Joesk Posted February 23, 2022 Share Posted February 23, 2022 Just a question. I just started a new RP session and noticed a file in the RP1\Missions directory 1957Start.cfg and was wondering if it is still used? It looks like it can somehow start with different levels of research and set for different countries. Thank you Quote Link to comment Share on other sites More sharing options...
Joesk Posted February 24, 2022 Share Posted February 24, 2022 On 2/20/2022 at 4:40 AM, Cerious said: Can I disable the technology taking time to research? 800 days on some stuff is stetching out my timeline. RP1 is great! Never had that much fun in KSP! And don't forget: "No pain no game!" There is two ways in the KCT settings. To disable it entirely unselect the tech time button. the other is you can change the formula that it uses to calculate the time. Both are accessed by using the settings window for KCT. Quote Link to comment Share on other sites More sharing options...
Joesk Posted February 24, 2022 Share Posted February 24, 2022 14 hours ago, Joesk said: Just a question. I just started a new RP session and noticed a file in the RP1\Missions directory 1957Start.cfg and was wondering if it is still used? It looks like it can somehow start with different levels of research and set for different countries. Thank you Well I guess I should have read the whole .cfg file before posting here. I found the Mod that uses it (configurablestart) was the dependency and serched github and found it. Will try it out on a quick soviet restart. Hopefully it is not too buggy. Quote Link to comment Share on other sites More sharing options...
Cerious Posted February 26, 2022 Share Posted February 26, 2022 On 2/24/2022 at 7:19 AM, Joesk said: Well I guess I should have read the whole .cfg file before posting here. I found the Mod that uses it (configurablestart) was the dependency and serched github and found it. Will try it out on a quick soviet restart. Hopefully it is not too buggy. Thank you very much! Quote Link to comment Share on other sites More sharing options...
Sky Kerman Posted March 2, 2022 Share Posted March 2, 2022 I installed it with ckan, on the right version, and everytime I load it gets stuck here. https://imgur.com/xXbJSes Quote Link to comment Share on other sites More sharing options...
siimav Posted March 2, 2022 Share Posted March 2, 2022 12 hours ago, Sky Kerman said: I installed it with ckan, on the right version, and everytime I load it gets stuck here. https://imgur.com/xXbJSes Those errors won't happen if you follow the install guide to the letter: https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.10.1 Quote Link to comment Share on other sites More sharing options...
jjjoohhn Posted March 2, 2022 Share Posted March 2, 2022 On 11/28/2019 at 12:13 AM, pap1723 said: RP-1 Realistic Progression One Welcome to Realistic Progression One (RP-1), one of the most challenging and rewarding experiences available in KSP. RP-1 provides a well-developed and carefully balanced career mode for use in conjunction with Real Solar System (RSS) and Realism Overhaul (RO). As the sequel to RP-0, realism, features, and gameplay experience are improved and deepened. We used to say that it was a lightweight career addon, but it has become a lot more in the recent years. RP-1 is the ultimate community effort. There have been contributions from 76 different community members since the inception of the project so many years ago. As RP-1 has grown and matured, the need for better documentation has grown as well. Community members @nepphhh and @Norcalplanner have put in a tremendous amount of time to create detailed documentation that provides installation instructions and gameplay tips and tricks. Join us on our Discord Server! https://github.com/KSP-RO/RP-0/wiki Completely rewritten and updated, the RO/RP-1 wiki is the current and future home of up-to-date information for RP-1 players both new and experienced. The wiki includes: • Introduction to RP-1 and overview of the mod’s main features • Easy-to-follow installation instructions • Comprehensive and annotated mod recommendations list • Loads of guides for new players • Troubleshooting and help for broken installations and rocket design • Frequently-updated FAQs and How-To guides • Myth-busting false KSP lessons to help ease the transition from Kerbin to Earth • A first launch tutorial with thoughtful discussion and careful explanations • Links to other important resources to help get you started with Principia, ROKerbalism, kOS, and Mechjeb PVG ascent guidance Check out this awesome video from The Destroyer that shows off some of the crafts that have been made by this awesome community! Download & Installation Download from Github Also Available from CKAN Follow all instructions from the RP-1 Wiki or no support will be given! Installation Instructions Licensed under CC-BY-4.0 Here is a collection of images taken by RP-1 career players: https://imgur.com/gallery/QUMU6JA All credit goes to everyone that has contributed to this huge undertaking. Especially: @NathanKell @pjf @siimav MikeOnTea @rsparkyc Wrobz just installed ksp, how many ram do i need to use this mod? it seems like my pc can't hold these type mod mods. Quote Link to comment Share on other sites More sharing options...
Joesk Posted March 2, 2022 Share Posted March 2, 2022 On 2/24/2022 at 12:19 AM, Joesk said: Well I guess I should have read the whole .cfg file before posting here. I found the Mod that uses it (configurablestart) was the dependency and serched github and found it. Will try it out on a quick soviet restart. Hopefully it is not too buggy. After starting two times I have to say it is a good start to a mod. Its works as is. You can configure some beginning stats/facilities. I used the USA and Soviet starts on two builds. The USA Cape start works well. In the soviet one (Which is my main play) it says that all the facility upgrades are locked to the Canaveral KSC. I was able to go into the save file after starting it and changed all the upgrades to the Baikonur KSC with some editing. It really makes the start a lot more challanging even with the facility upgrades. I didn't get sputnik up till a year later then historical. Mainly because it starts you in 1957 and it doesn't account for engine test data you would have generated up to that point. My first 5 sputnik tries failed due to engine failures. So even though I had all the tech to build the R-7 right away it was still taking 100+ days to build If I try it again I will build test stands for the motors first. 29 minutes ago, jjjoohhn said: ust installed ksp, how many ram do i need to use this mod? it seems like my pc can't hold these type mod mods. With my experience with the game. I would recommend a min of 16Gb but 32 is better. Quote Link to comment Share on other sites More sharing options...
bbennett9940 Posted March 2, 2022 Share Posted March 2, 2022 I'm having a problem with the fuel tanks from ROTanks. In game they all appear invisible, and I don't know how to fix it. If anyone knows how to fix it please let me know. Quote Link to comment Share on other sites More sharing options...
billgarlic Posted March 6, 2022 Share Posted March 6, 2022 On 3/1/2022 at 7:33 PM, Sky Kerman said: I installed it with ckan, on the right version, and everytime I load it gets stuck here. https://imgur.com/xXbJSes Try removing all the DLC's you may have added and make sure you are using 1.10. I only had "Breaking Ground" and it seemed to cause an issue similar to this. Quote Link to comment Share on other sites More sharing options...
Joesk Posted March 6, 2022 Share Posted March 6, 2022 Got an issue I can't figure out to correct. The RP1 App sometimes will not open the window correctly. The mod is working, but I can't change the kerbols training or view the vehicle stats in the VAB/SPH. Here is the stack trace for the error Spoiler [LOG 10:59:15.901] /stacktrace [LOG 10:59:15.902] [DebugConsole]: Displaying a stack trace for the last error or exception... [LOG 10:59:15.902] Exception: ArgumentException: Requested value 'Observatory' was not found. [LOG 10:59:15.902] System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Enum.Parse (System.Type enumType, System.String value) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) RP0.MaintenanceHandler.EnsureFacilityLvlCostsLoaded () (at <f001eabd8e714775a838c2e3c21de691>:0) RP0.MaintenanceHandler.UpdateUpkeep () (at <f001eabd8e714775a838c2e3c21de691>:0) RP0.TopWindow.DrawWindow (System.Int32 windowID) (at <f001eabd8e714775a838c2e3c21de691>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) RP0.TopWindow:DrawWindow(Int32) UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) And the Info output to show mods Spoiler [LOG 11:10:45.311] /info [LOG 11:10:45.312] [DebugConsole] Dumping current game state information... [LOG 11:10:45.313] Assemblies: KSP, ModuleManager, ClickThroughBlocker, FilterExtensions, 0Harmony, HarmonyInstallChecker, KSPBurst, Microsoft.Extensions.FileSystemGlobbing, System.IO.Compression, System.IO.Compression.FileSystem, System.Runtime.CompilerServices.Unsafe, System.Runtime, Unity.Burst, Unity.Burst.Unsafe, Unity.Collections, Unity.Jobs, Unity.Mathematics, BlendshapeModelLoader, TexturesUnlimited, Toolbar, ToolbarController, Achievements, SolverEngines, AJE, ASETPropsIdentifier, Astrogator, AtmosphereAutopilot, AtmosphereAutopilot.UI, B9PartSwitch, B9-PWings-Fork, BDAnimationModules, RNModules, BetterBurnTime, Chatterer, CCK, ContractConfigurator, CustomPreLaunchChecks, KerbalKonstructs, KerKonConConExt, KXAPI, CraftManager, KatLib, CustomBarnKit, DistantObject, KSPe.Light.DOE, DMagic, DMModuleScienceAnimateGeneric, Contract Parser, Progress Parser, Contracts_Window, ContractsWindow.Unity, DockingCamKURS, EngineGroupController, UnityGUIFramework, Atmosphere, CelestialShadows, CityLights, EVEManager, PartFX, PQSManager, ShaderLoader, Terrain, TextureConfig, Utils, _BuildManager, FerramAerospaceResearch.Base, ModularFlightIntegrator, FerramAerospaceResearch, ferramGraph, Scale_Redist, Firespitter, HangerExtenderExtended, PlumeScaleFixer, JanitorsCloset, JSIPartUtilities, RasterPropMonitor, KAS-API-v2, KAS, KSPDev_Utils.2.4, MiniAVC-V2, KerbalEngineer.Unity, KerbalEngineer, KerbalismBootstrap, KerbalismCompanionCalculator, KerbalJointReinforcement, Renamer, BetterKerbNet, KIS, KSPDev_Utils.2.4, MiniAVC-V2, Kopernicus.Parser, Kopernicus, KronalUtils, KSCSwitcher, 0_MultipleModuleInPartAPI, KSPCommunityFixes, KSPWheel, KatLib, LoadingTipsPlus, MagiCore, ManeuverQueue, MechJeb2, System.Buffers, NavBallDockingAlignmentIndicatorCE, NavHud, NavUtilLib, NavUtilRPM, DockingPortAlignmentIndicator, DPAI_RPM, ModuleDockingNodeNamed, FinalFrontier, OneWindow, OneWindow_Unity, PartInfo, PatchManager, PlanetShine, ProbeControlRoom, ProceduralFairings, ProceduralParts, QuickExit, RCSBuildAid, RCSBuildAidToolbar, RealAntennas, RealChute, RealFuels, RealHeat, RealismOverhaul, RealSolarSystem, ProgressiveCBMaps, ResearchBodies, Restock, RetractableLiftingSurface, ROEngines, ROLib, KerbalConstructionTime, RP-0, CC_RP0, RSSTimeFormatter, RSSVE, SafeChute, SCANsat, SCANmechjeb, SCANsat.Unity, Scatterer, ScrapYard, ScrapYard_ContractConfigurator, ShipManifest, SMInterface, SM_CLSInterface, SimpleAdjustableFairings, SmokeScreen, SpaceAge, KSP_Log, ButtonManager, KSP_ColorPicker, KSP_PartHighlighter, SpaceTuxUtility, VesselModuleSave, SpeedUnitAnnex, KSPSteamCtrlr, StagedAnimation, KSPDev_Utils.2.4, MiniAVC-V2, SurfaceLights, ModuleBounce, TacFuelBalancer, TarsierSpaceTech, TestFlightAPI, TestFlight, TestFlightContracts, TestFlightCore, TextureReplacer, KerbalAlarmClock, KSPAlternateResourcePanel, VABReorienter, WaypointManager, ZeroMiniAVC, [x]_Science!, Kerbalism110 [LOG 11:10:45.313] Save: Kosmodrome Start (CAREER) [LOG 11:10:45.313] Mode: CAREER [LOG 11:10:45.313] Scene: SPACECENTER I thought at first that the Research bodies mod was the thing blocking it, but I removed the mod and the App would still not open sometimes and it would throw the same error but instead of saying observatory it would say window size out of range. So I am thinking it is some other mod which is causing the conflict. Also sometimes I can not open the observatory either. But it doesn't throw an error. Also sometimes if the app doesn't open I can go into the VAB and if it is the first thing I open after selecting a root part, the app will begin to work. Otherwise I have to re-load the game to get it working again. As a note I have been using CKan on a clean install as suggested in the FAQ. Quote Link to comment Share on other sites More sharing options...
siimav Posted March 6, 2022 Share Posted March 6, 2022 12 minutes ago, Joesk said: As a note I have been using CKan on a clean install as suggested in the FAQ. While it's good that you used CKAN for installing RP-1, you appear to have installed additional mods that are not compatible. Research Bodies is definitely among them. Please follow the install guide on properly setting up an RP-1 install and seeing what additional mods are supported. https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.10.1 Quote Link to comment Share on other sites More sharing options...
Bearfight Posted March 6, 2022 Share Posted March 6, 2022 (edited) Installing with CKAN Express or the Advanced instructions will still provide you with a slightly borked install. As the dev notes suggest, this truly is an IQ test and only the few will end up with a clean ksp.log. I've noticed a pattern on these forums, where people asking for help will be told "it's not my mod because you have ADDON BINDER errors - and you need to resolve those first. At this point most people will likely give up - because those errors are common due to the poor source maintenance state of a few very common and otherwise great mods. So, with that in mind: I've been able to eliminate every "ADDON BINDER: Cannot resolve assembly" error in my RP-1 log by directory sorting. The alternative would be to pull the source for each offending mod, add these dependencies to AssemblyInfo.cs and recompile - like the mod maintainers should have done A THOUSAND YEARS AGO - and I'm not doing their work for them. That information is out there - it's basic mod maintenance at this point. Any maintainer not doing it simply isn't paying attention. These are the files to prefix (the license and readme files don't NEED to be prefixed, I just did it for consistency). You may not have all these files if you didn't go beyond the express install. That's fine, just rename the ones you have. Spoiler \GameData\AtmosphereAutopilot\+AtmosphereAutopilot.UI.dll \GameData\EnvironmentalVisualEnhancements\Plugins\+EVEManager.dll \GameData\CraftManager\Plugins\+KatLib.dll \GameData\kOS\Plugins\+kOS.Safe.dll \GameData\EasyVesselSwitch\Plugins\+KSPDev_Utils.2.0.dll \GameData\KAS\Plugins\+KSPDev_Utils.2.4.dll \GameData\KIS\Plugins\+KSPDev_Utils.2.4.dll \GameData\KIS\Plugins\+KSPDev_Utils.2.4.xml \GameData\KAS\Plugins\+KSPDev_Utils.2.4.xml \GameData\KAS\Plugins\+KSPDev_Utils_LICENSE.md \GameData\KIS\Plugins\+KSPDev_Utils_LICENSE.md \GameData\KIS\Plugins\+KSPDev_Utils_README.md \GameData\KAS\Plugins\+KSPDev_Utils_README.md \GameData\FerramAerospaceResearch\Plugins\+Scale_Redist.dll \GameData\SCANsat\Plugins\+SCANsat.Unity.dll \GameData\EngineGroupController\Plugins\+UnityGUIFramework.dll \GameData\EngineGroupController\Plugins\+UnityGUIFramework.pdb \GameData\EnvironmentalVisualEnhancements\Plugins\+Utils.dll Also, since we aren't using RemoteTech, in favor of RealAntennas, lets disable Contract Configurator's RT assembly. One less log error to look at. Spoiler Rename \GameData\ContractConfigurator\CC_RemoteTech.dll To \GameData\ContractConfigurator\CC_RemoteTech.dll.no Now, you should be able to present your KSP.log file and ask for help without encountering the "not my problem" gatekeeper right away. In other news, I'm on to tackle this RealAntennas NRE. Not encouraging when the very first thing your mod does is throw an exception, before the main menu has even loaded. Unless someone can tell me otherwise, it seems to be serious - as it involves the VesselModule and OnDestroy behavior. [LOG 17:37:43.769] VesselModules: Found VesselModule of type RACommNetVessel with order 999 [EXC 17:37:43.774] NullReferenceException: Object reference not set to an instance of an object RealAntennas.RACommNetVessel.OnDestroy () (at <bcc06e73d2f64d0e87ff02a1c80277a3>:0) UnityEngine.Object:DestroyImmediate(Object) <>c:<CompileModules>b__4_0(Type) LoadedAssembly:TypeOperation(Action`1) LoadedAssembyList:TypeOperation(Action`1) VesselModuleManager:CompileModules() <LoadObjects>d__88:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__69:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() Edited March 6, 2022 by Bearfight exposition Quote Link to comment Share on other sites More sharing options...
Joesk Posted March 7, 2022 Share Posted March 7, 2022 6 hours ago, Bearfight said: I These are the files to prefix (the license and readme files don't NEED to be prefixed, I just did it for consistency). You may not have all these files if you didn't go beyond the express install. That's fine, just rename the ones you have. So adding a + to all the .dll's in the mods will clean up the logs? Did not know this. Been playing for a little bit and am just now doing more advanced stuff. Too bad there isn't an option in Ckan to just automatically add the + to the dll's. Thank you. I'll see what if it fixes anything or at least makes it clearer what mod is disrupting the RP-1 app window. Quote Link to comment Share on other sites More sharing options...
siimav Posted March 23, 2022 Share Posted March 23, 2022 v1.11.7 for KSP 1.12.x New Features Add PartModule-level validation to KCT and make procedural avionics the first to use it #1633. In practice this means that even locked avionics/engine configs can be selected and used in simulations. Add kerbal chute and eva pack selection to KCT crew assignment dialog #1583 Parts Add Support for the new RCS Blocks that Squad added for KSP v1.11 Configure NFP Engines #1614 Add NFLV support #1611 Add ECM, tech config for high performance prototype engines #1597 Add support for ROC Zenit camera system #1629 Contracts Disable GPS and GLONASS contracts #1608 Fix duration getting reset on "Orbital Flight with Maneuvers and 2+ Crew" contract Prevent Surface Outpost contracts from choosing any vessel #1630 Miscellaneous Do not allow vessels with locked parts to be added to build plans Procedural avionics window UX improvements #1631 Add MLI PARTUPGRADES #1632, #1634 Add KCT configs for more fuel types #1637 Fix RF basecost patch not getting applied #1623 Add missing Crew Training for RO parts #1636 Move RF resource cost setting from RO to RP-0 #1640 Add tip about simulating airlaunches Add untooled parts reminder CONTRIBUTORS Thank you to everyone who contributed to this release: @siimav, @StonesmileGit, @pap1723, @Capkirk123, @Teykn, @NathanKell, @arrowmaster Quote Link to comment Share on other sites More sharing options...
Cerious Posted March 23, 2022 Share Posted March 23, 2022 16 minutes ago, siimav said: v1.11.7 for KSP 1.12.x New Features Add PartModule-level validation to KCT and make procedural avionics the first to use it #1633. In practice this means that even locked avionics/engine configs can be selected and used in simulations. Add kerbal chute and eva pack selection to KCT crew assignment dialog #1583 Parts Add Support for the new RCS Blocks that Squad added for KSP v1.11 Configure NFP Engines #1614 Add NFLV support #1611 Add ECM, tech config for high performance prototype engines #1597 Add support for ROC Zenit camera system #1629 Contracts Disable GPS and GLONASS contracts #1608 Fix duration getting reset on "Orbital Flight with Maneuvers and 2+ Crew" contract Prevent Surface Outpost contracts from choosing any vessel #1630 Miscellaneous Do not allow vessels with locked parts to be added to build plans Procedural avionics window UX improvements #1631 Add MLI PARTUPGRADES #1632, #1634 Add KCT configs for more fuel types #1637 Fix RF basecost patch not getting applied #1623 Add missing Crew Training for RO parts #1636 Move RF resource cost setting from RO to RP-0 #1640 Add tip about simulating airlaunches Add untooled parts reminder CONTRIBUTORS Thank you to everyone who contributed to this release: @siimav, @StonesmileGit, @pap1723, @Capkirk123, @Teykn, @NathanKell, @arrowmaster Nice! Quote Link to comment Share on other sites More sharing options...
Jonno Posted April 7, 2022 Share Posted April 7, 2022 On 3/2/2022 at 3:18 PM, jjjoohhn said: just installed ksp, how many ram do i need to use this mod? On 3/2/2022 at 3:43 PM, Joesk said: With my experience with the game. I would recommend a min of 16Gb but 32 is better. In my experience, it is possible to run RP-1 with 8 GiB RAM, but not with 6 GiB RAM. That said, 8 GiB is not exactly a nice experience. To get it working, I'm using Linux with a 6 GiB swap disk (equivalent to a page file in windows), and starting X without a Desktop Environment (i.e. no start menu, desktop icons, background image, etc.). So on Windows, MacOS, or a normal Linux install, you'll need at least 12 GiB of RAM. And that presupposes that you use the low res graphics pack, for the medium res graphics pack I estimate that you would need at least 16 GiB of RAM. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 16, 2022 Share Posted April 16, 2022 Hey, so I tried playing with the launch complex branch, ksp communityfixes master branch, realism overhaul master branch but there is no 1957 scenario and there is still build points instead personnel to hire and put into as scientist or construction workers like in a stream made by nathankell of rp-1. What do I do? Also, does this require a log file? Quote Link to comment Share on other sites More sharing options...
Guest Posted April 16, 2022 Share Posted April 16, 2022 Hey, so I got the launch complex branch now.... but now I'm getting this weird thing that is stopping me from building an aerobee because it isn't the minimum 11 tons for some reason. Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted April 16, 2022 Share Posted April 16, 2022 On 3/6/2022 at 11:13 PM, Bearfight said: I'm not doing their work for them. Glad to see you changed your mind about that. And thanks for spreading the word, I'll be adding this to my four plugin mods soon. Quote Link to comment Share on other sites More sharing options...
siimav Posted April 23, 2022 Share Posted April 23, 2022 Meanwhile, there's been a couple of releases... v1.11.8 for KSP 1.12.x Parts Add SSS and ET parts Configure H-1-250K by @Capkirk123 #1647 Fix Baby Sergeant/Castor progression by @NathanKell in #1648 Support 1.12 small RCS parts by @NathanKell in #1653 Fix ECM of ROH heatshield Miscellaneous Add tooltip with required tech node to procedural avionics window Fix vessel ghosting in Space Center scene Fix cfg syntax errors by @HebaruSan in #1643 and #1652 Try to autoresolve ship build issues that cost next to nothing Tank Definition PartUpgrades by @DRVeyl in #1651 CONTRIBUTORS Thank you to everyone who contributed to this release: @siimav, @StonesmileGit, @HebaruSan, @Capkirk123, @NathanKell, @DRVeyl v1.11.9 for KSP 1.12.x Parts Add Heat Control configs, improve nuclear reactor ECMs by @Capkirk123 in #1644 Add RD-0203 speculative Upgrade by @Capkirk123 in #1655 Fix costs of RD-0213 and RD-0214 by @TwistedGiraffe in #1657 Miscellaneous Fix issue with crewmember flight log not getting persisted correctly. This meant that nauts didn't properly get experience and retirement bonuses. This issue also had the side effect of crew not waking up from g-induced LoC. Fix avionics getting briefly locked at flight scene load Disable stock ∆v widget and associated calculations CONTRIBUTORS Thank you to everyone who contributed to this release: @Capkirk123, @siimav, @NathanKell, @TwistedGiraffe Quote Link to comment Share on other sites More sharing options...
MaltYebisu Posted April 27, 2022 Share Posted April 27, 2022 Hi, I have a question about RP-1 and the difficulty settings. I'm planning to play RP-1 for the first time in many years and want a bit more wiggle room for failures and a bit less grind. I don't want to compromise on the realism of the physics, only the career aspect. Will selecting the easy difficulty break the game progression or is it fun and playable? Should I adjust any other settings in the difficulty meny? If you have any other recommendations, please let me know. Quote Link to comment Share on other sites More sharing options...
Joesk Posted April 28, 2022 Share Posted April 28, 2022 On 3/23/2022 at 11:05 AM, siimav said: v1.11.7 for KSP 1.12.x Quit playing for a month and this appears when I log on. Cool. But now I have to see if all the other mods I use support 1.12 Quote Link to comment Share on other sites More sharing options...
Joesk Posted April 29, 2022 Share Posted April 29, 2022 Ok changed over to ksp 1.12 and loaded all the mods. But when I tried my save from 1.10 version. One craft (my Venera 1 probe for the USSR mission) has the part Microengine.V2 as missing so it doesn't load the vessel. I looked in the files for it and it is listed as both a vens part and squad part in the 1.10 ver. But in 1.12 version I can't find it. Was it a changed to a RP/RO excluded part? Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted April 29, 2022 Share Posted April 29, 2022 On 4/27/2022 at 2:50 AM, MaltYebisu said: Hi, I have a question about RP-1 and the difficulty settings. I'm planning to play RP-1 for the first time in many years and want a bit more wiggle room for failures and a bit less grind. I don't want to compromise on the realism of the physics, only the career aspect. Will selecting the easy difficulty break the game progression or is it fun and playable? Should I adjust any other settings in the difficulty meny? If you have any other recommendations, please let me know. If it's your first game in a long time but you've played RP-1 before, I'd try normal difficulty. The contract progression and physics are all the same, it's just that easier difficulty settings provide more funds for each contract, as well as more time to complete each one. Quote Link to comment Share on other sites More sharing options...
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