There's still some "Secret Setup" going on here that CKAN doesn't cover. Also, there's some things that are required for a successful experience in RP-0 that are not normally required outside of the RO space. It requires a bit of research in this thread to work out all the kinks. (AKA: Reading this entire thread). I thought I'd collect the issues that have come up and that I verified are still occurring in a fresh CKAN install as of today, April 6th 2015. RP-0 assumes you are playing with all the mods Realism Overhaul recommends. While not strictly required, you may not get the whole experience without them. Many parts added by mods are not supported or priced correctly, and RP-0 will automatically prepend Non-RO or RP-0 nocost to these parts as apropriate. Use them at your own risk, but you might consider it "Cheating". They have not been priced correctly, may appear in the wrong spot of the tech tree, and/or may be significantly overpowered. Parts are constantly being placed and priced with every update, so remove these at your own risk. Check out this mod and this post for information on how to easily get rid of them. Its located in the third rocketry tech node, TL2 (WIP, will add links later) Remote Tech TAC-LS Kerbal Construction Time Custom Biomes (Resource Pack) You're likely running out of memory as the Windows game runs 32bit by default. There are a few ways to address this. A) Run the game in 64bit Linux (64bit Windows is not an option) Use smaller planet textures (CKAN installs the smallest textures by default) C) Run the Mod Active Texture Management D) Reduce your number of parts. Check out this mod and this post for information on how to easily get rid of them. Select the "Community Tech Tree" From the title screen enter the settings and uncheck the Kerbal Time option. This will run the game in 24 hour mode. RP-0 utilizes Remote Tech which requires that your rocket has an antenna and can draw line of sight to a ground station (shown by large red dots). There are a variety of antennas available throughout the tech tree that provide longer range communication, usually at the cost of additional electricity. RP-0 requires a special configuration file for Remote Tech. This should have been downloaded in your original CKAN installation. 1. Open (your KSP folder) / GameData / RemoteTech 2. Delete RemoteTech_settings.cfg 3. Launch CKAN, search for RSS RemoteTech. Install that settings file. Avionics are probably responsible. Your command parts all have an avionics value and your ship mass must be under this for controlled flight. In the very beginning of the game, your rockets are not intended to be controllable beyond simple staging and right clicking of parts. Engines in RP-0 are enhanced by the TestFlight mod which simulates failures of rocket engines based on how much they've been flown in the past and their intended burn time. The mod also simulates momentary failures when you ignite an engine. Momentary failure increase the chance of engine failure during the first few seconds of engine ignition before settling to normal failure rates. Expect to see plenty of engine failures during initial ignition. Its highly recommended you perform a few test flights with early rocket engines before attempting to utilize them. More on Testflight failures here.Further enhancing engine ignitions is the Engine Ignitor mod. Engine Ignitor makes it so every engine can only be ignited a finite number of times. It also requires that fuel is in a settled state before ignition will be realiable. In low gravity liquid fuel will float upwards in the tanks which prevents the engine from utilizing the fuel. Settle the propellants before ignition by thrusting forward using ullage motors or RCS. Alternativly ignite an upper stage before a lower stage has completely burned out. If this is confusing, check out
to understand why this is required. RP-0 requires a mod and a resource pack for that mod to correct the games default biomes. This should have been downloaded in your original CKAN installation. Check to verify that Custom Biomes is installed using Real Solar System data (Available in CKAN). Beyond that, the texture resolution of the biomes are 2048x1024 and they may be off by about 20km.