New Player Advice - KSP-RO/RP-1 GitHub Wiki
Are you new to RP-1 and the deep strategy layer it adds to KSP Career Mode? Are you feeling overwhelmed with the choices, and not sure what to do? Do you feel like you're lagging behind and not progressing as fast as you'd like in your new career? If so, this page is for you.
We've distilled some helpful tips for newer RP-1 players into this simple list of things to do, and things to avoid. If you keep these tips in mind, you should have a more satisfying RP-1 experience.
Do These Things
Do - Invest in your space program.
Spend most of your income on improving your program's speed and capabilities. In early career, this will mean hiring staff, but will expand to include part unlocks and KSC building upgrades as you progress. Build rockets with ever-increasing capacity, even if you don't need it just yet. Contracts will require more and more capacity as you progress.
Do – Focus on the core milestone contracts.
These contracts are the ones which need to be completed to finish a program. You can see these marked in the admin building when you have the program selected.
Do – Be aggressive in going after science.
Place science gear on all your craft if there's any chance that they'll be able to collect new science, especially the cheap instruments (thermometer and barometer). Launch your rockets in different directions to hit every biome that's near your space center. Launching a large sounding rocket? Put some bio samples on board with the necessary recovery hardware (typically just a probe core and a parachute in the early game). Putting a camera or other science gear on an X-1 suborbital crewed mission works well too.
Do – Move on to the shiny new thing.
In most cases, the new technology is more capable, and frequently more affordable and/or more reliable. For example, an LR89 costs less than an RD-103, and is much more powerful and efficient. Resist the urge to hold on to older hardware. Upgrading from Sep-Steel (Separate Structure tank) to Sep-Al to Isogrid tanks will increase your rockets' abilities tremendously.
Do – Keep your VAB busy.
The pace at which you acquire funds to invest in your space program is determined in large part by the pace of completing programs, which is in turn determined by the pace your VAB churns out rockets. Which is dependent on how many staff you've assigned to your LCs... which takes you back to Tip #1.
Do – Fly missions just for confidence sometimes.
There's nothing wrong with grinding sounding rocket or satellite contracts while you're waiting for a building upgrade to finish, or a new technology to unlock. The key is that these missions should be viewed as filler for when you can't yet complete the next core progression contract. They're also a good way to test new hardware and build up reliability for new engines when the stakes are lower and the rockets are cheaper.
Do – Tool all your procedural parts, and reuse previously tooled diameters.
Tooling is critical to speeding up rocket production. To keep a lid on costs, reuse existing diameters as much as possible in new rocket designs. My early rockets tend to feature 0.38 m and 1.7 m diameters, since those are the diameters needed for early probe cores, parachutes, and engines. Even when I'm further in a career with larger rockets, I'll still frequently use that 1.7 m tank diameter as part of a liquid-fueled booster or upper stage.
Do – Simulate your missions before starting the build process.
You can experiment in the VAB and in simulations with parts that you have not yet unlocked, and use this to plan. This is especially useful for new players or difficult missions. Measure twice, cut once.
Do – Learn to use real life techniques.
Spin stabilization of upper stages in early career is helpful, and was done in real life. Hot staging, separation motors, and RCS are all used to address ullage in real designs, and can help you too. There are lots of good resources online.
Do – See how others do it to pick up more tips and techniques.
There are many mission reports and videos which show how others are playing RP-1. Even if the player isn't the best, you'll get to learn from their experience and perhaps try something different when facing a similar situation.
Avoid These Things
Don't - Jump into Moderate difficulty.
RP-1 can be very complicated and has numerous mechanics, some of them poorly documented. On top of that, beyond simply rocket construction, the KCT part of RP-1 has its own share of "learn from failure". To avoid frustration, I strongly recommend starting with Easy or Normal. You can be superb at playing stock or stock-like KSP, but still be very frustrated in RP-1 because of all the added mechanics.
Don't – Keep a large funds balance.
Think like a business or an investor – money in the bank isn't doing any work for you. Deploy that capital! Unless you're specifically saving up for tooling or a part unlock, hire new staff and use them to improve your program. Maintain a reserve to allow you to recover from Agathorn's wrath, but keep it small.
Don't – Use unneeded expensive parts in the early game.
If you're launching a simple sounding rocket, there's no need for a controllable probe core – add fins and make it passively stable instead. Fairings are an expensive luxury in the early game and should be avoided. If there's no more science to be had where your rocket is going, remove all the expensive science gear (such as bio sample containers and cameras).
Don't – Cluster early engines.
Avoid the temptation to build larger rockets with early technology. The engines are unreliable, and many of them become even more unreliable when clustered. The exception to this might be for the second stage of a first satellite launch if you're really pushing forward quickly, which some players will equip with 3 XASR engines. If you do choose to cluster, make sure that the rocket engines are angled in slightly and the stage is spin-stabilized to minimize the impacts of an engine-out scenario.
Don't – Rush rockets unless necessary.
Rushing increases build cost AND prevents your LC from gaining efficiency. Unless you're trying to beat a fast-approaching deadline for a program, rushing should be minimized. You're better off in the long term investing in more staff to build your rockets faster.
Don't – Bite off more than you can chew.
Some contracts are difficult to complete, and require very specific technologies to be unlocked. For example, the First Science Satellite contract requires that a Geiger Muller counter be placed on the satellite. That part is gated behind multiple expensive science nodes, which all need to be unlocked first. If you're not sure you can do it, there's no shame in completing other contracts for six months or a year while you keep investing in your program and wait for other technologies to unlock.
Don't – Build big rockets or larger launch complexes earlier than you need.
With proper design, it should be possible to get at least as far as lunar flyby / impact with a 60-ton rocket. Keep your rocket sizes small, and delay building larger launch complexes until you've accepted a program which truly needs the larger size (and which will likely come with the funding to pay for it).
Don't - Give up!
Your first playthrough will almost certainly be suboptimal, and you'll be behind RP-1 veterans in your pace, but this is how you learn! Don't restart too soon and don't feel bad about not being perfect on your first attempt. There's a lot of complex stuff to learn, try to enjoy the process. I hope that these tips will allow you to enjoy RP-1 more. Best wishes on your career!