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A Brand New Series… Part Tutorial, Part Let’s Play, it is A Very Basic Space Program
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CH-4: Changing History Iter Deinceps, In Perpetuum Moving forward, Perpetually ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── Welcome to Changing History (CH-4) we are a lategame addon to Realistic Progression One(RP-1) aiming to reimagine and redesign what is possible following your first moon landing! As an expansion to RP-1, and thus realism overhaul, realism and achievable technology is at our foundation. We aren't aiming to design warp drives or fusion energy, we simply want to enable the exploration humanity could be doing today, given enough interest... Who are we? We are a group of RP-1 and RP-0 players and developers, aimed towards making the next challenging chapter of your career mode save in RSS. What are we doing? Where did we come from? We started off as an extension to RO Engines, but have slowly become more skilled at modding, allowing us to branch out further. Currently our main goal is to develop timelines, allowing the player to chose a path they want their agency (and possibly others) to follow. The currently planned timelines are Lunar, Venusian, Martian, Terran, and the Exploration of the Outer Worlds... Note these may be subject to change. As an expansion, you can expect the following from us: New contracts, likely approaching or exceeding 100 within this first "update". None of these will conflict with RP-1's, instead they will override and build off of them. New parts, allowing for realistic, small to medium scale habitation of other celestial bodies, orbits, and much more. New mechanics, encouraging things such as reuse, exploration, and international cooperation. We still have a lot planned, including a wiki, a youtube channel, and further documentation. These things, like the mod itself, should be expected to come in time... Ultimately, we would like to open up development to the community following the first major release, CH4 v1.1, but we are expecting to release pre-releases on our github. Download, Installation & Liscensing You can download the latest release from our Github CKAN Support coming soon™ Installation (for now, atleast) comes with no special instructions. Simply drag and drop the CH4 folder into your KSP Gamedata directory; As long as you have RO, RP-1 and RSS installed that's it! You should now have access to a couple dozen new engines, and some new airlaunch tech! Currently using the license CC BY-NC-ND 4.0, we are politely asking that you don't redistribute or modify our work, this will allow us to more easily develop towards our goal. I have become death, destroyer of framerates RD-270 As a closing note, most of us are pursuing education currently. We will try to release in as timely a manner as possible, but do give us time. A rushed mod is a broken mod.
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RP-1 on Mac M1 malfunctioning
Ember12 posted a topic in KSP1 Technical Support (PC, modded installs)
I didn't see a Mac support place, so I'm posting this here. I've been playing stock KSP on my Mac M1 Catalina for a while without issues, but when I tried modding it (with RP-1 and associated mods) it didn't work. What I'm wondering is, has anyone gotten these to work on an M1? I haven't seen anything on the internet to suggest someone has. If you have, I would really appreciate help in resolving the issue. Of course, I can share the details of the failure and the log file if needed. -
I'm playing RP-1 and trying to find a mod that lets me control two spacecraft at once, In order to save on Launch times
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just some photo i guess, the gatv and gemini is fasa,
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Hi, I play RP-1 in ksp 1.10.1 and I have a problem. I want to disable testflight parts failure or minimize it because that's so annoying and RP-1 is enough challenging for that. The problem is that I don't find anything that can help me to do it, so if someone can help me that would be welcomed. ps: I have testflight 2.2.0.1
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So, I'm currently trying to design a rocketplane for high altitude flight, but its all a mess and there's not enough space on it. And that annoys me a lot. And I don't know if I have done a good or a bad job because I don't know what sort of designs I can even reference at all. This is my Craft File in case anybody wanna show an example of what I could do to fix it. I was trying to use 3 engines just so that I could get enough TWR to have an easier time reaching high altitude. I still haven't placed the RCS because it isn't finished
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MARCH 2 ORBIT | Episode 01 | KSP RSS/RO/RP-1
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SOVIET ONLY?? | RP1/RO/RSS | Express to Orbit | S02E01
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Hello all. I've been doing an RP-1 career mode play through and I thought I'd share a few images of one of my missions. I've been pushing pretty hard, trying to get as much R&D done as quickly as I could. I wanted to get people to the Moon by the end of 1959. I wanted a craft that could get to the Moon from LEO, capture around the Moon, and return to Earth. I came up with this: The Phoenix! Obviously modelled on Cochran's Warp ship from Star Trek: First Contact. The design was as close to the movie as I felt I could get without sacrificing too much functionality. My first use of Hydrolox engines in my RP-1 play through, so it seemed like a good fit for a prototype ship. I really like the Gemini capsule and lunar Gemini seemed like a fun challenge. The nacelles deploy using infernal robotics parts. Getting the 21 ton craft to orbit wasn't trivial. I wasn't going to be able to make orbit on the back of a Titan 2 missile like in the movie. The launch vehicle had a core stage of 7 LR79 engines with 4 boosters each with 2 LR89 engines and a second stage made up of 3 LR91 engines. Completed the first EVA contract too! (The first craft I sent up with a capsule that could support EVAs) Trans-lunar injection burn Retracting nacelles and deploying solar array. Needed a pile of solar panels at level 2 solar tech. Capturing around the moon. The DeltaV margins were tighter than I would have liked. Only had around 90m/s left in the tank when I finished the burn sending the craft back to Earth. Glad the boil-off wasn't too bad. First Lunar EVA too! Detaching from the drive section. Probably shouldn't have been that close to it as it was exploding. Always wondered how they got the Phoenix back to Montana in First Contact. Presumably the whole ship survived to be put in the Smithsonian. Landing somewhere south of Asia. I've been recording my Career play through, editing it with music and posting it on YouTube. Most of the episodes are pretty standard fare, the kind of thing you'd see in most RP-1 careers, but I thought this mission was kind of neat. The video can be found here: The Phoenix bit runs from around 2:45 to 12:15
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(This is a sequel to my very unfinished America: 1951, which I lost motivation to do after only 2 years ingame) Prologue: Germany fell. Joint allied and Comintern occupation of Germany. Von Braun and his men were lucky. Why? They got to US forces as opposed to soviet forces. After a year or so, Von Braun was ready to become a rocket scientist again. The twist? He was now an American rocket scientist. The year is now 1946, January first. Now, it is in their hands. Will the soviets win the space race or will the Americans? The worlds fate was in their hands. And thus begins the tale. The tale of America: 1946.
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in this playthrough with rss/ro/rp-1 I will be playing as the USA, and try to launch a man to the moon. Settings: Normal Start location: Brownsville I will do 1 year at a time, and try to post once every 2 weeks, but times may vary.
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Please sit back with a cup of tea, and relax as I try to take Britain to the stars. I have taken data from prototype, developed and planned British engines, mixed it with a bit of British design and decided to see just how well could they do if post war Britain had thrown a little bit of money at the problem instead of just the innate creativity mixed with sticky tape and hope that usually happens... Will Britain expand into a Vertical Empire?
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My take on Realism Overhaul while throwing in some cinematic shots.
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I was looking at the tech tree of RP-1 and I wondered what mods can fill it all up namely 2019-2034, 2035-2050, 2051-2099, 2100-2149, 2150+... Does anyone know any mods or there aren't any?
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for the last 4 days or so my game has been crashing in ll ways possible, unity dialog boxes, hard resets, straight to desktop, all of them. i've tried removing resource intensive mods, reinstalling it , all of the common troubleshooting procedures and nothings seems to ease off the frequency or the increase the extent of my gameplay time before an inevitable random crash that "appears" to have no cause :(. im feeling utterly lost, will upload my most recent crash .log file if thats something that could help, literally anything can help me so please give me ideas because i dont really know about any other options... log follows [Large log file removed by moderator]
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Beyond Earth Introduction The year was 1946. The Second World War had just ended. It was the dawn of a new age on Earth. The victorious Allies, led by the United States, the United Kingdom, the Soviet Union, France and China, had assembled themselves in what would be known as the United Nations, so that all of the world could be at peace. People looked at the future with hope, having witnessed first hand the horrors of the War. That, unfortunately, would prove not to be the case. The world was now split into two, under the shadow of the USSR to the East, and the US to the West. Yet, no matter the political differences, the remaining superpowers, the US, the UK, and the USSR in particular, symultaneously turned their eyes skywards: the future laid not on brown soil, but in the blue skies above. True powered aircrafts had been born just forty years before, but now they bore little, if any, resemblance to the Flyer built by the Wright brothers, and there were rumors about an American prototype which was capable of going past the Columns of Hercules of Aviation: the sound barrier. But, while aircrafts were the big thing for the general public, a small, if resolute, group of scientists and engineers had their focus on another marvel of technology: the rocket. The history of rocketry had started many centuries before in China, but the most important advancements had been made much more recently. It was almost universally agreed, however, that the greatest pioneer was Kostantin Tsiolkovsky, a native Russian, whose ideas on rocket propulsion and propellants, but most importantly, his equations, had laid unknown for quite some time. In the US, during the 1920s, the famous inventor Robert Goddard had developed, and launched, the first ever liquid propelled rocket. In Germany the Verein für Raumschiffahrt (VfR, of Society for Space Travel) had had some significant developments as well, in particular regarding the use of Liquid Oxygen and Ethanol as propellants, before dissolving in 1934. In the Soviet Union there had been numerous inventors, notably Valentin Glushko, whose team conducted hundreds of tests, but the Purges of the late '30s soon put an end to these experimentations. During World War Two rockets were used by almost every party, mostly for battlefield-level weapons, such as the Rocket Anti-Aircraft Artillery of the Royal Navy, or the Katyusha rockets of the Soviets. But the most interesting, and fundamental, designs came from the United States and pedant Germany. In Germany, the infamous V-2 rocket had been developed and fielded during the war by a team headed by Wehrner von Braun, who was later extradited to the US along with most of his team. It was a most revolutionary design, a "ballistic missile", capable of a range of 300km, hitting, albeit with disputable results, the British mainland. These rockets had very advanced features such as HTP-driven turbopumps, and inertial guidance. Even further, these rockets scraped the edge of space on their way to London. In the US, while no actual full scale testing took place, there was a much more ambitious program. Developed in complete secret under the codename Project Prometheus, the initial plans called for a two-stage rocket, large enough to throw a (theoretical, at the time) 7000kg nuclear bomb across the ocean, in the instance of British surrender and/or full Soviet control of the European mainland. While this concept never came to be, a series of scale motors were built, and this experimentation meant that an experienced team was readily available in the US for subsequent programs. In late 1947, however, the unexpected happened. This team of American engineers, now joined by the Germans under von Braun, was approached by a British organization, who wished to join their forces in pursuit of a greater goal: exploring space. The project was left off to rust for quite some time, but, following several years of negotiations, of course keeping the public in the dark, the plans were approved and signed by future Administrators Sir Philip Perrington and General Garrett H. Woodward. Finally, on December 19th, 1950, the International Rocket Society came to be. Roundel of the International Rocket Society from 1950 onwards
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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 Configuration Parts App before I do please do just make sure you post in this thread so I can check it off the list. All of these patches were created and tested on KSP 1.8.1, RO 12.8.1, and RP-0 1.7. Releases: 01/18/2021: AJE, AJEE, Aviation Light, and B9 Aerospace Engines (B9 Aero is a WIP). 01/25/2021: MK-33, USI Exploration (Airbags and Floats), EDB/Raiz Space In Progress: RP-0: B9 Aerospace, Near Future Construction, random engines, and structural parts (un-fueled). RO: B9 Aerospace Instructions: Download the files at the following link and add to your GameData folder. I recommend creating a new folder called /000_RP0_RO_Patches and copying the files there in order to keep things nice and organized. DOWNLOAD HERE Note: No original files have been modified, removed, renamed, or moved from their original location. All released files are MM patches. If you are the original creator of any mod listed and would like to add my patches to your release(s) or you would like to edit/redistribute these patches; feel free to do so just give me a shoutout!
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I've been trying to install the rp-1 modpack for 1.8.1 and i followed the guide closely "https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.8.1" but after starting a new save i noticed that all procedural tanks have pitch black textures, i tried to install manually and change versions of the textures unlimited mod that is listed as a possible cause for this problem but nothing changed, so i decided to come here and ask for help :) . if u guys need anything from me to help solve the problem i will be happy to assist.
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The Vandenberg Program, Table of Contents. Chapter 1: The First Quarter Chapter 2: No Barrier in the Sky Chapter 3: Early Days of the Sounding Rocket Program Chapter 4: The River Styx Chapter 5: A Need for Speed What is this? The Vandenberg Program, founded in 1951 California, a consortium of steely pilots and starry-eyed dreamers who believe space is for humans, and rocketry the key. The Program stands apart from the submarine designers and warhead builders of the early Cold War. When the sabre rattlers on both sides of the Iron Curtain decided that nuclear artillery, delivered from turreted submarine and overgrown tank, was the key to winning the inevitable tactical battles that were expected to shortly follow, government spending turned away from aeronautics. Vandenberg Air Force Base is the home of the last stand of rocketry & aeronautics engineers, the only testing ground for those who seek to push the limits of speed and altitude. The goal? To increase the number of moons of the Earth by at least one, and to someday orbit a human as a living artificial satellite of our planet. But first they need to secure next year's funding, and to do that they are bound to the whims of their oversight committee. The road will be long, but their patience longer. The sun sets on January 1st over California. This is the Vandenberg Program, and these are their flight records. What is this? It's a super-realistic Realism Overhaul career using Realistic Progression One (RP-1), Principia, Kerbalism, RealAntennas, and NQB, a quarterly budgets/historical contract accuracy mod that I've been developing for RP-1 (learn more). It's me trying to get past the sounding rocket era of RP-1 again, finally. It's me trying to preach the good word of the KSP realism modding community and showcase their hard work. It's my first mission report. I open the Tracking Center for the first time. It's the Vandenberg Program, and I hope you enjoy.
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Well, I've decided to do one! This will chronicle my space agency's attempts at spaceflight. What this is? This is a super-realistic Realism Overhaul/RP-1 career game with the ultimate goal of landing Kerbals (or rather humans ) on the Moon. First: Some background, I mean, who doesn't love a good story? The year is 1951. A small space agency, the United States Space Agency (USSA) formed was created, getting a measly $75,000 to land Humans on the moon by 1970. 19 years from going from nothing to a massive space agency. The space agency's real agenda though, unbeknownst to it's leadership, was to develop technology that would combat the Soviet Union's advancements in nuclear technology. The nation's top scientists, Wernher Von Braun, and others were to collaborate in this endeavor. These are it's mission files. The first chapter is coming soon. Chapter list:
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My wife "Why have you been reading about rocket science and the history of Nasa mission?" Me: https://imgur.com/a/V7SL3OO
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Early crewed Moon landing Nasa proposal Gemini Lander I've just managed to do this early "low-cost" Nasa proposal to a cheap and fast moon landing, since our space program is often running out of money ( big hug to RP-1 team) . Of course, this little thing never flown in reality, was one of the possible applications of the Gemini spacecraft (one design even was planned to a Mars landing!). First, have to launch the landing module, attached to a Centaur stage (2 RL-10 with restart capacity), in LEO. Launch vehicle is the great Titan III-E: first stage 2 solid boosters and LR-87 (burning aerozine/NTO in AJ-9 configuration), second stage is LR-91 (same, AJ-9 too), and last stage is hypergolic Centaur stage , just to finish orbit. Of course we have to launch in the plane of the moon, so waiting, to have right relative inclination. Initial ascent Booters separation, aiming orbit at 250 km: Then LR-91 firing, and finally centaur stage just a bit to finish the work: The Lander is hidden in the fairings, and on top of that, agena probe core/docking port for gemini spacecraft. Now let's launch the crew! The gemini spacecraft have been upgrated with a better service module, providing enough deltav to hopefully come back from moon orbit, and enough life support stuff. Same Launch Vehicle. Crew: Neil Amstrong, Alan Shepard. And launching from Cap Canaveral (same as before) Standing by the launch: Neil and Alan photographs from the launch tower for their respective wives when they will (we hope) come back: Now get in, and launch! Waiting to have the same inclination as our target and an acceptable phase angle to minimize rendez-vous deltav cost. Hmm, all this thrust, glorious. After getting rid of boosters and first stage, centaur is as before finshing orbit: After rendez-vous maneuver, let's dock this! Docked! Now go for the moon: After about 2 days of travel in this tiny spacecraft, and after circularization burn, Neil Amstrong is getting in the Landing Module, leaving Alan Shepard a few hours alone in moon orbit: Undocking, and centaur stage firing its last precious amounts of deltav doing the decceleration burn, after that the lander will be released juuuust to the do final descent, at about 2000 m above the terrain, meaning Neil Amstrong will land with a Centaur stage going to crash.. just under him. What a brutal Nasa idea! Almost, almost, now let's do it smooth (the lander is propelled with 1 or 2 kn engines burning Aerozine/NTO (unthrottable) and have very few life support on it). I made the lander with descent and ascent stage, but not necessary at all, as you can see. And done! Now let's get out quickly of this flying scrap, plant a flag, take one or two pebbles for our scientists, eat a snack on moonar surface, and get back! Good bye moon: Rendez-vous with Gemini, and EVA crew transfer: Now let's go back to our dear old Earth, have to aim the return Pe at 71 km to capture first, and then land, for good ( since the Gemini heatshield will burn up under that, and we don't wan't that). Second and final reentry: Chuutes, chuutes: And gloriously, marvelously, splashed in the Indian Ocean:
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RSS-RO-RP-1 Career I will post here some stuff about significant and important missions in my ongoing career (already started so quite a lot of posts coming. Right know I'm in Moonar landings era, deep space probe, etc). Enjoy! Difficulty settings: -general: Hard -have to purchase parts after researching them -no crew respawn/no revert flights (save and quickload yes) -remotetech and all other realism settings and mods: yes Other things: I choose to not focus on accurate historical launch dates and take my time (since it was stressful on others games I did). Sadly, I'm not using Principia because it causes my game crash/performance hungry. And I was not happy with Mechjeb integration, but maybe it's better today I don't know (Say me if yes! EDIT: Yes, now with Lamont's PEG branch) Summary Let's start! As always, starting with a bunch of sounding rockets launches, and all those lovely testflight engine failures First rocket, first contract: The Wac. Wac: max apoapsis: 96 km. Spinned fins to stabilize trajectory, little unstability at few seconds before engines cut off. Xaerobee: using the upgraded aerobee engine in XARS configuration. Same as before, but with max Ap around 225 km. I'm also using it for sounding rockets contracts: it can bring a 20 SR payload to space quite easely: Jus passing the Karman line: And finally, first recovered rocket, the Xaerobee-Kombak using a modified xaerobee. Scientific payload is 2 biological samples. Ap around 120 km: Ditch the fairings Separation of the return stage. Chute aaarmed. And back. Landing in Cap Canaveral city
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Hello, I am playing KSP 1.6.1 with RO and a bunch of other mods, however I am struggling to replicate the Luna missions. I am using the pre-made "RN Stock Luna 2" craft (from the Soviet Probes and Soviet Rockets mods by Raidernick), the craft has plenty of Dv, but I am still unable to reach/impact the moon. Correct me if I am wrong, but here is my understanding of how the real mission went: 1. Launched from Baikonur 2. Reached an altitude of about 200-300km (could not find an accurate number), before the main engine of the second stage ran out of fuel 3. Removed the fairing 4. Decoupled the upper stage, and lit it's vernier engines 5. At the right time it lit the upper stage's main engine as well (the RD-0105) 6. When the impact orbit was reached (or in the case of Luna 1, slightly after) the engines shut down. 7. Decoupled the probe 8. Impacted/flew close by the Moon Here is what I am doing in KSP RO using the RN Stock Luna 2 craft: 1. Set the Moon as target 2. Wait until the inclination of the orbit is as close as possible to the one of the Moon (around 17.5 degrees, according to Mechjeb's Rendezvous Planner) and the moon is in a proper position (not too far behind or in front of what would become my transfer orbit trajectory) 3. Launch 4. Reach about 200-300 km, decouple, light verniers, etc. 5. Use Mechjeb's Maneuver Planner to create a node automatically 5.1. Select "bi-impulsive (Hohmann) transfer to target" 5.2. Select "intercept only, no capture burn (impact/flyby)" 5.3. Select "create node at next apoapsis", because otherwise it creates a node after one orbit has passed, and the craft is not in orbit 5.4. Click "create node" 6. Align the upper stage with the node, wait untill the required burn time is split 50/50 before and after the node. 7. light the main engine, burn until fuel runs out. The craft itself (according to Mechjeb's Dv stats has 13176 m/s of Dv. However no matter what I do I still fall short by at least 1000 m/s of Dv on the upper stage. I tried warping back and forward before launching to change the position of the Moon in it's orbit, tried playing with the inclination and initial altitude, but no luck. What am I doing wrong, why am I unable to reach the Moon? I tried looking for a tutorial/info about this mission and it's mission profile, but I was unable to find anything detailed.