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Found 6 results

  1. Download on SpaceDock, Github or Curseforge. Available on CKAN. Oy!Scrap! (formerly UPFM) Poor Val, she's not having a good day. There she was on her way back from orbit, and this happened: You see, I forgot to take her shiny new ship for a test flight before sending it to space, so the reaction wheels failed. Then her oxygen started venting into space. So she quickly burned retrograde and started her re-entry. Except that as she came into land, the parachute failed too. Like I said, not a good day. Sound exciting? Then why don't you
  2. A simplified but more comprehensive concept for a new breed of part failure mechanics. Failure is facilitated by interaction with planet mods or the universe and not (as usual) letting yourself be taken by surprise by an RNG and a countdown machine. Its purpose is to add more tangible gameplay value to planets. This rises from an unrelated discussion on a planet mod's Discord server, of how planetary rings in this KSP could be more tangible and hence, hazardous, and I saw a connection back to my earlier post, linked here: Some folks I discussed with: @WarriorSabe @StarCrusher96 Some
  3. Firstly, I'll just say I've barely been playing KSP over a year now and I'm a swift learner. I absolutely love this game. I feel like Squad hooked us up with an unlimited supply of super-powered LEGOs or something! The freedoms... It's incredibly entertaining... but today I wish to personally introduce RNG to my kraken-fist! Okay, so here's the breakdown: My ultimate goal is to vacation the surviv-- uh, I mean Kerbals of my space program to Laythe. Naturally, there's a few things we'll need to truly enjoy ourselves on Laythe... You know, boats, jets, spider-bots and submersibles...
  4. I'm on Linux: $ uname -a Linux metric 4.8.0-41-generic #44-Ubuntu SMP Fri Mar 3 15:27:17 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux This behaviour occurs from both the 32- and 64-bit launchers. The game is stock, from Steam, with no modifications at all. The game starts, some logs are generated, but the output is a black screen. Not even the loading screen appears. The program hangs like this until either terminated, or after a minute or two at which point it silently dies on its own. Unity Log $ cat ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log ../common/pipes.c
  5. So here's the rub: I have a copy of the newest KSP update (1.1.2) and I put Mechjeb onto it. So far, worked like a charm. Fired it up today, and the takeoff works fine, but when it gets near it's apoapsis the craft does several things. 1: Creates the node for the maneuver. 2: Doesn't line up for the maneuver. 3: Spins out of control, like the wheel has just been allowed to go free. 4: Fails to throttle up. 5: Continues counting past the maneuver. 6: Hits the ground in what the scientists refer to as a "Gravity's poodle" move. I've tried this with every craft I made as well as the stock ones, a
  6. Mechjeb is being a total jerk to me. It fails to comprehend targets, it won't do anything at all for ascent guidance except autostage, and rendezvous planning also doesn't work. It basaically just has a big catastrophic failure. Here's a list of plugins I use: Mechjeb Hyperedit DynamicTextureLoader BetterTimeWarp That's it. Someone help, please!
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