KSP-RO / RP-1

Realistic Progression One - Career mode for Realism Overhaul
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Play-through experience #12

Closed pjf closed 9 years ago

pjf commented 9 years ago

These are my notes from my first RP-0 play-through. Obviously we're in an incomplete state, but by collecting user experiences (including mine) I hope we can spot things we may have otherwise missed.


Play log


Installation details

KSP Version: 0.25.0

Installed Modules:

(Nothing via git, because our users can't install things via git.)

OtherBarry commented 9 years ago

I feel like you somehow missed the 'fun' part of this.

Two of those things that I mainly agree with are that the SRBs are ridiculously large, unusably so, and that remotetech seems to view the sounding rocket probe core (and possibly the octo, haven't tried it) as a manned vehicle. Size of parachutes was a bit odd too, but I suppose that's what tweakscale is for.

Also science and contract stuff as I understand it was not yet started. I thought all we had so far was correct tech tree implementation for the first 5 nodes.

My main additions to this are:

NathanKell commented 9 years ago

@pjf Tu-122 (M55) is the first stage of the Minuteman ICBM. It should become available in the node after Atlas / R-7. The UA1205 is being converted to a Castor 1, available in the Atlas node. The 30 will probably stay as it is, and thus get put in a modern node. (All these are because if one does not assign a part elsewhere with the tree, the original node is kept, and all had Start as their node.)

You will need to tweakscale or PP your tanks for 0.3m, or you can go with 0.625m if you really want to and have the probe core inside the fairings.

Octo2 is moved away in 339cd9edef76395ac2bbf84fe000fdbc0d58480e

I have not moved the antennas around (notably, RT2 not being a required mod for RO, I haven't been using it yet). This is partly because no one has written the "science SPU" thingie that we really kinda need. I also forgot to give the new core an SPU, oops.

Thermal fin, can you post the issue on ModularFuelSystems repo?

You should have the basic contracts on start (launch new vessel, alt record, leave atmosphere, orbit Kerbin).

We haven't been rejiggering science experiments yet, I do still support the plan of no Kerbin surface science.

The fix for EC going down is to use Launch Clamps (which I have to make of procedural cost...)

No idea about the ignitors. EI is certainly not required and unlike RealFuels you can't even blame me for it. :P I never really paid attention to the ignitor box, and I have half a mind to suggest RO make it unavailable.

It's dark at night because you start at the Cape. You can either move to a launch site where it's light, or just warp forward eight hours.

You'll definitely need to tweakscale the parachutes, or use RealChute.

I support Jeanne Kerman. :)

Since all parachutes are scalable, and they're not hi tech items, I see no reason not to have them all in the first node (same with all the wings and structural parts).

Sputnik needs an RO config, yes. The decoupler is working as designed, though, c.f. real Sputnik.

The X-405...you're not using Ven's Stock Parts Revamp, so it'll look weird.

No idea about MechJeb, haven't seen that.

NathanKell commented 9 years ago

@OtherBarry the idea is that you use proc fairings (inside of which are your sensors and scaled-down radial parachutes), the stackmount core, (possibly a decoupler), the long 0.625m tanks from Ven's scaled down to 0.3m (I used 3, IIRC), the engine, the small decoupler scaled down to 0.3m, then some cubic struts with snubotrons (separatrons will be too big, probably). I used eight and tweaked their thrust down to 40% to get 3 seconds of boost.

To make reentry survivable, I decoupled my rocket from my probe core (and decoupled the fairings too) to make the reentry package have a low ballistic coefficient; it reached Mach 3 before slowing down to acceptable parachute-deployment speed.

pjf commented 9 years ago

Oh my goodness, thank you, @NathanKell ! I wasn't really expecting a response on this. Mainly I was making sure I got down what it was like to play with "new user eyes", as I know that as a developer I very rapidly lose those.

As it happens, MechJeb reports no delta-v if: (1) your game locks up, or (2) you activate your engines at the same time that you decouple them from your craft. ;)

pjf commented 9 years ago

Reading through this, almost all the issues in my first play-through have been fixed. I'm going to close this off. If you think it should remain open, then re-open away. :)