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  1. Jogo KSP desde a versão 0.20, minha maquina é bem lixosa mas sempre rodou bem o jogo nas configurações baixas, mas da versão 1.0 adiante tem apresentado um bug de textura em apenas algumas peças e algumas das peças que apresentam o bug não funcionam, como por exemplo o para-quedas. Foto do bug loco. Minhas configurações( velhas por preguiça de atualizar): Windows XP; Pentium(R) Dual-Core CPU; E5500 @ 2.80GHz 2.81GHz; 1,99 de RAM; Direct3D 9.0c [igxprd32.dll 6.14.10.5218]; Intel(R) G33/G31 Express Chipset Family Será o bug acontece pela incapacidade do meu PC de carregar os items? ou tem outro jeito de conseguir? Me ajudem!! Obrigado
  2. TL;DR: How can i get 1.0.5? EDIT: You can select prerelease and previous versions from the betas tab of the game's Steam properties. 1.0.5 should be available along with 1.1.3. Hello First of all I just wanna say this: I absolutely love this game, it's my favorite, it's like minecraft but in space. Most of all I love building planes, but there's this problem: since the wheel rework on 1.1 the wheels have become extra-bouncy and landing is very hard. I have to cancel my vertical velocity to like 0.5 m/s and even then sometimes I just bounce off the runway. It is very frustrating to me, and this game is unplayable in this state. Sure, rockets work fine, but i'm not about the rockets. I remember in 1.0.5 i could land with 5 m/s vertical velocity with no problem, this feat is impossible in 1.2. Which brings me to my question: How can i get the 1.0.5 build? I know i can torrent it, but the torrents seem to have viruses with them. Is there a legitimate way to obtain 1.0.5? I own the game and have no problem proving it somehow.
  3. On MacOS Ksp 1.0.5 gets stuck on the loading screen. The bar doesn't move, the slideshow and hints keep going, but nothing loads. No mods installed, nothing tampered with. Please help!
  4. Greetings! It is no secret that Duna's technology is far superior to that of Kerbin. Kerbin posses great booster technology but lacked the weapons to deploy on the rockets. A scientist finally unlocked the power of the atom after reverse engineering a LV class Nuke Engine. Once the nuclear warhead design was perfected, Kerbal Space Center mounted six of them on a rocket. The rocket is able to travel from Kerbin to Duna and all other celestial bodies in between to carry out a strike. The 340Kt warhead is able to destroy large amounts of territory and irradiate it for a hundred thousand years. General Information: Game Version: 1.0.2 Vessel Name: M.M III Vessel Version: Mark 1 Vessel Parts: 49 Part(s) Vessel Mass: 962.1 Tons (KSP Units). Stage Count: 4 Stages Not all used. Weapon Class: Mass Destruction Description: It is no secret that Duna's technology is far superior to that of Kerbin. Kerbin posses great booster technology but lacked the weapons to deploy on the rockets. A scientist finally unlocked the power of the atom after reverse engineering a LV class Nuke Engine. Once the nuclear warhead design was perfected, Kerbal Space Center mounted six of them on a rocket. The rocket is able to travel from Kerbin to Duna and all other celestial bodies in between to carry out a strike. The 340Kt warhead is able to destroy large amounts of territory and irradiate it for a hundred thousand years. It's basically a 4 stage rocket with enough fuel in the first stage to get to an apoapsis of 130Km. The two stages following have enough fuel to send the payload towards Duna with real ease. However as the missile is relatively new, it does not possess RCS thrusters or fuel at the moment. In the near future the rocket will be able to make complex maneuvers through advance RCS jets. Currently it can lift more than 30 tons of payload into orbit and about 15 tons to another planetoid. The warheads are GPS guided by a targeting pod fitted into the final stage, which zooms into targets. Once the warheads are armed, targeted and ready all that is left to do is to deploy them 1 by one or all at once. Thus it can take out 6 different positions on a planet or 1 single position with 6 consecutive warhead strikes. Screenshots:
  5. Greetings! This is basically my initial first post to the K.S.P Community, however I have been playing since 2014. (0.90). I currently am running version 1.0.5 of the game due to the greater capacity of mods available at this iteration. Anyhow, I have a thing for aesthetically pleasing yet functional spacecraft capable of tremendous feats! Presently I have been working on a SSTO that can travel from Kerbin to a Station/Cruiser, refuel and undock, then head off to another planet. You might be intrigued by cruiser in the line above, I am still working out kinks in it, but essentially it is a giant flying space battleship. However, what I was aiming for was a cruiser that can ferry two SSTO's to another planet, and use them to bring ore back for refueling. Craft Name: [x33] LongSword Game Version Used: 1.0.5 Modifications Used: TweakScale, O.P.T, K.W Rocketry, adjustable landing gear. Short Description(s): A highly maneuverable, reinforced SSTO capable of withstanding maximum G-Force for prolonged periods of time. The LongSword is able to travel at a max speed of 336 m/s in atmosphere (Kerbin, Without oxidizer after burners). The LongSword has been able to orbitally insert itself and land on the following planets: Kerbin, Duna, Eve. The craft has an onboard system of mining/extracting ore and utilizing it to recreate liquid fuel + oxygen. The process takes around 130 days (can be fast forwarded) to fill up all of it's empty tanks and extra ore. It can also survive speeds of 1200 m/s in kerbin atmosphere during re-entry without being destroyed. Not to mention the fact that it can fly without ONE wing or stabilizer. (Not both at same time though). Thus this little flying triangle is capable of lifting the heaviest loads to kerbin orbit and beyond! However it does require refueling in space before voyage, (Farthest it can go with refueling in orbit = Duna). If docked to another vessel, then the odds are limitless but I only had enough time to make for Eve. Screenshots: http://imgur.com/a/pCJBj Future Implementations: Robotic Arm with the Magic Smoke Industries, Infernal Robotics: Basically wanted an arm to tug satellites out of orbit and destroy them in re-entry as my longsword safely returns to KSC. The arm would also allow me to grip onto asteroids as a Kerbin Defense mission! The reason I don't like to use BD-Armory anymore is because it's not fun to roleplay anymore. (For those that blow up sattelites with guns). I mean I can go spend hours making a fleet of ships then blow them up for my own satisfaction. I think it's pointless to arm ships in orbit because despite sci fi movies, missiles in space have to retrograde (flip back and fire engines) if you're faster than a target. Meaning it looks funny if you attack Kerbin with weapons because the missile you launch forward, turns backwards and then flips over again. Cheers!
  6. Greetings! After inspiration from the movie Independence Day: Resurgence I decided to build myself a Intergalactic Cruiser. Now, the reason this craft is utilizing 10m parts is basically because of the following reasons I came up with for myself: 1. Alien fighter jets seem to swat out regular fighter jets instantaneously, thus they must be protected inside the ship. 2. Larger size means larger engines and a lot more fuel, thus allowing this bad boy to essentially fly outside of kerbal galaxy 3. It's designed to replenish it's humongous fuel supply through ore mining/conversion, and requires big tanks to store ore. Usage: Interstellar Travel, transport carrier for nearly any sized spacecraft (under 10m wingspan) Part Count: 60 Weightage: 1100 tons without fuel KSP Version: 1.0.5 Download Link: Soon Screenshots:
  7. Greetings! I have been playing K.S.P since 0.90 as of 2014. Throughout this period I have learned a lot ( from the rage had trying to make my first rocket get into space). Spaceplanes were by far the most difficult of my adventures but I believe I have mastered their creation by now. Rocketry is fairly easy to me and anything can be superlifted into orbit with a few giant thrusters and petal staging. If you notice my crafts they are all designed to be aesthetically pleasing to my O.C.D as well as functional/efficient. Anyhow, this is my repository for anything and everything I create (practical uses such as getting cargo into orbit/other planets. We hope to see many requests for AuraTech Industries Aircraft and will sell them for knowledge of the universe or kerbinverse. (Basically download links will be available soon but feel free to post comments to persuade me to work on them faster :P). All of these crafts are for version 1.0.5: Mods Used: [1] Kerbal Space Station A.k.A K.S.S: (Editing in other files soon) Have fun!
  8. So, I want one craft to go to Eve on a flyby, but dropping a science atmosphere probe to land there, then I want the main craft to go on a Jool flyby that hits the upper atmosphere and drops a second probe there, but I only have batteries and solar panels. How many solar panels do I need to transmit all data?
  9. Launchpads are made of a material that is highly flammable when subjected to high loads. Suspected mods: KJR and (possibly) SpaceY. Steps to reproduce: Find something big to put into Minmus orbit. Preferably weighing 200 kilotons or more. Add large-diameter SpaceY parts and other things until it can get to Minmus orbit, in the same manner as you would build a regular craft. It should weigh somewhere around 1 megaton or more. Add the big SpaceY launch clamps. (And probably the stock ones too, for good measure.) Set up the staging such that the first stage activates enough engines to go up, and the second stage disengages the launch clamps. Launch the craft. At either main engines start or launch clamp release, the launchpad should spontaneously combust without injury to the rocket. This happens fairly dependably with anything bigger than 1 megaton that use launch clamps. Unfortunately, I have been unable to determine whether this is ALL launch clamps or just the big SpaceY ones, as it does not happen under a certain craft weight (or maybe thrust) and the stock launch clamps look woefully inadequate for anything of this size. I should probably test this again with a LOT of stock launch clamps instead of 4-12 big ones. While I know that I'm on an unsupported version, I am looking for tips on how to narrow this down to a more specific set of actions. In addition, I have no idea whether this issue persists in the latest version.
  10. IMPORTANT: FLOWERCHILD DOES NOT SUPPORT THIS if you ask FlowerChild for support I may have to continue development of my extremely long range ICBM's and test them on you DIRECTIONS FOR INSTALL I am saying to do this: Get a copy of KSP 1.0.5, and set it up as if you were going to play KSP 1.0.5. Do not use the 1.0.4 files. You should start with a clean install of KSP 1.0.5. Use CKAN to install ModuleManager, it should grab the right version. Download BTSM. Open the zip in your file explorer. Delete the ModuleManager DLL from the GameData folder in the BTSM zip. Then copy both folders from the zip into your KSP root directory. Merge folders if asked to do so. I have no idea whether it works as FlowerChild intended. He would have to look at my results and see if it is indeed working properly. -------------- I always wanted to try Better Than Starting Manned, but the earliest version of KSP I can get is for 1.0.5, while the latest mod version is for 1.0.4. So, I installed the latest 1.0.5 version of ModuleManager via CKAN, and then copied the contents of the Better Than Starting Manned folder into my KSP root directory except for the included ModuleManager dll. The game loaded. I started a new career save. That loaded too. I went into Mission Control - the contracts were the same as I had come to expect from stock. Tracking Station - precursory glance looks good. R&D - There are some a lot of empty nodes. Many of the stock parts, especially the airplane parts, cannot be unlocked. I suspect this has nothing to do with 1.0.5.
  11. Title says most of my request, so yeah...also if it helps I'm going to most likely give a full rundown of the mods I run...incase some are incompatible with said Mods, you the community suggest. Also welcome to any mods that add parts that fit in with the list below Mods I use: KER (Kerbal Engineer Redux) KAC (Kerbal Alarm Clock) KAX (Kerbal Aircraft Expansion) SpaceY and SpaceY Expanded Procedural Wings Texture Replacer (Anyone mind telling me how to get custom spacesuits that I can create to install onto my game?) Transfer Window Planner RasterPropMonitor Rocket Factory Thank you for the help KSP Community -awfulcraftdesigns, wishing any suggestions from the community good luck!
  12. I've been trying to design a SSTO space plane to ferry crew and fuel to the small station I recently put in orbit around Kerbin. I can do it with rockets, but it just seems much more viable to me to use a reusable SSTO. I've read most of the good guides out there and I watched all the up-to-date youtube videos on the topic (More or less up to date, most of them were in version 1.0.4). Following all of the tips and instructions given to me I made a basic space plane with ~9km of DV. However, no matter what I try this thing won't get into orbit. My TWR is good, I accelerate fine, but when my jets cutoff, I don't have either the DV or the thrust to get into an orbit with more than 100 m/s of DV to spare Here are some screenshots of the craft, with kerbal engineer readout included My flight pattern is as follows Take off Immediately point to a 45 degree angle and climb O2 gets low at about 22-25 km and I switch over to rocket power Burn straight prograde 1 of 4 things happens after this. A. I run out of fuel and never make it above 40 km B. I burn up due to the extreme speeds I'm going at while still in the atmosphere C. I make it out of atmo but on a sub-orbital trajectory without enough fuel to both stabilize the orbit and then come back. D. (RARE) I make it into a stable orbit with enough fuel to come back, but not enough to perform an orbital rendezvous. No matter what flight pattern I try or what I tweak about my engines, wings, fuel, and cargo, I either can't get high enough, can't get fast enough, or just can't get up off the runway in the worst cases. If anyone should care to give me some pointers or better yet, a complete, up-to-date guide with the new heating and aerodynamics I would be very appreciative.
  13. Hi anybody, So, my KSP is acting freaky, flashing trippy colors, and loading to the wrong screen. Acting freaky: It's taking forever to load, but I do have a lot of mods installed. Flashing trippy colors: take a gander here https://drive.google.com/folderview?id=0B-QIUTsNSBTQemN0UFIwZGozX3c&usp=sharing Loading to the wrong screen: Instead of loading with an isometric view of the KSC, it loads to a view from the surface. I've had this problem before, but when I try to move the camera around, it fixes it. It stopped doing that recently. I am pretty sure that I have all my mods installed correctly. Mods: Community Resoucrce pack log: https://drive.google.com/file/d/0B-QIUTsNSBTQLUo0NUhWOWpTVW8/view?usp=sharing @NathanKell?
  14. Hi guys I really enjoy the new update of Ksp, but i want to keep playing on 1.0.5 until all the mods i use are updated. Unfortunatly i have no idea how to downgrade KSP from 1.1 to 1.0.5. If this even possible? Thx for your help
  15. Hey all, I decided to go back to the previous version using the option under the beta selection menu in steam. Steam installed 64 bit version of 1.1 along side the 32 bit version of 1.0.5 and this seems to be causing some issues. There are 1.1 parts showing up in the VAB/SPH when i had selected and loaded 1.0.5. Also, wheels do not respond to right clicking in the VAB/SPH and they don't respond to WASD when on the runway/launchpad. Is there an easy fix like deleting the 64bit files and folders? Is there a way to only download the 1.0.5 (32 bit) version without 1.1 (64 bit) piggybacking on the install?
  16. See title. I think it's the part loading that consumes time, but hey there are always one or more rooms or tricks to speed up!
  17. In a stock and a modded game My custom flag that's a 256x160 10.3 KB .png file is not loading into the game I have restarted at least 8 times and checked thats its in /gamedata/squad/Flags at least 5 times what have I done wrong
  18. So I made a Raptor replica, I hope you guys like it. All the info is in the craft description. THIS CRAFT REQUIRES NO MODS. Make sure to give me some requests. I'll take the most requested or most liked one. http://www.mediafire.com/download/ap9y4o7kggq4cnr/Lockheed+Martin+F-22+Raptor.craft Has airbrakes! Happy holidays by the way.
  19. OK, so, I've always wanted a Tumbler in KSP but either I couldn't download them (Nexters Lab) or they were outdated (heretic391). So I downloded heretic391's with a few mods, fixed it up, and now it works. I changed the wheels so they worked, too. The picture below shows the underside of MY updated tumbler, and the picture under that shows the top. Download and Enjoy! By The way, this flies, so... Just be careful, OK? Download- http://kerbalx.com/Concodroid/Batman-Tumbler This is stock, even though KX says otherwise.D
  20. I'm having an incredibly frustrating issue in the VAB. For whatever reason, the science lab is somehow attached to the N and S parts of the station, which themselves are somehow not attached to the central hub. I've tried changing the root to a dozen different configurations, but nothing has worked. I also tried changing the root and deleting the science lab, but then the central hub's attachment nodes disappear. The central hub was the first part that I placed, and I built outwards, so I'm not sure how this could've happened.
  21. Hi! With the pre-release on the horizon, one of the things I am looking forward to the most is that we can finally stop crystal-ball-gazing about the performance and get cold, hard numbers. I'm really looking forward to comparing it myself, but to do so, I need "representative" crafts. My question is, can someone share some crafts that I can use for benchmarking? Requirements: - Completely stock - 2 crafts with 300 parts, 1 craft with 600 parts - Should not break apart on physics loading - Do not have to actually go to space, I will use hyperedit. - One of the 300 parts crafts should have a lot of solar panels and fuel cells That's about it. Does anyone have something similar floating around in their hangars? Or feel motivated to make that?
  22. Currently under Development. Avionix's Planet Pack is a proposed mod that will add two or three star systems. Work in progress. I will continually update this page about what is proposed. This mod can be used with Avionix's Visual Pack. This is what we have so far: Version 1.0: Blue Star - Lumiere Hot Planet - Eden Venus like planet - Arion Rocky planet with no atmosphere - Vakishka, Moon - Artemis Gas giant - Idepus, Moon - Sar, Moon - Jana, Habitable moon, Ice moon - Powhatan, Cracked moon - Galba Ice planet - Irby Red dwarf - Pohlia Scorched rock incredibly close to Pohilia - Palacios Odepius - Tidally locked planet with lush jungles at borders. --- Binary system: Oxolok - Barren, desert world. Hox - Watery world, with a few sandy islands. --- Gas giant - Gehenna with messy ring system - maybe clouds of dust, volcanically active moon - blazano, Ice moon - Koilia, Rock on extremely eccentric orbit - Skabarus Ice world - Plore, Moon with cryovolcano - Spudoe Bloated Red Giant - Esmuedis Scorched, rocky, molten world - Ofroinus Scorched gas giant - Frade, tidally locked, scorched moon - Shufropa, almost complete obliterated moon - Preon Barren, Desert World - Duater World that looks like it once had water - Slecilia Planet that glows blue in some places - Autov Black hole - S50014+81 - 3.6 x 10^16 Gs of gravity. Update 0.1: Moved Kerbol Around Black Hole S50014+81 Added Black Hole Update 0.2: Added Stars Update 0.3: We will see...
  23. Hi all, i'm currently having trouble running my ksp game, and i can't find any information on the internet.. my ksp game, updated to 1.0.5, freezes when performing orbital manouvers. Not every time, but most of them: if i'm entering time warp game blocks with the "cannot warp faster than x" message, so it maybe has something todo with entering time warp If i'm exiting SOI, entering SOI game blocks right before it. The game completely freezes, I can't do anything, but the task manager shows that cpu is being used as normal. ksp.log seems to be clean, no traces of errors of sort. output_log.txt has a line similar to this at the end, each time the freeze occurs Warping to UT:606755.1. Max Rate Allowed: 50.0x. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) the two files can be found here https://drive.google.com/open?id=0B3ln413PhHWDdFVVR2J3Y2FkZHM my list of installed mods (CKAN export) { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2016.01.09.02.22.23", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "ActiveTextureManagement-x86-Basic", "version": "5-0" }, { "name": "ContractConfigurator", "version": "1.9.2.1" }, { "name": "DistantObject", "version": "v1.6.4" }, { "name": "DistantObject-default", "version": "v1.6.4" }, { "name": "DMagicOrbitalScience", "version": "1.1" }, { "name": "DockingPortAlignmentIndicator", "version": "6.2" }, { "name": "SpaceY-Lifters", "version": "1.8.1" }, { "name": "DockingSounds", "version": "1.2" }, { "name": "EngineLighting", "version": "1.4.1" }, { "name": "HyperEdit", "version": "1.4.2.0" }, { "name": "InlineBallutes", "version": "1.2.3" }, { "name": "KAS", "version": "0.5.5" }, { "name": "KerbalAlarmClock", "version": "v3.5.0.0" }, { "name": "EngineerLevelFixer", "version": "0.3.1" }, { "name": "KIS", "version": "1.2.3" }, { "name": "KWRocketry", "version": "2.7.0-community" }, { "name": "KWRocketry-CommunityFixes", "version": "0.4.3" }, { "name": "MechJeb2", "version": "2.5.5.0" }, { "name": "KWRocketry-CommunityFixes-interstage", "version": "0.4.3" }, { "name": "NavballDockingIndicator", "version": "v7" }, { "name": "NavBallTextureExport", "version": "1.3" }, { "name": "NavballUpDefault", "version": "V0.1" }, { "name": "PersistentRotation", "version": "1.0.2" }, { "name": "PlanetShine", "version": "0.2.4.2" }, { "name": "PlanetShine-Config-Default", "version": "0.2.4.2" }, { "name": "Multiports", "version": "1.0.2" }, { "name": "RealChute", "version": "1.3.2.6" }, { "name": "RemoteTech", "version": "v1.6.9" }, { "name": "SafeChute", "version": "v1.8.0" }, { "name": "SAVE", "version": "1.2.4-1314" }, { "name": "SCANsat", "version": "v14.5" }, { "name": "Service-Compartments-6S", "version": "1.3" }, { "name": "FirespitterCore", "version": "v7.1.5" }, { "name": "CommunityTechTree", "version": "2.3" }, { "name": "ModuleManager", "version": "2.6.16" }, { "name": "VenStockRevamp", "version": "v1.9.1" }, { "name": "Toolbar", "version": "1.7.10" }, { "name": "TweakableEverything", "version": "1.14" }, { "name": "ToadicusTools", "version": "17" }, { "name": "EVAManager", "version": "6" }, { "name": "UniversalStorage", "version": "1.1.0.8" }, { "name": "CommunityResourcePack", "version": "0.4.8.0" }, { "name": "B9AnimationModules", "version": "v1.0.0" }, { "name": "AlternateResourcePanel", "version": "2.7.4.0" }, { "name": "InterstellarFuelSwitch-Core", "version": "1.18" }, { "name": "EnvironmentalVisualEnhancements", "version": "1:EVE-1.05-4" }, { "name": "EnvironmentalVisualEnhancements-HR", "version": "1:EVE-1.05-4" }, { "name": "Chatterer", "version": "0.9.7" }, { "name": "Trajectories", "version": "v1.4.5" }, { "name": "Antennas", "version": "1.2" }, { "name": "BetterBurnTime", "version": "1.1.2" }, { "name": "CactEyeTelescopesContinued", "version": "v0.6.11" }, { "name": "KerboKatzUtilities", "version": "1.2.11" }, { "name": "InterstellarFuelSwitch", "version": "1.18" }, { "name": "KSPInterstellarExtended", "version": "1.6.1" }, { "name": "TweakScale", "version": "v2.2.6" }, { "name": "FilterExtensions", "version": "2.4.1.3" }, { "name": "CrossFeedEnabler", "version": "v3.3" }, { "name": "KerbalJointReinforcement", "version": "v3.1.4" }, { "name": "ContractConfigurator-AnomalySurveyor", "version": "1.4.2" }, { "name": "ContractConfigurator-InitialContracts", "version": "1.0.5" }, { "name": "ContractConfigurator-RemoteTech", "version": "2.0.1" }, { "name": "CustomBarnKit", "version": "1.1.3.0" }, { "name": "DockingTarget", "version": "0.2" }, { "name": "CryoEngines", "version": "1:0.1.11" }, { "name": "BDAnimationModules", "version": "v0.6.2" }, { "name": "CryoEngines-LFO", "version": "1:0.1.11" }, { "name": "FilterExtensionsDefaultConfig", "version": "2.4.1.3" }, { "name": "FilterExtensionsStockRework", "version": "2.4.1.3" }, { "name": "KerbalAircraftExpansion", "version": "1:KAX_v2.6.1.0" }, { "name": "FirespitterResourcesConfig", "version": "v7.1.5" }, { "name": "xScience", "version": "4.12" }, { "name": "ContractsWindowPlus", "version": "5.5" }, { "name": "HideEmptyTechNodes", "version": "0.3" }, { "name": "Fusebox", "version": "1.51" }, { "name": "EnhancedNavBall", "version": "1.3.6.0" }, { "name": "EVAEnhancements", "version": "1.1.1" }, { "name": "MenuStabilizer", "version": "1" }, { "name": "SwitchVessel", "version": "0.4" }, { "name": "B9-props", "version": "R5.4.0" }, { "name": "B9", "version": "R5.4.0" }, { "name": "AdjustableLandingGear", "version": "v1.2.0" }, { "name": "RasterPropMonitor-Core", "version": "v0.24.2.1" }, { "name": "KlockheedMartian-Gimbal", "version": "3.0.6.0" }, { "name": "SmokeScreen", "version": "2.6.10.0" }, { "name": "B9-PWings-Fork", "version": "2.1" }, { "name": "Kopernicus", "version": "1:beta-06-3" }, { "name": "Scatterer", "version": "1:v0.02182" }, { "name": "JettisonFuel", "version": "1.01" }, { "name": "EditorExtensionsRedux", "version": "3.0.1" }, { "name": "MechJebForAll", "version": "1.2.0.0" } ] } I usually run ksp with this arguments KSP.exe -single-instance -force-d3d11-no-singlethreaded but even without them the problem occurs EDIT: If it helps, i created a 6 satellite network around kerbin, and the freeze happened since the first time i tried to exit it's SOI, may be something related to remote tech?
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