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robson1000

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  1. Look's like "TweakableSAS" is not working. With sas autopilot set to 3 in VAB. When ship is launched, sas level is the same as in part cfg. KSP.log: https://www.dropbox.com/s/bulyeqw0zla9hni/KSP.log?dl=0 output_log.txt: https://www.dropbox.com/s/3pwa2buedsqicy4/output_log.txt?dl=0
  2. With "Electric Light " installed, when last kerbal is leaving cockpit lights don't turn off. Module name "ModuleAnimateGenericConsumer".
  3. Use this link: https://github.com/raidernick/BDAnimationModules/releases/tag/v0.6.5.4
  4. Small bug in localization file. #PN_PlusOrb =- +Orb correct is: #PN_PlusOrb = +Orb
  5. Look's like there are missing localization texts:
  6. I don't know about a pilot, but I remember that engineering was always my problem. Add probe core, and landing legs to the ship. Put tourists in all seats, and save. When I was loading my ship, engineering was always on the first seat.
  7. Steps are very simple: Mk1-2 Command Pod, and 3 kerbals, seat1 with E-SD80 Electric Screwdriver, launch, go EVA with kerbal on seat1, equip screwdriver, and return to pod, EVA this kerbal again, and screwdriver is not auto equipped. I tested this with no other mods installed. Game version 1.3.1.
  8. Look's like "persist equipped state in EVA inventories" is broken in actual version. It was working in version 1.7.
  9. Playing from 1.2.0 (now 1.3.1) on my save I never seen Contract with class"A" asteroid for other celestial body then Kerbin. Is this stock bug, can somebody test this on stock game. My installed mods not changing contracts.
  10. In file "VenStockRevamp/Part Bin/Data/Command.cfg", " PPD-20 Jumbo Kerbal Can" is declared on the beginning and on the end.
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