# Space Exploration
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### Under Revision
This section is not considered a finished proposal. Discuss any changes at liberty. This part is particularly spicy.
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Unlike KSPRP-0, in KSPRP One rockets are not designed in KSP. This is not because we do not love our roots, but because tying into KSP has been objectively difficult, took away from the roleplay, and unfortunately did not make people have fun playing KSP. In the original RPs, people did not care how many credits their rocket could push, how much tonnage they had, or anything silly like that. We just did it.
The only times using KSP will be a strict requirement will be for *big space events*. Such events include the first time ANY nation puts an object in space, a kerb in space, lands on the Mun or Duna, etc. It is acceptable to use cheats to get photos, but a modicum of effort is expected for pretty eyecandy.
## Rockets and Payloads
In KSPRP One, rockets and payloads are unlocked by researching through the technology tree. Some basic, less efficient rockets will be Common or even starting technologies, allowing for the space race to start rather early in the RP.
Rockets represent the off-kerbin part of launches. Coupled with missiles, these rockets can take any payload, from nuclear bombs to kerb-bearing capsules. Rockets, being technologies, have the same development mechanic as described in the [Technology](/oDgLjMp5RQ2g29oOkCQgHQ) section. A peculiarity of rockets is that launching them can be part of a development tick and often is a requirement of the last two successes. Every two launches (or development projects) count as a single success. A development project that does not include a launch is done at 75% of the cost of the full launch.
On the other hand, payloads include anything that can stay in space, including capabilities for return. Payloads can be nested for additional deltaV, with a very simplified manner of calculating costs. The primary use for payloads is to fulfill a specific mission or requirement, such as creating a communication network or putting up a spy satellite.
## Rocket development example
The nation of Udrasia has recently unlocked two techs - XXL Multi-Engine Launchers (launcher tech) and Anti-Missile Laser Satellites (payload tech). Deciding to pursue them, Udrasia researches in 1972 both the launcher and the payload, at a cost of 50 IP each.
The development of the Anti-Missile Laser Satellite involves 4x 20 IP projects, capped with an in-space test costing the full satellite cost of 50 IP as well as a launch. Rolling d100s on the Development table, Udrasia rolls in 1972 a 51 (success) and a 43 (sucess), while in 1973 they roll an 8 (failure). This delays the development of the satellite to 1974 as a 10 IP (40 hour) failure project has to be done. In 1974 an 85 and a 6 are rolled, putting the satellite project on track to be deployed in 1975.
Meanwhile, the XXL Multi Engine Launcher - termed the K-1 by Udrasia - is also being developed in parallel. Being a launcher that costs 40 IP, Udrasia has decided to spend the first two development projects as non-launches to reduce the failure chance below 50%. These projects, costing 30 IP each (75%), take all of 1972, but roll succesfully above 50. In 1973, Udrasia decides to attempt a launch with a payload of a few satellites they are launching for another nation. They roll a 24, causing destruction of the rocket. Delayed by the failure project, the next rocket launch is attempted in 1974, only to be met with another failure. Because of the two failures, the number of successes is still only considered 1 (2 'succesful launches', at 2 succesful launches per development tick). In 1975, as tensions rise, Udrasia decides that launching the first satellite in their IBM constellation is paramount, and launches another K-1 - this time rolling a 49, high enough to succeed.
## Example rockets and payloads
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I'll draft something up based on costs in the last RP later..
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