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Yet another (Down Under) RP1/RSS/RO Playthrough, this time based in Meanjin (Brisbane) on the Australia East Coast. Key Goals Get off the Launchpad Complete Suborbital Science and X-Planes Try to make almost every launch a progression (No repeat missions until full rewards to grind Confidence / Rep, so can only do one "Intermediate" mission before tackling next "Difficult" versions) Get To Orbit Stretch Goals (Please offer suggestions) Complete Light Satellites Open a new Cape York Launch Complex for Geostationary Operations Custom leaders representing Australian and Aboriginal leaders taking the reins Key Challenges I haven't managed this before RP1/RO is Hard and can be grindy Meanjin isn't that much closer to the equator than Woomera (Australian geography is a bit... Weird. Perth is further north than Sydney? Thanks, Mercator Projection!) Mod List: Custom Space Centre (From LaunchSites.cfg) - Also need to do localisations (Still fine-tuning the launch site. Until recently it has been on a bit of a slope, so although the end of the runway is on the ground, the VAB floats above a pond. Slowly moving eastward to try and avoid this, and have re-oriented the runwayto face East properly) Additional configuration Modifications:
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You can try my Mars Mission for the RP-1 mod here : https://kerbalx.com/TomKerbal/MM2035v66 It took me about 1000 hours to create it.
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I am trying to complete RP-1 program contracts for "targeted lunar landings". I see several historic Apollo landing sites fairly close to the Moons equator. So I want to establish a lunar orbit with near 0 degree inclination. I can use MechJeb and the Lunar Transfer Planner mods to minimize delta-v during TLI... but I don't know how to adjust my maneuver node to minimize my destination orbit's inclination. I don't even know if it is possible. (also, MJ doesn't show destination orbit inclination, only Pe, so I am eyeballing it). I know I can wait until reaching the Moon's SOI, and then get the inclination and LAN info. At that point, I can somewhat adjust inclination with a burn just inside the SOI. But I cannot get close to 0 degrees unless I burn at the closest Ascending Node or Descending Node, at which point, I am close enough that it will cost a lot of fuel. I would think that the Moon's equatorial/rotational plane would intersect the Earth twice per month, and that would be my window for a Hohmann transfer, but can't seem to see that happening. To clarify before any confusion, I am not asking about the Moon's 'orbital plane', which intersects my launch site's plane twice a day. That'll get me a lunar encounter just fine, but puts me into a higher inclination orbit about the moon (usually 28 degrees or so). I could be thinking about this all wrong, so please point me in the right direction. My questions: Is there a way to minimize the delta-v needed for that late plane change to 0 inclination, with better timing or adjustments during the TLI burn back at LEO? Or perhaps a mid-course correction burn (half way) still days away from Moon SOI? Is it a mistake to even try for a lunar equatorial orbit for this mission? Can this only be done with an expensive burn close to the Moon? Is a MechJeb Hohmann transfer simply the wrong starting point, and I need to instead make several manual burns? Or is there a calculator that exists to do this? How did the real Apollo missions seem to arrive at the Moon? I've read "Apollo by the Numbers", which gives lots of details, but still can't find out the inclination in their lunar orbits (just Ap/Pe). All I can tell is, most Apollo CSM crafts did a single plane change while in a circular orbit after they decouple the LM, so as to make rendezvous easier. That may imply were not equatorial. But I still don't understand what inclination they arrived into orbit with.
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Imagine WW2 never happened, imagine that the Dutch would have developed a far better relationship with their colonies than that did in our universe. Perhaps rather than consistently marrying Germans, the royal family would marry Indonesian royalty, and rather than speaking of the Dutch-Indies, the economic scale would speak of the Indo-Dutch. Regardless, the world is a different place and we find ourselves in 1951 as we start a new playthrough in the north of the Netherlands as we try to avoid the US and USSR tech lines as much as we can since I've already done playthrough with these. Episode 1: Fresh beginnings In this episode, we launch several V2-derived rockets from our new launch complex at Texel Island and discover that film and parachutes do not work well together. Epsiode 2: Bio-breaks In this second episode the Dutch stretch the performance of the V2 and manage to send a hamster to space. It's about bio experiments and many things break, hence the name Episode 3: Orbit In this episode, we finally make it to orbit finish our Kerbal Konstructs work at Texel Island, and finally get our downrange contracts done. Big thanks to @seyMonsters as we are using a lot of his engines. Go check out his work in "a very British space program". I have taken some inspiration and am making configs from the Delft Sparrow project but that will come much later. Episode 4: A Plane Escape Our finances look grim and we take the program we didn’t want to take: planes! Over more than 20 flights we get our space program back on track, but it will rack the nerves and your bandwidth. We'll call it a plane escape. Skip to the end if you just want to see the last rocket of the year and learn why it is called the “Van Speijk” class. Episode 5: Space Planes In this episode, we continue our exploration of low earth orbit with the IRAS program which has a real-life Dutch analogy. We explore the story of the heen-en-weerwolf and return our hamster from orbit. And we have the first woman passing the Karman line. Episode 6: Look at you In this episode, we play with orbital cameras and deploy our first Nautical Navigation Constellation. We continue our search for high-radiation particles and optimize our current fleet of rockets. Episode 7: constellations Comm Sats and spy eh weather satellites are the main topics for this episode. Finally, we have good coverage in LEO! and we scour a lot of science. Stick to the end, because we give a peek view at the new launch complex in the Molukken called Surya base! Episode 8: hello neighbour As we wrap up the Earth observation satellite program, we launch an orbital perbutation experiment and then start sending the Chandra probes towards the moon. By the end of the episode, the Moon has a new satellite. Episode 9: Manned Orbit We complete our communication network in LEO, and have a flyby of Venus, in 2 days! After the US and put the first woman in space despite major issues with our ascent guidance computer. Episode 10: Evolved In this episode, we start with the European Space Agency (ESA) and soft land on the moon. We also show off the new volumetric clouds and HUD replacer changes. Episode 11: Moon cheese Our new European Space Agency (ESA) wastes no time and sends 8 probes to the moon to discover its composition. Half of them soft land on the moon, the other half.. Hugens 4 becomes the first probe to orbit another planet and we start mapping the surface of the moon. Episode 12: Firsts We turn back to Texel where we launch the next-generation spacecraft that can carry 2 astronauts. We have the first spacewalk, rendezvous, and a tedious and difficult first docking. Episode 13: Fly me to the moon In this episode, we land rovers on the moon, but that doesn't turn out as expected. The Dutch put up a prototype space station, man and resupply it and we see two attempts to do a manned lunar flyby as well as an unexpected lunar lander. Episode 14: Lunar manned orbit In this episode, we put the first astronauts in an orbit around the moon, spacewalk with a tether, and add the first international module to our space station: jita kyōei. We also have yet another failed rover, but a successful test of our little lander. Episode 15: First on the moon In this episode, we become the first to put a human on the moon, using a launcher that can only bring 20t to LEO. This mission could have gone wrong on so many levels! The docking fails, ladder shenanigans, we forget to stage the drop tank of the lander, and some advanced parkour when our astronaut runs into major problems but then thinks of Newton's first law. Episode 16: International spacestations After deorbiting our first space station it is time for a fresh one, a bigger one, a better one, a more collaborative one! We will see an unexpected new arrival, upgrades at the lunar gateway, and finally working rovers. That and a secret launch for the Dutch military. Episode 17: back to the moon After our collaboration with the Soviets in Spacestation Alpha, it is time to get our focus back on the moon with JAXA and NASA playing a pivotal role in this episode. We also launch a probe to Jupiter, and test a new spacecraft that has some suspicious activity in polar orbit.
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Hi, I'm wondering whether I'm mising something, but the EVA construction mode doesn't seem to work in my RP1 save. I wanted to reposition some solar panels with my 2* engineer on a soon-to-be space station, but I cannot move, rotate or attach anything - in fact, I can't even place anything in the inventories except for parachutes and EVA packs. Is this intended? Is there a way to reposition some smaller parts on a ship (RCS ports, solar panels, docking ports etc.) like in stock, or is it not possible in RP1? I'm running an older version of RP1 where it still pays money for contracts with the usual additions (RSS, RO, Kerbalism etc.) on a 1.12.5 KSP version. Thanks.
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I am a fairly new player in RSS/RO and RP-1. I have downloaded the mod CH4 from GitHub and manually dragged it into my GameData folder. I am encountering quite a few problems with getting all of the engines to appear in my VAB for some reason. A few examples of these engines are the AdvancedOTV engine, the Merlin2 engine, and I could go on. Only a few of the engines seem to be appearing in my VAB, for example, the E2 Vac and the E2, and I do not understand why the other engines don't register or appear. Any ideas of why this could be the case and how to fix this issue? Thanks to anyone in advance.
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Unsure if this is the appropriate place to ask, but I've recently started a new playthrough of RP-1 with the (new to me) Programs and LCs update. After designing and building a small jet plane, I have been unable to simulate using it, as no pilot sits in the cockpit, I have hired a pilot however, and I am not sure where I went wrong! TIA *Been fixed, seems that the cockpit I was using couldn't be piloted for some reason, switching to Bonanza cabin fixed it
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A Brand New Series… Part Tutorial, Part Let’s Play, All British, In the New RP-1 Programs and Launch Complexes, it's time to take some Small British Steps.
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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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