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  1. Hi Folks, So I've been a Kerbal player for over 2 years now, really enjoy all the new stuff and extremely excited about the new patch (limited signal ranges, wheel traction updates, etc). My problem with playing Kerbal is, now that I have a family to look after, I can't dedicate hours of playing time needed (at least that I needed) to tinker rocket designs, or fly them to best efficiency once designed. Having also missed a couple of patches, I no longer know instinctively which engines with what fuel amounts will launch a particular sized payload to orbit, etc. Combine all this with my total lack of engineering expertise regarding aerodynamics, and basically none of my old tried and tested rocket designs work any more. I had used Mechjeb long ago in the past to help me get a better understanding of ascent profiles and intercept planning (back before 1.0), and have recently re-installed it with the hope it will help me with my lack of fine-flying skill on Kerbin-ascent to achieve the best out of my rockets (and also let me hit the go switch and go tend to the offspring while my payload & crew achieve orbit under auto-guidance. Problem is, I can't seem to work out how to unlock the requisite parts or technologies to do this at my current point in my career game. So, two questions... 1. How do I get to a career tech and parts level where I can set rockets on auto-launch guidance? 2. Is there a way to tinker with the part.ini files to allow this tech from level 0, or is it hard-wired somewhere in the mod? I don't want to give up on career mode as I enjoy the drive and limitations of contracts etc, I just don't like the limitations of my raw skill and undermined design knowledge. All help welcome, cheers.
  2. Hey there, I have a problem with the window tabs while playing with the latest MechJeb version (2.5.5). When I engaged autopilot in the ascent guidance tab everything was good until I pressed space bar to initiate the launch where suddenly all the information in the window disappears and it goes blank! Also executing nodes does not seem to work and I'm not sure what I am doing wrong. Is there something I am doing wrong or is this a techincal error? Thanks, Paul
  3. Is there, or could there be, a mod that allows my rover to drive on its own, even when not focused? I like the concept of rovers, but at the moment the reward is bottlenecked by my willingness to play the most boring car game ever. Yes, I know that there are mods like mechjeb that does this, but Ideally I would like to set my rover up so that it can drive on its own while I do other things in the meantime, including timewarp. I understand that following the terrain during timewarp will be a challenge/impossible due to the destruction of things moving across the surface with the on-rails system, but is it possible to emulate auto-roving by simply teleporting the rover an appropriate distance and placing it on the terrain? I'd love the ability to have my rover drive between biomes on its own.
  4. Another little micro-mod. This one adjusts stock KSP behaviour so that when you re-engage SAS, it flicks to stability-assist mode instead of whatever mode you had it on last. Apparently some people don't like the default behaviour, and would rather it work like this. Well, this mod is for them. The Curseforge project page. The alternative download. The Source. MIT-licensed. License included in zip, github and curseforge project pages. Installation the same as every other mod. Just unzip into GameData. May it prove useful!
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