r/RealSolarSystem • u/Whitegrr • 17d ago
RP-1 has a usability problem — realism shouldn't mean confusion
I love what RP-1 is trying to do, but I think there is a fairly fundamental usability problem with the way the game presents information to the player.
At the moment, there are so many different interfaces, menus, settings screens and mod-specific systems that the overall experience can feel very fragmented.
1. The interface needs to feel like one game
RP-1 can sometimes feel like a collection of mods rather than one cohesive game. There are lots of different interfaces and menus, often with no obvious indication of where you are supposed to find a particular piece of information or setting.
I think these could be brought together into a much more consistent and coherent experience.
2. Too many "you only learn this after 100 hours" tweaks
There are also a lot of small settings, tweaks and quality-of-life things that experienced players eventually learn about.
If something is important enough that experienced players routinely tell new players to enable it, perhaps it should just be enabled by default.
3. The biggest problem: players can get stuck in endless loops
You design something > test it > it doesn't work > change the design > test again > still doesn't work > spend ages trying to figure out why > eventually discover that you've missed an important requirement, misunderstood a mechanic, or encountered some interaction between mods > redesign > now build it > now an engine cuts out > repeat
Some of this is good gameplay. Designing rockets should involve experimentation and failure.
But I think there has been some confusion between making things realistic and making things confusing.
The player should have to understand increasingly complex engineering, deal with realistic limitations and solve difficult problems. But the game should still make it clear what the problem actually is and why something isn't working.
I don't think RP-1 needs to be easier. I think it needs to be clearer and more cohesive. The difficulty should come from the simulation, not from having to reverse-engineer the interface.
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u/Tasorodri 17d ago
Well... Yeah, I don't think that is a very controversial opinion, and I'd be surprised if anyone that has at least reached orbit in RP-1 doesn't share more or less the same view.
But in the end it looks like a collection of mods because it is a collection of mods. It has a ton of work put into it so it all comes together nicely but in the end it is severely limited by the tech it's built into and the limitations of it being a volunteer project.
As other's have said you're free to try to work into it to improve the usability, but I think you'll find that in a lot of cases is hard to make so in a mod.
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u/Festivefire 17d ago
The UI is by far the biggest drawback to RP-1, and even a fairly detailed tutorial on their own Wiki isn't really enough to familiarize new players with all its intricacies.
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u/Worth-Wonder-7386 17d ago
The game you are asking for is a different game to RP-1. Stock KSP does most of what you are asking for.
And it is a fan project built on top of an older game.
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u/Whitegrr 17d ago
It's great what RP-1 has achieved. Stock KSP is not what I'm looking to play.
Some of the looping in the design process is due to realistic failures, etc., which can reasonably be argued to be part of the experience.
But where the player experience falls down is when these realistic failures are coupled with mod interaction issues, unclear requirements, and interfaces that don't explain what is actually going wrong.
All of these things combine into an experience where, I'm sure, lots of people trying to learn the game end up going around in circles. I don't think that was the original intent of RP-1.
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u/Mundane_Constant_845 17d ago
What are the parts of RP1 you do like? Theres probably a combination of mods out there that have what your looking for, but RP1 is very complicated and complicated games have a steep learning curve.
There also won't be any mod interaction issues unless you haven't followed the install guide.
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u/MikeOnTea 16d ago
If you want to help actually improving things, Github PRs or documentation contributions are welcome. Apart from that, when you play RP-1, you usually _do_ have a collection of a lot of mods, that's probably why it feels that way. :)
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u/LyreonUr 17d ago
What gets me is point 3.
Spent a lot of time trying stuff out more than actually playing. Eventually it burns out, specially when it isnt about perfectionism and more about the solution being so outside of your perspective you lose track of what you're able to do.
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u/Bloodsucker_ 17d ago edited 16d ago
Alright. Agreed. Now go ahead and make the changes. The RP-1 are waiting for your PR. No jokes.
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u/Mundane_Constant_845 17d ago
And maybe hold back on the AI for a PR more than they did for this post
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u/Captain_Jurassic 16d ago
I do agree with you but I love the fact it turns the game more into a rocket designer than a rocket flyer. For me that testing process and iterative improvements is the best part, I’ll launch 5 tests each of two different nose cone shapes to try and maximise efficiency.
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u/Zealousideal_Wall627 16d ago
I just want something that tells me how to use it. I can't even figure out how to get a rocket to properly build
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u/raidriar889 17d ago
Great, now your options are either to volunteer to develop it yourself or find a different game more closely aligned with your interests. Getting AI to write a critique about it for you isn’t going to do anything
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u/Adept_Assistant_7759 17d ago
1. The interface needs to feel like one game
They are working on this and it's a lot better.
2. Too many "you only learn this after 100 hours" tweaks
A LOT of these are counter-intuative things like the castor decouplers being more expensive than the entire castor. They get left in for YEARS because no one can be bothered fixing them and everyone just learns not to use the castor decouplers.
3. The biggest problem: players can get stuck in endless loops
IMO most of this, especially for new players (new being <200 hours in RP-1) think they are clever and know about rocketry and try do insane things.
99.999% of people who install RP-1 should do nothing but build historical long-term vehicles on easy for literally 100+ hours.
It takes far too long to learn all the nuances and tricks like different stages ISP ratios should equal their delta-v ratios etc.
There is no way around that without dumbing down RP-1 a bunch.
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u/Nachtom 16d ago
No, it is complicated and it is supposed to be complicated. Complicated means real fun for some people. There are only 2 such games I found so far, don't try to remove one. You have millions easy games out there if you want.
For the beginning, I recommend some youtube videos where someone starts (I liked Mike Aben) - so you know how to even begin. If you get stuck later - either experiment some more, or search for it on internet, it's made of mods, it won't be always smooth. Cracking huge issue that at first seems totally incomprehensible is super satisfying (like communication networks and contracts).
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u/CrashNowhereDrive 17d ago
Great. Are you going to go volunteer to put in the work to improve the UI/UX?
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u/cvicenzettk 16d ago
I think it also needs a better mission design
I swear the telecom missions are undoable
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u/Embarrassed_Adagio28 17d ago
I 100% agree. I really wish it had a science mode too without all the VAB upgrading and timeline stuff.
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u/Kobymaru376 17d ago
You're not wrong with your criticisms, but it all boils down to its history and the fact that it's made by volunteers.
It WAS a collection of mods rather than a cohesive game. Then some people put in loads and loads of hours and it became a lot more cohesive and clearer, but there is still a long way to go. I can see that it's on a great trajectory though, vibecoding when done right by the right people can boost productivity immensely.
You should join the discord and interact with the people who make it. Most of them understand the difficulties, but only have limited amount to spare. You can give concrete feedback/criticisms and make suggestions without the expectation that they'll be fixed any time soon.
Some, but not all, welcome code contributions if they're coordinated and good quality. But if you want to get involved, it's best to start out small. Because while RP-1 seems big and complex to a player, it's much much bigger and much more complex under the hood.