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[1.2.2] Realistic Progression Zero (RP-0) - Lightweight RealismOverhaul career v0.54 June 15

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So, I guess time to start a new game - the old one was getting pretty unstable anyway.

I haven't been able to do a CKAN install of RP for ages and ages. With all the recommended mods just installed; (ie. just select everything!) there is a ton of stuff that's not RP-0 or RO supported. Some of them look pretty cool - ie. high thrust but rubbish ISP in the starting node. And I've never seen them before.

In general, do you reckon these are challenge breaking and I should install no non-RP0, or are they just not yet supported?

To put it in perspective, on moderate difficulty, I have usually "beaten" the game by the end of 1955. I never make it to Mars with manned missions because I get bored or the game gets unstable, but I've unlocked all the useful tech nodes and have everything fully upgraded. But I want more options.

 

I was always sad that so many of the parts were just of no use because the price/performance meant using things like the F1 or M1 or any solid not in the first 2 nodes was just pointless as better, cheaper parts could be substituted. I want to play with more engines :lol:; make more interesting designs!

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For me, the game is what you make it.  That being said i used near future electric propulsion for my Europa mission and i wouldnt do it again, it felt too much like a stock game and it diminishes the achievement in the long run.

You should definetly try manned Mars mission! Its a whole other ball game, it really makes you realize how much more difficult would real life mission to mars be, compared to the moon.

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3 hours ago, species said:

You should definetly try manned Mars mission! Its a whole other ball game, it really makes you realize how much more difficult would real life mission to mars be, compared to the moon.

Yeah, I just played a couple of hours and have accidently optimised the start even more. Would have easily made orbit within ~7 months. Starting again with Hard for no reverts - that will make things interesting and we shall see if I can keep all my astronauts.

I kind of want to do that. I have gone so far as to put a station with 3 years of supplies for 2 people into Mars orbit. I guess I like RO and RP-0/1 because it is realistic; well for a game at least. So on that note, there is no way to put 2 or 3 people into an Apollo capsule for a year or more - they would probably kill each other. And, (in real life) there is no way humans are doing a return trip to Mars without ISRU. The rocket equation is not your friend. I'm not saying its technically impossible - just that it wouldn't go down that way when we have at least 2 technologies that would get you off Mars almost for free.

So while my game tries not to crash launching a 40,000+ tonne rocket, I'll be more annoyed than excited :/

I guess that's the real reason I've avoided it till now

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Not sure if this is the right place to post (I apologize if it's not), but could someone help me figure out how to use the procedural fairings (i.e. insterstage base) properly in RP-1 and Realism Overhaul?  I can't seem to get my second stage to decouple correctly.  I've tried using both insterstage and payload fairings as well as using an actual decoupler.  Thanks in advance.

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9 hours ago, golfsoccer9 said:

Not sure if this is the right place to post (I apologize if it's not), but could someone help me figure out how to use the procedural fairings (i.e. insterstage base) properly in RP-1 and Realism Overhaul?  I can't seem to get my second stage to decouple correctly.  I've tried using both insterstage and payload fairings as well as using an actual decoupler.  Thanks in advance.

Photos of your rocket in the vab might help.  Also you will probably get  faster turnaround on RO/RP-0/1 discord https://discord.gg/3CNYSC

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On 12/29/2018 at 9:51 AM, New Horizons said:

Is there a thread for RP-1 releases and discussion? 

Not yet that i know of, but RP0 is evolving into RP1 and there is no going back :)  There is a RP1 section on the RO Discord.  There is pretty extensive early game balancing after the most recent RiS game shows how easy it was to abuse SR contracts.

NathanKell has been hot on tuning the timings to get first orbit closer to '58 than we have now (mid '51)

 

On 1/4/2019 at 3:16 PM, golfsoccer9 said:

Not sure if this is the right place to post (I apologize if it's not), but could someone help me figure out how to use the procedural fairings (i.e. insterstage base) properly in RP-1 and Realism Overhaul?  I can't seem to get my second stage to decouple correctly.  I've tried using both insterstage and payload fairings as well as using an actual decoupler.  Thanks in advance.

Use the higher of the nodes to get a decoupler, otherwise put a decoupler on lower node and separate using that.  Interstage fairing are not intended to separate, using fairings in their place will allow you to eject them out.

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Hmm i seem to have an issue where my kerbals stopped requiring training at all, even tho its enabled in difficulty setting. I can use every kerbal anywhere without any proficiency or mission training, pretty sure it worked at start Oo. 

 

edit - https://www.dropbox.com/s/lkeco49qctqha70/output_log.txt?dl=0    log if anyone cares :D

Edited by species

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9 minutes ago, species said:

Hmm i seem to have an issue where my kerbals stopped requiring training at all, even tho its enabled in difficulty setting. I can use every kerbal anywhere without any proficiency or mission training, pretty sure it worked at start Oo. 

What capsules/cockpits are are you testing this with? If the parts have an entry cost of 1 then no training is required before being able to assign crews to them.

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16 minutes ago, siimav said:

What capsules/cockpits are are you testing this with? If the parts have an entry cost of 1 then no training is required before being able to assign crews to them.

Mercury from FASA, but i jsut time warped to Gemini and that still requires training, thats weird.

What i did specifically is got 4 astronauts for Gemini at start and all those required training. Then i flew few missions and recruited 4 more for Gemini, and those new 4 can fly Mercury without proficiency or mission training. Hope im not confusing too much lol :D

Guess its not a problem since im close to Gemini anyway.

 

edit - RP-1 seems to get it fine, since i cant have the new guys do a mission training since they dont have the proficiency. But KCT allows me to board em for some reason.

Edited by species

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On 1/14/2019 at 3:10 AM, species said:

edit - RP-1 seems to get it fine, since i cant have the new guys do a mission training since they dont have the proficiency. But KCT allows me to board em for some reason.

Yeah, noticed this too. I'm just playing fair and training them anyway

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Thanks for this awesome mod, however could we please be given a predicted date for when it will be updated to work with ksp 1.4.5 as realism overhaul has recently been updated to this version

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They are working on an update.  It will be ready when it is done.  

After that I believe the current plan is to work on updating to 1.6.1.

 

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