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Found 13 results

  1. This is a playable mod, although in development. Headlines models the reputation aspect of the space race, and follows the careers of your crew members. Hire, fire crew members and let them do their best at the KSC when not flying. Pilots are ideal for public relations, fundraising, talent scouting, and help your program increase in reputation. If the public and government don't understand how great your program's achievements, then you end up celebrating in private as the press won't show. The highest your profile, the better the staff you can recruit. Scientists lead teams in the R&D complex, and high profile scientist may bring colleagues from abroad to draw the most out of science data. Engineers lead teams in the VAB to make assembly more efficient. Requires: Realistic Progression 1 KSP version: 1.10 (as per RP1), 1.8 should work ok, but untested. Video: Introduction to the UI Documentation: https://github.com/bongotastic/Headlines/wiki Package: Available on CKAN https://github.com/bongotastic/Headlines/releases License: https://creativecommons.org/licenses/by-nc/4.0/ Open questions to beta testers: Are player decisions consequential? Bear in mind that early career is likely to be staffed with low-skill crewmembers. Are you making decisions with Headlines that you wouldn't have made without? Are the KSC benefits worth the attention given to the mod? Is dealing with failures more fun or interesting? Photo: ISRO satellite launch: Proud moment for India, 104 satellites placed in orbit Sample UI: Changelog v0.4 - Media Invite logic overhauled into media campaign + live event. v0.3.3 - Hiring cost subsidies to help build larger teams. v0.3.0 - Initial release.
  2. 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.
  3. I was recently playing RP1 In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels.Is there any way within the settings to disable it ENTIRELY?If not within the settings, is there any way at all to do it?Ps, Here is the code that i tryed to make but subsequently failed @PART[*]:HAS[@MODULE[ModuleProceduralAvionics],@MODULE[ModuleCommand] { MODULE { name = ModuleAvionics massLimit = 999999999999999999999999999999999999999999999999999999999.9 interplanetary = True } MODULE:NEEDS[kOS] { name = kOSProcessor diskSpace = 1000 diskSpaceCostFactor = 0.0000000000000000000000000000000000000001 diskSpaceMassFactor = 0.0000000000000000000000000000000000000001 ECPerInstruction = 0.0000000000000000000000000000000000000000001 } } // Disable attitude control on non-control parts. @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[~minimumCrew[>0]],!MODULE[ModuleAvionics],!MODULE[ModuleProceduralAvionics],!MODULE[ModuleScienceCore]]:AFTER[RP-0] { MODULE { name = ModuleScienceCore } }
  4. Here's a graphical recording of my first RSS/RO/RP-1 play through, mainly as a record of my mistakes so I won't repeat them. Phase one: "I love the smell of RP-1 in the morning" Early sounding rockets. The Stratos Series was initially launched from Lelystad, the Netherlands until I discovered that it has no radio coverage. At Madrid it worked a bit better but only from 3km up. I decided to start over in Kourou.
  5. BenjisHardwiredLogic Version: v1.2.1 Dependencies: ModuleManager.4.1.4.dll Download: Github - Spacedock - Sourcecode Installation: Simply drag the folder BenjisHardwiredLogic into your GameData folder. Description: A ksp mod to "hardwire"-logic into rocket designs. (At this point: decoupler-staging, fairing-separation and engine/rcs-ignition). Every engine, decoupler or fairing is now disabled by default and can be enabled/disabled by the push of a button in the editor's PAW. Decouplers and also Fairingbases can have a delay assigned (up to 30min 59.9sec). The same for Engines (solid and "liquid") and RCS thrusters. Procedural Fairings (only RO, not the squad basegame thingies) can have a height between 0 and 140 km assigned. Every other value will start counting down once the launchclamps are released. When reaching 0min 0.0s the decoupler will automatically decouple, the engine light up and the RCS become active. Fairings automatically separate at the set height (above sealevel). If the messaging system is activated, 3 pre messages at -10s, -5s and -2s will be shown on screen. Also a on screen message at the actual decoupling, ignition or fairing separation are shown. This will save a lot of space in the StagingList because the whole launcher can be put into 3 stages (or 2, if the 1st stage Engine is immidiatly at 100%, for example if you're using a SolidMotor). But maybe you should just leave your StagingList the way it always was. Else you mess up all the dV and burntime readouts (KER and MJ). The other upside is, you can always stage, decouple and separate fairings ahead of countdown (in case of engine failures). This mod does not prevent that. Example (of your standard launcher): Stages 0-4 un-automated payload-stuff, whatever you wanna put into space... Stage 5 2x radialDecouplers connected to the solidMotors (delayed for 30.5sec) 2ndStageEngine (2min burntime) (delayed for 1min 3.8sec) 2ndStageDecoupler between 1st and 2nd stage (delayed for 1min 4.8sec) payloadDecoupler between 2nd stage and payload (delayed for 2min 4.0sec) procFairing (set for 90km) Stage 6 launchClamps 2x solidMotors (30s burntime) Stage 7 1st stage engine (65s burntime) So, let's look at what will happen, shall we? First spacebar fires the main engine. Once that is spooled up, spacebar fires the solidMotors and releases the launchClamps. Now the countdowns will start. At 30.5s the solidMotors will decouple At 1min 3.8s the 2nd stage will fire. At 1min 4.8s the 1st stage will be decoupled, hopefully the 2nd stage is spooled up by now. At 90km the fairings will separate. 2 minutes 4 seconds after lift off: The payload will be decoupled from the 2nd stage. Changelog: v.1.2.1 - The "SHUT-UP! I told you not to message me" release -CHANGELOG & README: - Added to the release zip -OnScreen messaging system: - All messages are now schown in the upper center - Messages can be turned off now, forgot to implement that earlier v1.2 - The "warn me before doing stuff automagically" release -OnScreen messaging system: - Can be turned off - Shows 3 pre messages before decoupling and igniting at -10s, -5s and -2s - Shows a message at decoupling, igniting and fairing separation v1.1.1 -The "humans want something nice to read" release -inflight PAW change: Circuits are: connected/disconnected instead of active?: true/false v1.1 - The "ON-OFF-Button" release -enable/disable button to disable funcionality instead of 0.0s/0km v1.0 - The "never available, 'cause I forgot to generate a zip file" release -initial release
  6. I was recently playing RP1 In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels. Is there any way within the settings to disable it ENTIRELY? If not within the settings, is there any way at all to do it? Ps, Here is the code that i tryed to make but subsequently failed @PART[*]:HAS[@MODULE[ModuleCommand] { MODULE { name = ModuleAvionics massLimit = 999999999999999999999999999999999999999999999999999999999.9 interplanetary = True } MODULE:NEEDS[kOS] { name = kOSProcessor // Im tired of avionics so i coded this to "disable" them diskSpace = 1000 diskSpaceCostFactor = 0.0000000000000000000000000000000000000001 diskSpaceMassFactor = 0.0000000000000000000000000000000000000001 ECPerInstruction = 0.0000000000000000000000000000000000000000001 } }
  7. Hi! I'm playing career mode with RO and RP1 over the last supported 1.10.x Is the first time playing with RO and first time in RP1, making some good progress and seems fantastic, but now I would like to point the Moon but how can I do that without maneuvers ? how can I unlock them? thank you in advance, E
  8. Hey I have installed RSS/RO/RP1 in KSP Version 1.11.1 and everything is working fine unless every time i test my vehicles with "KRASH" (mod) and I return then to the VAB the game crashes what is really annoying especially when you have to test a lot of stuff. I just want once a working Modpack that I can use then for a very long period and I am so close to it please help me with my issue. Here are some Log files in a Zip-file . https://www.dropbox.com/sh/dqvor74vhnwwzzp/AAD37R5px2gePgPIJnjKmfiya?dl=0 Best Regards, Christian
  9. hello, I'm running RO in ksp 1.8.1 thought to launch sputnik but RCS does not work (i have chosen nitrogen tank with nitrogen rcs ) but when i launch rcs never works it is really frustrating. plz help
  10. Hello, I just installed realism overhaul with rp1 in ksp 1.8.1 (according to github guide on ckan). Without any additional mods the game runs fine. But when i install additional mods such as eve,rssve, scatterer,procedural fairings the game just gets stuck at loading screen i even restarted but nothing happens. Please help...
  11. Race into Space 2020 is a new series of Race into Space (original thread here). Using the Race into Space mod by @soundnfury, Race into Space is an Asynchronous multiplayer mod for Realism Overhaul/Realistic Progression 1. Each player chooses their launch site, and must compete to set milestones as quickly possible, and then sync their games through the Race into Space mod. Submissions are closed, but further details on RiS and RO/RP-1 can be found in the RO Discord server here.
  12. I've been trying all day long to install and play RP-1 but the planets never change to the RSS one's. even if I change the game version(1.2.2, 1.3.1, 1.6.1), install manually or via CKAN the same problem happens and i just don't what to do now
  13. Hello, I have tried to design a very small Spaceprobe, when i saw that the Mass of it more than doubled when i tested it inflight. I have then experimented a bit, a the weight bonus is added to every Command part ingame inflight (+49kg). I am using a RSS/RP1 install in KSP 1.3.1 (via CKAN) . I have tried to trace it down to to a Mod, it should be somewhere in the RP1/Realism Overhaul in their dependencies. Ckan Modlist is linked there: https://www.dropbox.com/s/6uxbrf2xp7xnprw/RSS49KGBug.ckan?dl=0 . This bug, which is obviously greatly hurting my ability to make small Stages and Probes, can easly reproduced by just launching anything with a command unit. Thank you for your time Keineahnung4010 Edit: Picturesfolder: https://www.dropbox.com/sh/ijnxcjj9ore8r5m/AABHczmZT6-_xt6OX8j0e3TJa?dl=0 Edit2: Logfile: https://www.dropbox.com/s/zhddilm6d2abgqt/output_log.txt?dl=0 Craftfile1: https://www.dropbox.com/s/a6zjwmpx2cp9jw1/Test 1.craft?dl=0 Craftfile2: https://www.dropbox.com/s/4cq8kjnr1il5db7/Test 2.craft?dl=0
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