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Musings about Realism Overhaul


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I've heard god things about RO, and i'd like to try it. However, i'm almost purely a stock player (except for kerbal engineer), so making the transition from 1 mod to make things easier to bajillions of mods that make everything 10x harder is a big transition. Thus, i have a few questions about it:

1-Is there a mod that allows for faster/sturdier physics warp? Because i'd prefer not to spend 15 minutes getting to orbit and 10 minutes on every small correctional burn

2-How far does RO go tech-wise? Are NERVAs and VASIMRs and SABREs included? 

3-What was the hardest thing for you to adjust to? What small (or big) detail messed your missions up the most?

4-I don't know mod development timelines. Do you know (or have any idea) how long it should take to update RO to 1.1.2/3?

 

Thank you very much :)

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I tried RO and didn't like it. I think the main reason that I didn't like it was there was just sooo much choice in the parts that are available and so may ways to make the wrong choice. I started in sandbox - not career or science - and was faced with all the parts in one go which was probably the root of the problem.

Having said that, if I could give one piece of advice: use CKAN to get all the mods. It automatically figures out all the dependencies for mods as well as gives options for recommended mods given you just downloaded another mod. As RO isn't a single mod, but a collection of closely related mods I found this really valuable. CKAN also makes it really easy to keep the mods up to date.

I didn't use CKAN before RO, tried RO via CKAN, decided that RO wasn't for me but I am now only using CKAN as the way I get mods. 

Edited by ineon
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16 hours ago, quasarrgames said:

I've heard god things about RO, and i'd like to try it. However, i'm almost purely a stock player (except for kerbal engineer), so making the transition from 1 mod to make things easier to bajillions of mods that make everything 10x harder is a big transition. Thus, i have a few questions about it:

1-Is there a mod that allows for faster/sturdier physics warp? Because i'd prefer not to spend 15 minutes getting to orbit and 10 minutes on every small correctional burn

2-How far does RO go tech-wise? Are NERVAs and VASIMRs and SABREs included? 

3-What was the hardest thing for you to adjust to? What small (or big) detail messed your missions up the most?

4-I don't know mod development timelines. Do you know (or have any idea) how long it should take to update RO to 1.1.2/3?

 

Thank you very much :)

1. If you install the whole Realism Overhaul Suite (CKAN recommended) you will install Kerbal Joint Reinforcement. This makes your rockets stable and sturdy. They can still flip if they're badly designed though.

2. NERVA's are in there by default, for SABRE's there are configs for B9 mod engines. Not sure if there are configs for VASMIR's as of Nertea Near Future propulsion mod.

3. Making the right decisions about stage designs and stage number in general, having to think about what exactly the stage or rocket has to achieve in the best and most efficient way. Like say, does my upper stage work as transfer stage again so it does need a relightable engine + ullage functions? Can't I optimize the ascent trajectory by stretching Booster stages and reducing upper stage burn times or vice versa. But the good thing is, reading on real designs helps you understand the RO gameplay better and gives you a good perception of what to do and how. Since playing RO I basically learn new things everyday as I try to find some information on how this was done or that was achieved.

- For a nice and somewhat easier start try to install RP-0 aswell and the maker himself NathanKell currently has an extended tutorials series / playthrough up on youtube. RP-0 starts you at easy Sounding Rockets - go up and go down - over to earliest designs and orbial vehicles. Coming from Stock this might help get an easier transition and make you feel better at the achievements you pass through while playing RO/RP-0.

 

4. It's currently fully compatible with 1.1.2 though the recent update of KSP and thus the updates on mods for 1.1.3 MIGHT break the install via CKAN at the moment. If there are no gamebreaking changes the dependancies might be updated soon so RO can make a transition to 1.1.3 too. But you know the drill, it's ready when it's ready.

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If you want the challenge of building realistically sized rockets, that actually require multiple stages to get to orbit, but don't want to mess with the mod requirements and complexity of RO + Real Fuels, etc check out SMURFF + RSS or some other rescaled solar system.

 

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