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  1. Hello everyone! I have decided to start a long term project of adding parts to RP-0 and creating RO patches. I will update this thread as I edit and add new files. Any feedback on RP-0 pricing or tips you can give me is welcomed! I know there is an RP-0 Part Configuration tool however, I like the idea of using MM patches so it will allow people to run a stock setup if they please and/or remove parts from the patch if they want to. As parts are updated the filenames will reflect the version and date so if you want to rollback you can. If you like the part and want to add it to the Configuratio
  2. History of Spaceflight Contract Pack for Stock/RSS/RO/RP-0/RP-1 This mod aims to basically transcribe the entire NASA Master Catalog into missions for Stock/RO/RP-0/RP-1. This project initially started as an expansion pack to Whitecat106's popular Historic Missions contract pack, but after he quit I decided to rewrite the entire mod from start to finish. This mod will feature and expanded 1942-1958 contract set of sounding rockets from all over the world. Plus complete mission sets (including failures) of every spaceflight launched to date(when completed). It also has more accurate orbi
  3. Helle there, does anyone know if there is a way to calculate the amount of fuel which boils off in a specific amount of time? Thanks in advance.
  4. Development branch starts including tooling costs, and roll out costs. Started a hard mode test (300% funds and allow saves) turned off rep mostly since it has no effect. Minimized the mods I'm using including dropping RT and most part packs. Most buildings cost x15 what they did previously and each procedural part has a tooling cost associated with its dimension. so first build of my bumper sounding rocket was over 80k in costs outside the parts and launch costs. (noticed its changed to x5 building costs now that i look again) Currently in February '52, fi
  5. Hi all, Since a few months, I've finally joined the RSS/RO/RP-0 club. After years of playing "stock-ish" KSP this is a great change/challenge. I quickly learned about RP-1, but was scared it was unstable. Other players (on the RO discord) have shared a great GameData folder, for easier RP-1 (RP-0 Dev branch) configuration. I started a few days ago with it, including KCT and TestFlight. After a few months ingame, I feel I have problems with KCT's RP-1 build rates. Or that I just miss understand something. Even worse than in RP-0, I feel build rates are really low. Starting at about 0
  6. Hello KSP fans! I have recently installed a full RSS, RO, RP-0 version of KSP (just like scott manleys instruction video) since I really admire the realism of it and the challenges it brings. I am now working on the first sattelite to safely re-enter from orbit, but of course it explodes in style during reentry. The thing is I don't know why and it might actually be a bug, or I am just missing something. I hope you guys can help me! the problem: For reentry I aim the periapsis at about 65-70 km height, I have a probe body (able avionics package) and some science experiments all
  7. Nich

    RP-0 lag

    My old RP-0 save got so laggy and buggy it was unplayable. I started a new career but it seems I have already slowed down to 2:1 on a basic barely orbital rocket. Any suggestions or should I just reinstall? I felt like I managed to get Moon orbit or landing by the time the yellow timer started to appear.
  8. Hello, since playing a big modpack like RP-0 tends to cause problems whenever a new version is released, I have so far given up three carrier game that became unstable. However, playing the "same" thing over and over again did somewhat reduce my enthusiasm. In order to regain that I thought that sharing my new attempt in 1.1.3 and - hopefully - discussing it with others might help. And there we are, my very fist attempt of a playthrough: So far I've launched the first sounding rocket (plus 1 failure) fixed some issues and put a bigger rocket (A-4 recreation) in the que
  9. I have been messing with the Engine config files in my copy of KSP 1.2.2 with Real Solar System, Realism Overhaul, and Realistic Progression Zero mods installed, mostly to create fictional engines or engines that do not exist in currently available mods. However, I have not been able to add gimballing to an engine that previously had none. For example, I attempted to add gimbal to the RS-88 engine for an orbital launch vehicle using that to power its first stage and an AJ10 to power its second stage, but even after ~8 attempts at adding and modifying the ModuleGimbal, it still didn't work. Wha
  10. I am using realism overhaul, and I was forced to remove procedural parts in order to get my game to launch. Whenever I try to launch any vehicle, there simply will be no stage for my engine, therefore pressing space does nothing at all (except maybe deploy parachutes or decouple some nodes).
  11. EDIT The comment below by TaggedYa provides a fix for this issue, so if you are having a problem, follow their instructions. Hope this helps anyone who has this issue. Original post below I recently decided to have another go at trying RP-0, and downloaded a fresh install of KSP 1.2.2 from Steam. I then used CKAN to install, first, Realism Overhaul and its dependencies and recommended mods. After which, I installed RP-0, and its dependencies and recommended mods. Once all installed, I tried launching from CKAN, and the game immediately crashed. The crash
  12. Werhner's Mission Log Real Solar System, Realism Overhaul, RP-0 In an effort to put more of a backstory in my career mode and to cure my restart-itis (I tend to restart careers a lot when KSP or mods get updated), I decided to create a mission log through the eyes of Wernher Von Kerman. This log tells the story of the progress of the space exploration career of Wernher and the Kerbal Space Agency. A career that got kick started by a mysterious new technology that arrived from 'the other side'. How it got here and why, that is unknown... In addition to being an entertaining
  13. @soundnfury created a mod for competitive non-simultaneous multiplayer, and me, him, @NathanKell, @pap1723 and @rsparkyc are testing it in a RP-0 career. I"ll detail my playthrough here. General strategy I usually play my careers with fast development in mind, so I did not need to change a lot in order to play RIS. My main strategy is to take contracts aggressively, and use the advance credits to put into upgrades as much as possible. Unless I'm saving money for a building upgrade, I keep a minimum cash at hand and everything else goes into upgrades. I also try to grab as much scienc
  14. Right after Christmas 2016, I made one Steam backup and one Windows 10 backup (that one by just copying the KSP folder and moving it into another folder on my desktop), then used the built-in Steam functionality to downgrade my game to 1.1.3 in order to install Real Solar System, Realism Overhaul, Realistic Progression Zero and all of the recommended mods using CKAN. What do I do now that KSP RSS RO RP-0 can be played on 1.1.3? How do I update the game? (I'm new here, so I'm being conservative on the formatting before I can develop a pattern.)
  15. I want to share/store documents and plans I (and others!) make for interplanetary missions. I intend to start with basic/boring information, like ballistic coefficients, heat shield information, etc.that will be useful to see for planning a mission. I intend to draw from data of actual carried out or planned missions, but feel free to post information about missions you've carried out with the full RSS/RO/RP-0 stack in KSP 1.1 or 1.2. For starters, I've got this document which lays the ground for a Venus balloon mission. A heatshield is required to slow the craft down at Venus, of
  16. Commonwealth Joint Space Agency So, this is my new RP-0/RSS mission report series based out of two launch sites- one fictional and one real. Next post will go up when I feel like uploading and editing images.
  17. Check out new series I have on my youtube channel where I do my career in RSS RP-0.
  18. I don't play video games that often, but when I do, it's almost always KSP especially with RP-0. That being said, I apologize if my output log is not pasted in the proper location. Like the title suggests, the part loader can't find certain models or parts that are involved with RP-0/RO. I tried using KSP 1.05 with no luck. I am now back on KSP 1.2.1. I made sure all of the mods are up to date by downloading them one-by-one from github. I installed them manually because none of the modpacks were showing up on CKAN. The loading screen hangs on a config file that is procedural. At one
  19. Introduction: Hello fellow kerbonauts! Wellcome to my mission log of about 80 missions flown from 1936 to 1941 by the early german space agancy. While the real spaceprogram is well known for the infamous V2 (Aggregat 4) and people like Werner von Braun, my story is fictional. Nevertheless, I tried to involve historic events like the start of the 2nd world war. However, this does not propagate ideology of that time but rather focuses on the engineering aspect of early spaceflight, that happend to start under evil leadership. My progress is much faster because I overfunded my spaceprog
  20. So I see a lot of videos of people flying rockets they build, but not so much of the design process. I figured I would create a video series where I design and fly rockets using the realism overhaul suite of mods. I'm going to try to keep episodes down to around 20 minutes. Last night I did my game setup and first two missions. Next goal: space.
  21. For the past month or two I've been streaming and uploading a tutorial campaign in Realistic Progression Zero (RP-0), the campaign mod for the Realism Overhaul suite of realism mods. RP-0 (and RO generally) can be intimidating, so I figured a tutorial series would be helpful. It does seem to be helping people, so...I figured I'd mention it here as well. You can start watching the archived videos on YouTube here. EDIT: If you want to watch live, you can catch me most every night at 1am EDT (5am UTC) on Twitch. Note that because these are tutorial videos I often can't res
  22. Hello, Are there any (or any planned) 1.13/1.2 compatible mods which allow boiloff of cryogenic fuels to be mitigated using parts? Something like what Nertea has for Cryogenic tanks, but aimed at Realfuels. Hydrolox engines (from RL-10s to NTRs) are available and almost required for a reasonable crewed mission to anywhere beyond the moon - hauling 100 tons of life support supplies for a Mars mission with <340 ISP engines (think orbit injection, maneuvering and return stages) is painful. I would much prefer to stick on some solar panels, batteries or RTGs and be able to keep my ta
  23. I might have doomed my space program. I did it before 2010 - am I alright? A relatively safe landing in a Europan Canyon. Sadly, I am on the wrong side of the moon to see Jupiter. Perhaps a good thing if those pesky monoliths choose to detonate it again... Here are some craft pictures: The probe has ~2500 m/s of delta-v and uses Aerozine50 + NTO as hypergolic fuel. I put every science instrument that would fit on it, including SCANsat and some of DMagic's gear. The main instrument suites were the stockalike thermometer, barometer, gravity detect
  24. Hello, I recently installed Realism Overhaul onto KSP 1.1.3. It has been fully functional and I decided to add RP-0 to utilize Career Mode. When I start a new career mode and enter mission control. There are contracts available. I select the contracts, exit mission control. They appear under the contracts tab. I then enter the VAB or SPH and the contract tab wipes itself. I have searched through the KSP log and could not find a blatant issue. Mind you I don't fully understand the log. Any help is much appreciated!
  25. Realism Overhaul and its associated mods are incredible. I simply can't get enough of the challenges it provides. I usually don't have much time to play KSP, but following the successful tests of my rocket—Frontier I—and its very early engines, I have finally achieved orbit. Getting to space was certainly not easy with these engines, noting that with TestFlight downloaded, I must limit the engines' burn times within a limit or they are sure to fail. As a result, two clusters of solid kick motors are used for the final push to orbit. Now, maybe I just spammed these kick motors a little too
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