pjf

[1.1.3] Realistic Progression Zero (RP-0) - Lightweight RealismOverhaul career v0.51 July 4

2391 posts in this topic

Hi to everyone. I have read a couple of last pages, and if i am understand correctly rp0 is currently playable with last RO 1.2 test release. My english is not so good, so i just wanted to clarify this. So simple question: can i play rp0 with prerelease RO version right now, without facing some game breaking troubles? Or should i just get all 1.1.3 versions and don't ask stupid questions? :D

To be honest, last time when i was playing RO-RP0 on 1.1.3 couple of months ago i was very happy with everything, good performance and stability, very few crashes, and i am sure at 90% that 1.1.3 is my choice right now, but since there is a new RO version i must ask before starting long install and cleanup process.

Also i see some new faces that working on these amazing mods, so must say big thank to all of you, and of course big thanks to all of "veterans".

1 person likes this

Share this post


Link to post
Share on other sites
1 hour ago, vgamble said:

Hi to everyone. I have read a couple of last pages, and if i am understand correctly rp0 is currently playable with last RO 1.2 test release. My english is not so good, so i just wanted to clarify this. So simple question: can i play rp0 with prerelease RO version right now, without facing some game breaking troubles? Or should i just get all 1.1.3 versions and don't ask stupid questions? :D

To be honest, last time when i was playing RO-RP0 on 1.1.3 couple of months ago i was very happy with everything, good performance and stability, very few crashes, and i am sure at 90% that 1.1.3 is my choice right now, but since there is a new RO version i must ask before starting long install and cleanup process.

Also i see some new faces that working on these amazing mods, so must say big thank to all of you, and of course big thanks to all of "veterans".

RO for 1.2.2 is pre-released and people are testing it. Some mods for RP0 still waiting to be updated so full suit RP0 not available i think. 1.2.2 is good because stability. Testers says it doesnt crash. So my advice is waiting for full release of everything :cool:. And after you can have glorious RO/RP0 career:P

 

https://github.com/KSP-RO/RP-0/issues/610

2 people like this

Share this post


Link to post
Share on other sites
On 23/02/2017 at 7:44 AM, AlimOncul said:

RO for 1.2.2 is pre-released and people are testing it. Some mods for RP0 still waiting to be updated so full suit RP0 not available i think. 1.2.2 is good because stability. Testers says it doesnt crash. So my advice is waiting for full release of everything :cool:. And after you can have glorious RO/RP0 career:P

 

https://github.com/KSP-RO/RP-0/issues/610

I'm just hoping RO and RP-0 and necessary mods are relased for 1.2.2 before 1.2.9 comes out, otherwise it will be a pain, as some mods get updated, others don't, and it's not always that easy to find older versions of certain things.

Share this post


Link to post
Share on other sites
3 minutes ago, JeeF said:

I'm just hoping RO and RP-0 and necessary mods are relased for 1.2.2 before 1.2.9 comes out, otherwise it will be a pain, as some mods get updated, others don't, and it's not always that easy to find older versions of certain things.

I think its a minor update 1.2.x so if you do 10-work to update RO and RP0 1.1.3 to 1.2.2, it will be 2-3-work to update 1.2.2 to 1.2.9. IMO of course :D 

Share this post


Link to post
Share on other sites

Hopefully

1 person likes this

Share this post


Link to post
Share on other sites

Posted (edited)

I set up some configuration for KRASH with ballpark numbers intended to be more realistic, mostly based on typical personnel cost and electric power usage, assuming that a kerupee is about 1000-2000 USD. I ramped up all per-minute cost by a factor of 50, as you'll likely run a lot less sims-inside-a-sim than you would run sims-in-real-life. There are no per-ton costs, as bigger is not necessarily more complex to simulate, and part costs capture part complexity pretty well. Note that setup costs make up the bulk of costs, as preparing all the data and software pieces for a simulation is much more effort than actually running that simulation.

KRASHCustom
{
  RO
  {
    description = Somewhat realistic costs with compensation for reduced playtime
    flatSetupCost = 5
    flatPerMinCost = 0.05
    perPartSetupCost = 0.3
    perPartPerMinCost = 0.001
    perTonSetupCost = 0
    perTonPerMinCost = 0
    percentSetupCost = 9
    percentPerMinCost = 0.05
    AtmoMultipler = 1.3
    TerminateAtSoiWithoutData = True
    TerminateAtLandWithoutData = True
    TerminateAtAtmoWithoutData = True
    ContinueIfNoCash = False
  }
}

The results feel quite reasonable for my crafts with RP-0, but I there was no serious attempt at balancing yet.

Edited by cami
1 person likes this

Share this post


Link to post
Share on other sites

Hi,

 

I originally posted this in the RO thread but think it may be linked to RP-0 - I've installed into ksp 1.2.2 using the mod spreadsheet linked in the RO thread. Everything seems fine except none of the probes show an avionics tonnage limit in their info tab and do not seem to be bound by avionics limits. I'm not sure if anyone has experienced similar issues?

 

Thanks!

Share this post


Link to post
Share on other sites

Before I say anything I'd like to express my thanks to everyone who's worked on all the mods that make this such a great game, as a former programmer I know the kind of time and effort that goes into this stuff, and the frustrations with dealing with ungrateful end users.

Now I hope I've hopefully established my credentials as a grateful end user ;-) I'm hoping someone can come up with a simple explanation of the problems I'm facing. I've got RP-0 running under 1.1.3 and 1.2.2 but things aren't quite right in either of them.

In 1.2.2 the early engines don't seem to be present on the tech tree (e.g. the Aerobee), I've used the tree.cfg file posted by pap1723 above. Is this the issue of missing items on the tech tree that others have reported ? I've been using Ryan Caskey's RO debugging spreadsheet for mod info.

In 1.1.3 things seem fine, however when I go to the tracking station no earth launch sites are shown, odd. They appear fine under 1.2.2.

And a final question, I've been using CKAN to obtain mods where possible, is this OK for 1.1.3 ? I'm unsure of the behaviour of CKAN, are later mods backwardly compatible ? If not does CKAN obtain suitable earlier mods or should I seek them out by manually ?

 

 

Share this post


Link to post
Share on other sites
2 hours ago, DC said:

Before I say anything I'd like to express my thanks to everyone who's worked on all the mods that make this such a great game, as a former programmer I know the kind of time and effort that goes into this stuff, and the frustrations with dealing with ungrateful end users.

Now I hope I've hopefully established my credentials as a grateful end user ;-) I'm hoping someone can come up with a simple explanation of the problems I'm facing. I've got RP-0 running under 1.1.3 and 1.2.2 but things aren't quite right in either of them.

In 1.2.2 the early engines don't seem to be present on the tech tree (e.g. the Aerobee), I've used the tree.cfg file posted by pap1723 above. Is this the issue of missing items on the tech tree that others have reported ? I've been using Ryan Caskey's RO debugging spreadsheet for mod info.

In 1.1.3 things seem fine, however when I go to the tracking station no earth launch sites are shown, odd. They appear fine under 1.2.2.

And a final question, I've been using CKAN to obtain mods where possible, is this OK for 1.1.3 ? I'm unsure of the behaviour of CKAN, are later mods backwardly compatible ? If not does CKAN obtain suitable earlier mods or should I seek them out by manually ?

 

 

So rp0 works with 1.2.2 ?

Is it a dev release? Die I Miss it?

CKan doesn't show it.

Share this post


Link to post
Share on other sites
2 hours ago, Benji said:

So rp0 works with 1.2.2 ?

Is it a dev release? Die I Miss it?

CKan doesn't show it.

Mostly. Yes. No.

1 person likes this

Share this post


Link to post
Share on other sites
5 hours ago, DC said:

Before I say anything I'd like to express my thanks to everyone who's worked on all the mods that make this such a great game, as a former programmer I know the kind of time and effort that goes into this stuff, and the frustrations with dealing with ungrateful end users.

Now I hope I've hopefully established my credentials as a grateful end user ;-) I'm hoping someone can come up with a simple explanation of the problems I'm facing. I've got RP-0 running under 1.1.3 and 1.2.2 but things aren't quite right in either of them.

In 1.2.2 the early engines don't seem to be present on the tech tree (e.g. the Aerobee), I've used the tree.cfg file posted by pap1723 above. Is this the issue of missing items on the tech tree that others have reported ? I've been using Ryan Caskey's RO debugging spreadsheet for mod info.

In 1.1.3 things seem fine, however when I go to the tracking station no earth launch sites are shown, odd. They appear fine under 1.2.2.

And a final question, I've been using CKAN to obtain mods where possible, is this OK for 1.1.3 ? I'm unsure of the behaviour of CKAN, are later mods backwardly compatible ? If not does CKAN obtain suitable earlier mods or should I seek them out by manually ?

 

 

Hi @DC

The early engines you are missing are from the Taerobee mod (i think) as I have them installed and have both the Aerobee engines as well as the V2 engines. 

1 person likes this

Share this post


Link to post
Share on other sites
On ‎14‎/‎04‎/‎2017 at 5:53 PM, pap1723 said:

Hi @DC

The early engines you are missing are from the Taerobee mod (i think) as I have them installed and have both the Aerobee engines as well as the V2 engines. 

No that's not it. Got a clean install of 1.1.3 now and installed again on that and it seems OK now, so something a bit messed up with my previous install. Didn't install the Taerobee mod initially and the Aerobee is there.

Share this post


Link to post
Share on other sites

I'm having some problems with RP-0 for my 1.2.2 KSP. I've installed the mod from the master branch however all parts are showing non-rp0. Does anyone know how I can solve this. I've also raised the issue in Github and you can find the log file there too.

Share this post


Link to post
Share on other sites

Posted (edited)

26 minutes ago, MaxZhao said:

I'm having some problems with RP-0 for my 1.2.2 KSP. I've installed the mod from the master branch however all parts are showing non-rp0. Does anyone know how I can solve this. I've also raised the issue in Github and you can find the log file there too.

From the RO thread, this should help. 

On 4/14/2017 at 5:25 AM, Lilienthal said:

I believe you are right, avionics is a feature of RP0.

RP0, BTW, is also already working (not flawlessly but playable.) In case the use of perl stops you, here a Tree.cfg file to download.  https://pastebin.com/4zUXR7g9

(important: I am not 100% sure whether distributing this is in line with the licences. I believe so, but if not, please tell me, and I'll remove.)

 

Edited by jdub3350
1 person likes this

Share this post


Link to post
Share on other sites

so to get this straight:

i simply need to install the master branch of rp-0(marked as 1.1.3) for my 1.2.2 install, then replace the tree.cfg?

or am i missing out on a dev branch i just cannot find on github?

if it is that easy, i shall use my last day of vacation to get up a running install of RSS/RO/RP-0 for 1.2.2.

btw, i love you devs.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now