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Showing results for tags 'rp0'.
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I am currently using the RP-1 Legacy modpack that TheBeardyPedguin provided as its the only place I could find a Legacy Modpack, though I did not download many of the extra part mods, as I did not want them, however, this is a bug I have been having since around 2.0 came out. Perhaps before but I cant remember. Whenever I grab a new part, it will sometimes freeze and be unmovable from where it spawned in, but if i drag my mouse behind a menu, such as the MechJeb deltav readout, the part can be moved and placed, but not picked back up again, leaving the VAB does not fix it, switching save files does not fix it, only resetting the game fixes it, this makes the game basically unplayable, needing to restart it every few parts. I have looked and have not found any mention of this bug and am desperate for a fix. Does anyone know what causes this or how to fix it? The debugging menu doesnt say anything when it happens, and it's incredibly confusing.
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Hi everyone, First of all i'm new to this forum (even though i'm following it for a long time now) and i want to thank you all for the wonderful job you're doing with it. I'm experiencing a bug with my install, All the science equipment stopped working, more precisely i can't right click them, only the film return camera displays the option of opening the doors but i can' run the experiment, after some testing i found out that only the magnetometer boom and the plasma detector are working proprerly. This bug occured during a Carrer save file, all of a sudden it stopped working (i noticed it after a moon landing) and only the vessel built and launched before that mission have working science equipment. The last mod i installed was FASA, i tried to disinstall it and start a new carrer but the bug is still there. Here is the list of mods i have installed: Soviet Probes v2.0 Soviet Rockets 1:v2.1 Stock Extension v.25.2 TACLS v0.12.3.2 TACLS RO config v11.3.2 Taerobee Stockalike x-1_more 1.2.3 Tantares 36.0 Tantares LV TextureReplacer v2.4.13 Toolbar 1.7.12 Universal Storage 1.1.0.15 US Probes Pack v0.53 Ven’s Stock Part Revamp v1.9.5 Soviet Engine Pack 0.1 Soviet Engine plugin v2.3 SmokeScreen Extended FX Plugin 2.6.17.0 Skylab v1.5 ShipManifest 5.1.2.2 ScanSat v16.6 Rocketdyne F-1 1.2 RemoteTech v1.7.1 Realistic Progression 0 v0.51 RO Craft files v11.3.2 RO v11.3.2 Real Heat v4.3 RealChute v1.4.1.1 RSS Texture 4096x2048 v.10.4 RSS v.11.4.0 Real Scale boosters 0.14.5 Real Plume 2:v10.5.1 Real Fuels rf-v11.3.1 RCS Build Aid v0.8.1 Procedural Parts v1.2.5 Procedural Fairings - For Everything v0.2.0 Procedural Fairings v.3.17 Persistent Rotation 1.8 Near Future spacecraft 0.5.1 Solar Core 0.6.2 Solar 0.6.2 Propulsion 0.7.4 IVA Props 0.5.1 Construction 0.6.4 Module Manager 2.6.25 Modular Flight Integrator 1.1.6.0 MechJeb2 2.5.8.0 KSP AVC 1.1.6.1 KSC Switcher 0.6 Copernicus Planetary System Modifier 2:release 1.1.3-1 Kerbal Renamer 0.6 Kerbal Joint Reinforcement v3.2 KAS 0.5.9.0 Hangar Extender 1:v3.4.8 Forgotten Real Engines 0.7.1.0 Firespitter Resources coffin v7.3.0 Firespitter core v7.3.0 Filter Extensions - Plugin 2.6.0.1 FAR 3:0.15.7.2 Dmagic Orbital Science 1.3.2 Deadly Reentry Continued v7.4.7.1 Custom Barn Kit 1.1.9.0 Contract Configurator 1.19.0 Connected Living Space 1.2.3.0 Community Tech Tree 1:2.4 Community Resource Pack 0.6.3.0 BahamutoD Animation Modules 1:v0.6.3.1 B9 Part Switch v1.4.3 B9 Aerospace Procedural Wings - Fork 1:0.40.7 Atomic Age 3.2 Antares.Cygnus 1:v1.1 Advanced Jet Engine v.2.7.2 FASA 5.44 All of this mods except FASA were installed using CKAN. And here is the link to the player log file: https://www.dropbox.com/s/u1d25xfh8yab8a7/Support.zip?dl=0 The game version is 1.1.3 and i'm running Mac OS X. I apologize for my english, i hope that what i wrote it's clear. Thanks for your time and your help.
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i used ckan to install my rss/rp-0 install, but when i opened ksp the loading froze at at the Terobee_Decoupler file, so i deleted it. when i launched again the kerbin was still kerbin. no earth. i installed all suggested mods for a ckan rp-0 install. help
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Hi all, Since a few months, I've finally joined the RSS/RO/RP-0 club. After years of playing "stock-ish" KSP this is a great change/challenge. I quickly learned about RP-1, but was scared it was unstable. Other players (on the RO discord) have shared a great GameData folder, for easier RP-1 (RP-0 Dev branch) configuration. I started a few days ago with it, including KCT and TestFlight. After a few months ingame, I feel I have problems with KCT's RP-1 build rates. Or that I just miss understand something. Even worse than in RP-0, I feel build rates are really low. Starting at about 0.05 in the VAB, and IIRC about 4.2 for the R&D. First sounding rockets take about 10/20 days to build, plus a few days to rollout. This seems ok to me. Lanched a few different versions, grinding some science allowing nodes unlocks, allowing a few more build points, allowing to raise VAB to about 0.2bp/s. But first rockets with an A4 engine push me to about 140 days of build time, this seems huge. And it only has about 4/5k DeltaV, so still far from reaching orbit. I only have about 200k $ in hand, so I cant even spend it all on buying build points (30k each). First sub-orbital capable manned rocket with X-1 cockpit was (IIRC) about 250days of build time. This is without even mentioning that each early tech-nodes take about 150 days to unlock. Seeing an old post from @Bornholio (bellow) I see he was able to get a total of about 65 points by September 1951 and still have about a half a million $ in hand. I started with moderate difficulty with 400% cash rewards, that seem to be the recommended settings in RP1. If I continue the way I am doing now, I feel I'll reach 70's tech in 2000 or so... This seems wrong. So my question is: what am I missing or doing wrong? How to unlock faster R&D research speed and faster VAB build rates to have reasonable progression? Best to all!
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I've just started relearning Realism Overhaul, started a new career with hard settings and low rewards. After launching one of my sounding rockets eastwards i noticed that it was pretty stable in the upper atmosphere with almost no roll, so I started experimenting and my sounding rocket evolved into this thing capable of launching 88-127kg (depends on the luck, especially engine failures) into 63* orbit from Plesetsk Cosmodrome. No engine upgrades were made, solid attitude thrustes are controlled by action groups. The launch mass in about 37t. If anyone is interested I will share the craft file.
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So I have a lot of parts which are "nonRP0" and have the wrong tech tree position. This is annoying and I would like to change that. Do you know if / how this is possible?
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So I was interested in who else plays Realistic Progression Zero? 1. What are your goals? What do you want to do? 2. What have you done so far? 3. Do you have any special mods? (like colonization mods or interstellar stuff) 4. Did you catch the 1969 moon landing? Concerning me, my goals are to send crewed missions to Venus, Mars and later Jupiter. I also want to land on many moons. I am using mostly part mods, but I installed the Uranus moons from RSS Expanded. No, i did not catch it. I decided to go for better SRB's first, then I had not enough time to research the landing stuff with all its requirements.
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In late December, 1949, President Truman gives a historic speech, the culmination of years of diplomacy and burgeoning peace across the world. The most famous line from that speech, goes something like this... "We choose to go to the moon, not because it is easy... but because it is the only thing we have left to do!" And so began a race to space - an attempt to put little green men, and women, on the moon before the end of the Truman presidency, early January 1953. --------------------------------------------------------------------------------------------------------------------------- The following will be my RP0 speed-run playthrough, inspired by @soundnfury's Racing into Space mod game, chronicled here I'll also be using @pap1723 new tech tree and contracts, still in development. I won't be doing totally broken things, like breaking the weight limits of a pad by refueling with clamp pumps, but I do intend to push the limits here! Should be a wild ride. Notes and information
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Hi, I am looking for a RD-0110 engine which works with Realism Overhaul and especially Realistic Progression Zero.
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This is just more than impressive! What do you think about it?
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So, its time to land an unmanned probe on the surface of Venus. I've never done this before. Do you have experience or any advices for me? Do I need additional engines or is a single parachute enough for a safe touchdown ? I had the Idea to place everything inside a 2m ServiceBay with a Heatshield Down below and a parachute on the top, do you think that could work? By the way, here is my current TechTree:
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At the moment, I am building a spacecraft which will do moon fly-by's and enter low moon orbits. The panel shows Food, Water and Oxygen support for ~53 days, but for Waste, WasteWater only 7, respectively 1 day. What happens if I stay in space longer than the supported 7 days ? Do I have to carry all the waste ?
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A bad one, i know but it's my first orbit in Real Solar system - Realism Overhaul - Realistic progression zero in early career (day 3). only first row of science unlocked.
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KSP: 1.1.2 Windows 64bit Problem: Contracts are not being completed by the satisfaction of their requirements Mods installed: Quite a lot, though I suspect the only relevant ones are: Contract config, RSS, RP0, RO, KER Reproduction steps: Have a contract requiring certain orbital parameters, thus far the only recurring problem has been with altitude, though it appears to have problems with inclination, period and eccentricity as well. Put a craft into an orbit that satisfies the conditions Cry as your hard work is for naught and you get no money. Links: http://imgur.com/qllz6hp (This also occurred to me on a manned suborbital flight where the condition was to fly over 260,000m alt, did just so and failed to reward me).