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Everything posted by siimav

  1. Preferably through CKAN. You know, we have an entire wiki page about installing RP-1 here.
  2. It's specifically meant for RP-1 but can also be made to work in stock if someone writes tech progression configs for it. Here's a short demo on how it's supposed to work.
  3. @Galland1998 Probably related to this: https://github.com/KSP-RO/RP-0/wiki/New-FAQs#why-does-kct-edit-say-ive-made-expensive-changes-when-i-havent-touched-anything
  4. What comms mods are you using? RemoteTech and RealAntennas are capable of showing ground stations. For stock CommNet, the stations are still there but they aren't visible in the tracking station.
  5. No, always launch east unless you're going for a sun-sync or polar orbit. Otherwise you would end up having to cancel out multiple hundred m/s of Earth's rotational velocity. Wrong, there's a launch window for launching into the plane of the Moon every day. That is - as long as you're playing with patched conics and haven't installed Principia.
  6. @Miza https://github.com/KSP-RO/RP-0/wiki/RSSVE-Installation-Instructions
  7. It sounds possible but wouldn't still prevent people from launching SRs from the runway in the first place.
  8. You're not supposed to launch rockets from the runway. VAB is for rockets and runway is for planes. Unfortunately there isn't much we can do to enforce that. Recovering into the SPH is allowed because planes should be capable of being reflown without rebuilding or refurbishing them. None of the sounding rockets or orbital-grade hardware saw reuse before the Space Shuttle entered service during the 1980s. There are only a couple of exceptions to that rule and even these were suborbital flights.
  9. No, it isn't. Download PP from here: https://github.com/KSP-RO/ProceduralParts/releases/tag/v1.4.0
  10. @Stone Blue There's a GitHub branch for 1.8 available here. You could give it a go if you happen to know how to download branches from GH and replace the contents within your GameData.
  11. Personally I would prefer to use the modifier keys but I do understand that it's not easy to inform the player about such a feature.
  12. Yes, I've done it from the 20t pad. I think the rocket had RD-101 + 2xAJ10-27 + XASR stages with Tank-II. I really wouldn't recommend going that route though. Ideally you should build a 60t pad and use proper orbital rocket engines for getting into orbit. If you haven't already done it, then accept the First Scientific Orbit contract which has an advance large enough to purchase all the tech you need. It becomes available after accepting the First Orbit contract but has a 2 year deadline which may require some planning to get the required science instrument unlocked in time.
  13. RP-1 Realistic Progression One v1.2.1 for KSP 1.6.1 and 1.7.3 Changelog from Previous Version Gate 52-55 tech behind materials science node Fix Castor 1 Entry cost modifiers Add support for New ROEngines Add No-EVA tag to 1.25m Crew Carrier Restore the science container on Deep-space procedural avionics Move the Gamma engines to the 1958 node Patch Procedural Avionics to operate at 1073K to Allow proper Usage Make Maneuver Nodes available with Lunar Comms Tracking Station upgrade Add LF2 Agena Add KCT Resource_Variable for LqdFluorine Remove the Breaking Ground Science Contracts Fix Procedural Avionics NAN error Disable Procedural Avionics logging CONTRIBUTORS Thank you to everyone who contributed for this release! @MikeOnTea @pap1723 @lpgagnon @siimav @Capkirk123
  14. You should read the RP-1 wiki and decide for yourself. The introduction here is probably the best place to start. Yes, you can turn the difficulty down and starting on easy is probably the right thing to do. Nevertheless I can promise you that RO/RP-1 is going to be difficult at first if you haven't played it before.
  15. Did a PR against your fork. Actually RO/RP-1 isn't directly at fault here. The thing is that average RP-1 installs have a lot of part mods installed which in turn will create tons of MonoBehaviours.
  16. @Kerbas_ad_astra Do you also have plans of getting your fork onto CKAN? This would do a great service to RP-1 players since this mod is a dependency and currently players have to mark KSP v1.3.1 as compatible in CKAN settings to even be able to install RP-1.
  17. @Calvin_Maclure Update your RealFuels to the latest compatible version.
  18. Why I asked this issue to be posted on the forums is that I remember seeing reports about the stutter on the KCT thread. People on the RO discord have occasionally also reported those stuttering issues on version newer than My SepIntegration branch has until recently been based on the version and I can't remember any similar reports about it. This is why I think that changes made after that version are the most likely candidates for the stutter.
  19. You know what works best with RSS? RO and RP-1 of course!
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