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  1. Thanks a lot! I could not understand why my Eve lander suddenly started rolling uncontrollably at a certain point during atmospheric entry. I even edited the craft file to make sure that all the identical parts (such as multiple groups of legs and parachutes placed with symmetry) were placed at exactly the same height along the vertical axis, ensuring that the craft had complete cylindrical symmetry. I was at my wit's end until I found your solution. I turned off SAS and it stopped. You made my day. +1
  2. Oh. Looks like the absence of heat shields was the problem. Thanks for your reply!
  3. So my probe finally reached its destination, Jool. It came in on a regular intercept path, and I aimed for a very shallow aerobrake in Jool's atmosphere at around 8500 m/s, with periapsis at 195 km. Around 10 seconds after entering the atmosphere, the entire probe exploded. There were no flames/re-entry effects, and certainly no red overheat bars seen during a regular re-entry (such as from Minmus). Everything (except the MechJeb module) just instantly exploded. I'm suspecting this is what happened. Does this problem still exist? If it does, is there a workaround (other than Tylo gravity assist)? I'm playing on KSP 1.4.3, with only MechJeb and other visual mods.
  4. Nope, craft above solar escape velocity just keep going forever. You can't "leave" Kerbol as it's gravity well is infinite. Only the Kraken knows what will (eventually) happen to them.
  5. The wobbly rocket "feature" is really just a consequence of the fact that there are many joints in the rocket (between stacked fuel tanks) that would be non-existent in the real world. Mods that allow you to construct a single fuel tank of any size (such as Welding or Procedural Parts) will solve the problem. Otherwise, auto strut and rigid attachment are your best friends.
  6. Get all of your Kerbals out of their landers. Switch to one of the landers, and tip it over so that it lies on its side. Start the engines at full thrust and watch it streak across the surface. Repeat the above steps for all remaining landers. Now, select a rover. Disembark any Kerbals still onboard. Flip it over so that its wheels are facing the heavens. Watch them spin uselessly until the battery dies. Repeat the above steps for all remaining rovers. The Mun is their home now.
  7. That's only because you're joining multiple generic parts together in KSP to form what would've been ONE part in real life. How many posts will it take before people realize that (stock) KSP is by no means realistic. Relativistic effects? N-body physics? Limited EVA propellant? No, no and no. It is a game. There's a reason why real-world space agencies don't use KSP to plan their missions. There's always a way to eliminate flexing in your rocket. You just have to find it.
  8. You're probably not using them correctly. For me, auto strut, when used correctly, becomes the fifth fundamental force holding my crafts together. It was probably the best feature that Squad ever added to KSP. Also, fuel tanks in real-life rockets are custom-made for that specific rocket to maximize the mass ratio. No one in real life builds "generic" fuel tanks and join those together like "parts" in KSP. It simply makes no sense to do so. If you want fuel tanks of any size, use Procedural Parts.
  9. What velocity are you coming in at? With the Advanced Grabbing Unit, you should approach the target with around 2 m/s (instead of <1 m/s for docking ports) to have a better chance of success. Try to aim for a flatter surface on the target ship, as perpendicular as possible.
  10. Try this: 1.Open your persistent.sfs file with Notepad. 2. Find this section: KERBAL { name = Jebediah Kerman gender = Male type = Crew trait = Pilot brave = 0.5 dumb = 0.5 badS = True veteran = True tour = False state = Missing inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 804399.44100609387 idx = 0 extraXP = 0 CAREER_LOG { flight = XX XX = Die } FLIGHT_LOG { flight = 11 11 = Land,Kerbin } } 3. Switch the state to "Available" 4. Remove any line with "Die" under CAREER_LOG and FLIGHT_LOG Jebediah should be back, ready to die again.
  11. Thanks for all the suggestions. One more question: How do I add more Delta-V to a lander? Using taller tanks makes it tip over easily, and making it wider by adding tanks and engines around the main tank will increase air resistance during the initial launch.
  12. It is possible with HyperEdit. You can place a craft so far from the Sun that its orbital period is effectively infinite.
  13. With HyperEdit, you can put your craft into an insane circular Kerbol orbit that is several million exameters with an orbital velocity of 0.1 m/s. Pretty sure that would take quadrillions of years to complete. Of course, in real life, this is not very possible as the SoI of Kerbol is infinite in KSP. Thus, technically, you can be at infinite distance with an infinite orbital period