of inspiration in both.
Other than that, it's about downloading buildings and mods that you like. Consider looking at City Journals or starting your own--people will be happy to help you. You'll find that every city you start will usually be better than the last.
Your urban areas will be boxes, blocks of buildings, your suburban areas will be winding and intertwining streets and roads, your rural areas will be long meandering streets but not interconnencting so much.
If you have ever been on on airplane and flown over a city and looked out the window you know the world is pretty much cut into big giant squares of land. That really does not look too good in game really(my opinion), you can tweak it to your liking or what you believe to be realistic(was that an oxymoron?)
That's pretty much a US thing, and even there more in the center and in the west. "Older" areas look different. It's amazing what weird forms even agricultural areas have in some countries. Of course, that doesn't devalue anything you said. Just the piece about "the world" seems a bit overgeneralized.
Most old cities started from cow paths and game trails. Usually not a straight line in the bunch until 18th and 19th century builders appeared. A good modern example is St. John's Newfoundland. The city is built on a set of glacial ridges that used to have horse paths for streets that were designed for horses to haul carts up and down on. I was in St. John's last summer and there are places there where "you can't get there from here" is the cry.
There is also a difference between European cities and cities in the United States (don't know exactly how it is in Canada). A lot of European cities started or grew in the Middle Ages, surrounded by a wall. European cities have a city center with a small narrow streets. Dutch cities have streets in the city-center that are just for walking, this is less common in other countries (there are still cities with this design though). From the city center to the edges of the city there are roads leading to other cities. These roads are going in different directions, which leads to a street-pattern that is a bit chaotic and not planned, the Dutch city Nijmegen is a good example. You can see the roads going to different directions and a street pattern which isn't repeated (altough they tried).
US cities are the exact opposite. These cities are much younger and where mainly build out of wood. Expansions could be made quite easy and demolishing buildings was much cheaper and easier. This is why you see a exactly repeated street-pattern in cities like New York and Los Angeles. The buildings are also almost completely 20th century while this isn't that common in European cities.
Also as someone suggested on another thread go outside and look around the city you live in and take note of things. Everytime I get in my car to drive I'm looking at where buildings are, how roads connect to other roads and streets. I even drive down residential areas to see what they look like, the type of housing etc. next month I'm going to spend some time in Houston so I will get to see and check out how major highways merge and what the downtown area looks like and the types and styles of buildings.
No regular city on Simcity looks realistic unless you make alot of things custom or plop buildings. If you allow it to grow by itself, things are so out of place...such as a large tower in the middle of nowhere that grows, or small commerical bldgs in the middle of a downtown city if that makes sense.
And parking lots (or parking decks if you're going for a more vertical-oriented city). Practically every civic building in the real world is surrounded by parking lots. Schools, hospitals, emergency response, utility, etc. have parking lots and this really makes your city look like something out of real life. Also, when you have large areas of commercial and industrial development, put some parking lots around them. Even if you don't download the lots that enable you to make life-like strip malls and shopping centers, adding a few parking spots can be an improvement. And if you get into the custom airport arena you are going to need lots of parking spaces. This is slightly less so for train stations, but it's something to keep in mind.
I think I've said this before, but you will never get much realism. All the streets are orthogonal (the diagonals are faked), and true capabilities are missing to make any realism possible. This is a game, folks.
I also agree with some of the above suggestions, especially the one about taking a look around when outside in RL. Ever since I've started playing SC in the Nintendo years, it's given me what I dub "Sim City Vision". Anytime I drive around, all I can see is how everything is zoned out. It kind of all has it's place and SC brings that to the front of my attention.
Things like parking lots, and the space around certain buildings are key. The in-game is just the cluster of buildings, it's what you put around them that makes them stand out. It wasn't till I was introduced to Industry Fillers on the STEX/LEX/PLEX that it really brought more "realism", but really just more visual eyecandy, to my zones.
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