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Addon Idea: RP0 Alternative


NSEP

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Hello peeps, i have this cool idea for a mod, that would act as a RP0 alternative for Realism Overhaul. This mod has a more 'modern' start, than RP0, so no Sounding Rockets and X-planes. Instead, it has a more 'commercial' approach, with X-Prizes, And more 'put this in this orbit' contracts. I don't know how the science aspect would work yet, i think Science would be earned by doing X-prizes instead of doing regular science experiments. I think science experiments would not be accessible in the tech tree and the nodes would cost somewhere in the thousands science. Telemetry and Crew Reports would still be viable though.

I think i will make this mod myself. But help would be nice. What do you think?

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4 minutes ago, DrLicor said:

Kinda the space-X aproach of things? 
That could be very cool indeed. Do you have experience with config/MM-patch writing? 
You could take a look at the RP-0 files to see how it's build up. 
 

Yeah, its sort of SpaceX like. I have not much experience with MM-Patch writing, but im looking at the RP0 files now.

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Being an avid RSS/RO player, I would deffinitely play this. I would emphasize starting at today's current tech level, and leaving theorical/untested techs far along the tech three so there's some incentive in actually doing contracts/science.

Suggestion (not sure if feasible): would be cool to have a button at the start of a new career game which would allow to select whether you'd like to play under RP-0 or this new mod, in order to avoid having to resort to multiple installs.

Cheers!

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3 hours ago, Nightside said:

Great idea, I like the idea of starting with the x prizes and maybe also the CRS missions. 

Thanks, i don't know how i would do a CRS mission without a Space Station, in the beginning. Cool idea nonetheless!

17 minutes ago, hypervelocity said:

Suggestion (not sure if feasible): would be cool to have a button at the start of a new career game which would allow to select whether you'd like to play under RP-0 or this new mod, in order to avoid having to resort to multiple installs.

Cheers!

Im not good with GUI, but i will see what i can do, thanks!

17 minutes ago, hypervelocity said:

and leaving theorical/untested techs far along the tech three so there's some incentive in actually doing contracts/science.

Im also leaving 'ancient' and 'legendary' engines and techs (Apollo-Saturn Tech for example) later in the tree, so its almost like the whole development story of the F1B.

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18 minutes ago, Nightside said:

I know some contract mods spawn vessels, even the stock rescue contracts spawn parts. It would certainly be a big difference compared to most other mission packs.

Interesting! Will check it out!

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