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Kerbal23

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  1. Hi, I am using stock CommNet (i.e. not RemoteTech), and I want connections to go through my carefully placed satellites rather than the KSC. Even after setting the range to 0.02 in difficulty options, the damn thing will give a 100% connection to a meagerly communotron all the way beyond the mun. Any way to nerf that? I looked all over the internet, but can't seem to find anything.
  2. Hi, am I doing something wrong? The Radial Probe Core says it has SAS in the build menu, but doesn't.
  3. This is my list of mods, which I balanced out for a Science Campaign gameplay. Not much visual stuff for performance reasons. All are available for 1.3.0. ColorCodedCans DistandObject Enhancement Easy Vesssel Switch Kerbal Engineer Kerbal Joint Reinforcement kOS ManeuverNodeEvolved ModRocketSysLite NavBallDockingAlignmentIndicator StationPartsExpansion SETIcontracts KerbalAlarmClock TweakScale UnmannedBeforeManned
  4. I don't think they could implement a big feature like that in the next version, such a mod is quite a lot of work. But I see your point. I think it is on purpose though that you have to have a connection back to mission control. They need a room full of kerbals to control probes. I read somewhere about being able to control other vessels from mobile stations if there's at least six kerbals on board. But I don't remember where I read that, so I don't know whether it's actually an implemented feature or how exactly to do it.
  5. I love this mod, but it causes my controls to lock up randomly. I can't click anything or control the vessel. Switching to the Tracking Station and back fixes it, so it's not because I run out of battery or signal or anything like that. Edit: I found out that it is not a bug in this mod that is causing it. With more mods installed, the game just gets overwhelmed and sometimes forgets to turn off the input lock after warping.
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