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  1. Saelben's Space Program The Backstory Craft List Mission Log's Mod List As the mission progresses, data and activity will be added. Any suggestions are accepted. Thank you for joining me on this humble voyage. -SaelbenNoa
  2. The BD Armory section is there when I'm in a hangar and I can see multiple guns, rockets, bombs, and ammo, but no weapons manager. When I tried to use a gun, it didn't fire, even with ammo boxes. I used CKAN to install the mod.
  3. EDIT The comment below by TaggedYa provides a fix for this issue, so if you are having a problem, follow their instructions. Hope this helps anyone who has this issue. Original post below I recently decided to have another go at trying RP-0, and downloaded a fresh install of KSP 1.2.2 from Steam. I then used CKAN to install, first, Realism Overhaul and its dependencies and recommended mods. After which, I installed RP-0, and its dependencies and recommended mods. Once all installed, I tried launching from CKAN, and the game immediately crashed. The crash log is contained within the following link https://pastebin.com/VqYRau7B I then tried the same with the 32 bit exe. Instead of it crashing immediately, it instead crashed when it ran out of memory (I tracked how much RAM it used with Task Manager, it crashes when it reaches about 3.3-3.5GB) There appear to be no other solutions that I can find for this error, and was wondering if anyone else has been experiencing this error, and if there were any fixes. The mod list as exported by CKAN https://pastebin.com/vC7d6UvD These are the most up to date versions of the mod CKAN allows for 1.2.2 DxDiag - I have seen this be requested a few times in relation to similar crashes from other games, so will provide it. https://pastebin.com/MAwJXNVP Thank you for any help.
  4. I got on KSP today and noticed that KSP crashes on startup, specifically on loading Squad's Rover Wheel Assets. This has never happened before, and I don't know what to do. My Mods If you need more info, please let me know, I am eager to get this problem solved so I can work on my YouTube Videos!
  5. So I have a modded install of KSP(I will list mods below) and when I go to open the solar panels, there isn't an option to. I will post a screenshot below. Help please! Mod List: B9PartSwitch CommunityResourcePack(Also TechTree) Distant Object EVE FShangerExtender Interstellar Fuel Switch Planetary Base Systems Kerbal Joint Reinforcement Kopernicus MechJeb2 NearFutureElectrical NFPropulsion NFSolar NFSpacecraft PersistentRotation Scatteerer SVE Tweak Scale Warp Plugin Screenshot Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1079029199
  6. Hello, I am having issues with some mods that shouldn't conflict with each other and yet some mods are not working properly. I have tried countless times to assemble a certain number of mods together and in one case it did work but ksp updated and now it's not working again. I understand that reproducing some mod content requires special permission from the mod creator, and I cant ask for a download, possibly an email would not violate their terms. I have the mod list below. If anyone can help thanks, BTW I just want a single gamedata folder. B9 Aerospace Community Category Kit Community Resource Pack Extraplanetary Launchpads Firespitter Interstellar Fuel Switch JSI KAS Kerbal Joint Reinforcement KerbetrotterLtd KIS KWRocketry Magic Smoke Industries (Infernal Robotics) Mechjeb2 Embedded Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft OPT Planetary Base Inc Planet Shine RCS Build Aid SCANsat Module Manager ASET
  7. After finishing the mig, I quit playing kerbal for a few weeks until I came back and made this submarine. Not based on any specific model, not a replica of any kind, just a working submarine made to look a little like a german one. I had some serious trouble with getting my computer to actually render the thing, I don't know why but it seems my pc is dying, half the time it's at 100% disk usage, no viruses or malware, and none of the tutorials online help me out with anything, but anyway, here's the ship. Using no propellor mods because they're too easy in my opinion, I made the motor of the submarine with infernal robotics and some control surfaces. This actually ran me into some problems when piloting the sub. Each rotor is set at a speed of 10 with acceleration of 2 and spins in an opposite direction to the other in order to not have the thing spinning like crazy underwater. To get the sub moving I set the speed in the RPM GUI ingame to 5, making the rotors spin at a speed of 50, any higher and the control surfaces break off. When resurfacing I have to turn off the rotors lest they break on surface, I found that going up at 10 degrees and cutting the rotors at a depth of 100 meters usually curbs the issue. At the surface I usually run it at a speed of 30. This makes it so the rotors don't break off and I can move at a steady rate over the water. Have some pictures with scatterer for looks! I get the sub into the water using vessel mover which is why I have the struts on the side to keep it up on the launchpad. I cannot film this or even open anything up anymore because my pc is not letting me. I havent the slightest clue why it's doing this but every time I try to play anything or do anything it just doesnt work or loads so slow it might as well not have worked. I'm going to try reinstalling windows but after that I won't have any of these builds and I'm thinking I'm just going to quit playing this game. I can't take this any longer.
  8. Greetings. I've encountered a peculiar bug which appears rather consistently when certain conditions are met: 1. A vessel must be in orbit 2. It must have a manned EAS-1 command seat When I load a save file created in flight under these conditions, some of the vessel's parts are misaligned. Usually it's the wheels, the landing gear, the command seat or the kerbal manning it. I'm using a number of mods: KIS, KAS, KER, Kerbal Joint Reinforcement, Throttle Controlled Avionics, RCS Build Aid, Atomic Age, QuizTechAero, a bunch of other part packs. But the first time I encountered this bug I was flying a spaceplane only made of stock parts. Vessel mass matters a lot for a spaceplane, especially if you only have panther engines. So a command seat stowed into a 1,25m service bay seemed the best solution for a rescue mission. Naturally I saved the game when the stranded kerbal got aboard. Can't remember what made me load it, but when I was about to land at Kerbin I noticed that the fore gear is skewed about 30 degrees aside. A similar thing happened to a flying rover when I decided to take an engineer along for an orbital mission - the wheels got all screwed up. Both the spaceplane and the rover are included in the following footage. The bug conditions are simulated 2 times for each vessel. If anyone has an idea what might have caused this, please tell. UPD: The parts get back to normal after going to space center and then back to the vessel. Which makes this bug a lot less critical
  9. For context, i have a list of mods installed Near Future Propulsion Near Future Solar MKS Colonization SSTU Trajectories Kerbal Engineer KIS 1.3 version Module Manager So what's the problem. At each startup, at the pre-init phase. The game crashes all of the sudden and this repeatedly happens.So this is the log Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:01100e18. Error occurred at 2017-07-04_115838. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by funny_000. 61% memory in use. 8097 MB physical memory [3089 MB free]. 9377 MB paging file [2915 MB free]. 134217728 MB user address space [134216132 MB free]. Read from location 00000000 caused an access violation. Context: RDI: 0x3b0cb570 RSI: 0x35ed9290 RAX: 0x00000000 RBX: 0x00000007 RCX: 0xfffffffe RDX: 0x00000069 RIP: 0x01100e18 RBP: 0x00cfcdb0 SegCs: 0x00000033 EFlags: 0x00010206 RSP: 0x00cfccb0 SegSs: 0x0000002b R8: 0x1aaf369c R9: 0x00cfce28 R10: 0x3b0c9040 R11: 0x00cfcc40 R12: 0x3b0cb6f0 R13: 0x00000053 R14: 0x48cb1a40 R15: 0x00000002 Bytes at CS:EIP: 48 8b 10 48 8b ce 48 8b d8 e8 4e f7 ff ff 48 8b I tried KSP x64, but it came back with the same log. Also force opengl didn't either Is there any solutions?
  10. So I've installed a fresh version of KSP 1.2.2, ran it in x64 with no mods, and copied the content's of the ZIP archive from Galileo's Planet Pack 1.2.3 (GameData > GPP/Kopernicus/MFI/MM 2.7.6) to my KSP GameData folder and then loaded up KSP x64. The game then loads to the main menu, yet Kerbin is still showing in the background, along with when I try to start a new game (brand new) it just sits at the loading screen with the rotating planets in the bottom right. A few things I've also noticed: Whenever I've launched the game, and it get's stuck at the "Infinite Loading Screen" after the main menu, I then close the game, and I then verify the game file integrity and it always shows that 1 file failed to verify, and proceeds to re-install it. I have also removed the GPP specific folder and replaced it with just OPM and that loaded the game to the KSC just fine. Thanks for any help/tips. Output Log: https://www.dropbox.com/s/n7v4atxye8ghh26/output_log.txt?dl=0 Image: Directory/GameData
  11. I designed an SSTO that uses an Orion engine which can easily land on any planet or moon in the game. It has a docking port and RCS thrusters which enable it to dock with space stations. I edited the .cfg file for the inflatable heat shield to make it able to deflate, so that the what SSTO can even land on & return from EVE. It has an ore tank and an ISRU that has been modified to also create fuel for the Orion engine. I use Ubio Welding to prevent my FPS from dropping (Great mod fyi), so make sure to copy that file if you want the craft to work. By the way, I know that using the Orion engine kind of defeats the purpose of an SSTO, but it's still fun. Below is a link to my KSP Google Drive that has the SSTO file, screenshots, and my entire game data file. If you like it, check out my youtube channel because I am getting into making KSP videos. I will post a video from my channel at the bottom of the page. Google Drive link: https://drive.google.com/drive/folders/0Bw3KHaJbImtPOEpreHNQdkVkVE0?usp=sharing Pictures: As I mentioned earlier, here is one of my youtube videos:
  12. So I have some mods installed but not many. I think I've narrowed the crash on startup to the Module Manager mod but I can't seem to find a work around for it. The game loads for a while until it tries to load the Module Manager and then crashes, giving me a line in the error report saying that the error was caused by mono.dll. Here is a list of installed mods. - BDArmory -Firespitter -KAX -Module Manager -Tweak Scale Here is a link to the crash report. https://www.dropbox.com/sh/dngxpn6blyrxc9l/AADXALXtU2pBfbzH4diHmtVna?dl=0 Any help will be greatly appreciated.
  13. Hi guys, Ive been using 1.2 for a long time, never had any crashes etc.... I had and I have around 2 gigs of mods,but I wanted to have B9 procedural wings installed, because I saw great ww2 plane models made in that mod, tho i had something procedural stuff already installed.. Nevermind,.. Since I installed the B9 one for 1.3 I cant play the game. Tried running it with openGL , with DX11 , no difference. Allways crashing... Please help!
  14. Hello guys, I'm a new user to the fourm. I've been playing KSP for quite awhile on Windows, and it works great, but when I try to run on Ubuntu with limited Mods, the game crashes half-way through loading. I will post my KSP.log below. [snip]
  15. First off, while I do normally mod my KSP manually (I have CKAN but rarely use it), I am a complete moron when it comes to reading OUTPUT.LOG. I am in the process of deleting KSP and making a fresh install to attempt to figure out which mod is causing my headache but I figured I'd come here and ask those who are smarter than I to help me out. Here's my latest log 1.2.2 Revert and the last 1.3 Version I attempted. Note that I have tried to revert to 1.2.2 to no avail and I'm assuming it's one of the mods that I "updated" which didn't update, possibly? Any help would be appreciated.
  16. KASA is Proud to present... The World War K Showcase The World War K Hangar!!! World War K Combat Craft (KASA)
  17. Hello Kerbal Community, Recently I've been trying to create a space plane on a heavily modded install of KSP version 1.2.2. However, it does not work. Any of the jet engines that I use (ie: whiplash or RAPIER) do not generate a high enough TWR and cause the plane to run out of fuel before ever making it to an orbit. I know that this is not a design flaw, becauseI I've tested a very similar SSTO Spaceplane in a stock version of KSP (also running 1.2.2) and it got to an orbit just fine, with plenty of fuel remaining. This leads me to believe that one of the mods that I have installed is causing the jet engines to work less efficiently, and/or causing a tremendous amount of atmospheric drag. I do not have FAR installed. Below is a link to a picture that shows my game data folder: https://drive.google.com/open?id=0B6FVkmwt4jGnSmNVaG1kdWlGN28 Can someone please explain to me why this is happening and how I can fix it? Thank you very much, R_Aerospace!
  18. KSP Version: 1.3, 32 bit, Windows 10 What Happens: The game won't even start. It just tells me that the game crashed. Mods / Add-Ons: JSI, BDArmory, KAX, OPT, PlanetaryBaseInc, TweakScale Steps to Replicate: 1. Download Windows 10 2. Download mods stated above 3. Start KSP Result: The game seems to work fine until it's loaded about 10 to 15% (edit: ~53%. The loading stops on rv/rvholder or something like that), then it crashes miserably Fixes/Workarounds: It doesn't exist Other Notes/Pictures/Log Files: Error Log: https://www.dropbox.com/pri/get/error.log?_subject_uid=598983279&w=AAD_zzug_vDqDr6U3taYGCuaHAHNTl21OVjP1SBj9byt1w Output Log: https://www.dropbox.com/pri/get/output_log.txt?_subject_uid=598983279&w=AADQHpFk0hmWzxbPQ5fISO4Nzk96qlQYkXhjA8tK4Bu0EQ Crash.dmp: https://www.dropbox.com/pri/get/crash.dmp?_subject_uid=598983279&w=AADYJy8O3GkBwApmod6v3SuXeMh09bOdw1EyrJQjVUAAlg
  19. I'm wondering what your GameData folder looks like. For those without mods, all there will be is a "squad" folder. I'm curious about how many mods you guys use. Here's mine: EDIT: does this go in the modded discussion, or is it good here?
  20. I wanted to make a constitution class replica, specifically the USS enterprise at a smaller scale (my replica I estimate to be slightly bigger than the NX class). Tweak scale wasn't working properly, so I had to use HX parts. This ship has a lot of deltaV (45,000 m/s), mostly thanks to it engines its using (Karborundum Fusion Drive engines.) It clocks in at over 300 parts, this shouldn't be enough turn your game into a slideshow. Yes this can carry shuttles (although they look nothing like the ones seen on star trek.) This ship does feature laser weaponry, and torpedo launchers. As well as a fair amount of science equipment. Main issue is that alot of the DeltaV is useless considering that when I use the fusion drive engines, the ship flips (not much I can do.) Not to mention, its pretty much impossible to take off from the surface. Hell even modifying this with anti gravity pads don't seem to help(see the spoiler below.) Not to mention this is incredibly expensive (good luck getting the funds for this in career mode.) This replica is a still work in progress, the last thing needed is an actual warp drive, right now there is no FTL/warp drive mod that can move or support a ship this damn large. I also have no idea how to modify any existing mod (eg the alcubierre drive mod) to support a ship this large (like increasing the bubble size to fit this ship.) Yes this thing can survive re-entry (at stock default) The engines below the saucer section are their to keep the ship stable, and look aesthetically more appealing (in my opinion.)
  21. Chapter II: Probes To Iota Chapter III: More Money = New Rockets Chapter IV: Jeb Wrote The Textbook Chapter V: New Prospects Chapter VI: The Search For More Money Chapter VII: A Home, But In Space! Chapter IIX: Project Iron Sands Chapter 8.5: The Big Reveal Chapter 9: Making The Public Interested Chapter 10: The Atomic Age Begins Hey everyone! Following my old Galileo System career save accidentally being replaced by another KSP folder (downloaded another ksp, stuff happened), I decided to this time go bigger. 3.2x was small enough so that I didn't need huge parts, but big enough that I could get some spacecraft parts with a more practical use. This will probably seem a lot similar to the KABOOM! Kronicle. I got a lot of mods from him, and so there's that. I will try to spice it up the best I can however, I just loved the mods he was using for the 3.2x Galileo System. Here's that series if you want to check it out. This guy is amazing. Ground Rules: No alt f4ing. Everything that goes is final. No testing in a sandbox mode. Everything will be tested on the grounds of the ksc, or on an actual spacecraft. I will try to hire more Kerbals when I get the money, as to not focus on Bill, Bob, Jeb, and Val for most of my missions. Realistic progression. No crazy missions off the bat. The more crucial, interesting the mission is, the more images of it there are. Have as much fun as I can making this! Anyways, here's all of the preliminary data for the career: And My Mod Folder: Let's get into it! Our first flight was the Auklet I, a very small spacecraft. If got up to 10km before flipping the other way. A good start. The Auklet II managed to snap the first pictures of the upper atmosphere, almost meeting the 98km mark to reach space. We were getting a decent bit of money from each mission, but the next step was to get into Orbit. I typically go a poor job of the gravity turn, etc, so I packed this thing with 6000 m/s of dV, 600 more than what is needed to Orbit. And finally, the Auklet IV is the first spacecraft to reach orbit of Gael! In fact, I had enough dV left that I managed to get this spacecraft on an escape trajectory out of Gael. Not too shabby for the 4th flight if you ask me Using Strategia, the Iota Probes looked incredibly promising, so I accepted it, and made the Canary II. With upgraded technology, it was prepared to be the first spacecraft to fly by another world. The flyby was so close, you could even see some ground scatter! After using the last few units of fuel, it was recognized that the Canary II was going to do an accidental flyby of Ceti. More science, but since the Iota Probes contract is on, I will get less money from world firsts. Bummer While we are almost done with Chapter I, we haven't touched manned space travel yet. With new technology, the Sheppard I was created. Immediately, Jebediah was the first to actually want to be a testdummy pilot of the spacecraft, so he was assigned the mission. Following the long 4 minute burn with the tiny spark engine, we are in orbit! To celebrate, Jeb goes on a little spacewalk, being the first of many to touch the stars in a 2 ton metal flying machine spacecraft. After 3 hours in space, he heads home, and marks the first successful mission with a person to space and back! That is all for Chapter I. I would appreciate feedback or questions. I will probably end up bring in the Impact! Mod for the next chapter, but I'm not sure. I might stick with the mods I have. Thanks!
  22. Saw this in KSP today (I don't know how to add imgur slideshows): imgur.com/gallery/CIMnb Am modded, however I do not think mods caused this. Potential easter egg?
  23. I attempted to use CKAN to install RO with other mods that i like such as RP-0 and Lack's Stock Extention, 89-95 Mods total. My issue is that whenever try and make a plane/use wings is that they dont function, I cant adjust pitch yaw and roll, i don't get a center of lift, all i get is a blue circle hovering below my plane. I really wanted to make a plane so i could complete the X-Plane mission, But there may be a few mods clashing with one-another, Please help! List of mods: { "name": "AIESAerospace-Unofficial" }, { "name": "ALCOR" }, { "name": "AtomicAge" }, { "name": "HazardTanksTextures" }, { "name": "ConnectedLivingSpace" }, { "name": "CryoEngines" }, { "name": "CryoEngines-LFO" }, { "name": "CryoEngines-SurfaceAttach" }, { "name": "DeadlyReentry" }, { "name": "DMagicOrbitalScience" }, { "name": "FASA" }, { "name": "FilterExtensions" }, { "name": "Firespitter" }, { "name": "ForgottenRealEngines" }, { "name": "FShangarExtender" }, { "name": "KAS" }, { "name": "KIS" }, { "name": "KSP-AVC" }, { "name": "KWRocketry" }, { "name": "MechJeb2" }, { "name": "NearFutureConstruction" }, { "name": "NearFutureProps" }, { "name": "NearFuturePropulsion" }, { "name": "NearFuturePropulsion-LowThrustEP" }, { "name": "NearFutureSolar" }, { "name": "NearFutureSolar-Core" }, { "name": "NearFutureSpacecraft" }, { "name": "PersistentRotation" }, { "name": "ProceduralFairings" }, { "name": "ProceduralFairings-ForEverything" }, { "name": "ProceduralParts" }, { "name": "RasterPropMonitor" }, { "name": "RasterPropMonitor-Core" }, { "name": "RCSBuildAid" }, { "name": "RealismOverhaul" }, { "name": "RP-0" }, { "name": "RemoteTech" }, { "name": "RLA-Stockalike" }, { "name": "RN-Skylab" }, { "name": "RocketdyneF-1" }, { "name": "RealSolarSystem" }, { "name": "SCANsat" }, { "name": "ScienceAlert" }, { "name": "SemiSaturatableRW" }, { "name": "SXT" }, { "name": "TACLS" }, { "name": "Taerobee" }, { "name": "Tantares" }, { "name": "TantaresLV" }, { "name": "TestFlight" }, { "name": "TextureReplacer" }, { "name": "UniversalStorage" }, { "name": "VenStockRevamp" }, { "name": "NearFutureElectrical" }, { "name": "RSSDateTimeFormatter" }, { "name": "ASETAgency" }, { "name": "ModuleManager" }, { "name": "CommunityTechTree" }, { "name": "CrossFeedEnabler" }, { "name": "B9PartSwitch" }, { "name": "CommunityResourcePack" }, { "name": "CryoTanks" }, { "name": "DeployableEngines" }, { "name": "FirespitterCore" }, { "name": "FirespitterResourcesConfig" }, { "name": "KWRocketry-CommunityFixes" }, { "name": "AdvancedJetEngine" }, { "name": "FerramAerospaceResearch" }, { "name": "ModularFlightIntegrator" }, { "name": "SolverEngines" }, { "name": "KerbalJointReinforcement" }, { "name": "RealChute" }, { "name": "RealFuels" }, { "name": "RealHeat" }, { "name": "RealPlume" }, { "name": "SmokeScreen" }, { "name": "Kopernicus" }, { "name": "BDAnimationModules" }, { "name": "NearFutureElectrical-Core" }, { "name": "RSSTextures2048" }, { "name": "KerbalConstructionTime" }, { "name": "ProceduralDynamics" }, { "name": "KerbalRenamer" }, { "name": "KSCSwitcher" }, { "name": "ContractConfigurator" }, { "name": "CustomBarnKit" }, { "name": "MagiCore" }, { "name": "KerbalConstructionTime-RP-0-Config" }, { "name": "ReCoupler" }, { "name": "VensStylePPTextures" } Sorry for the exessive { } and "name" Stuff, I just took my modlist from CKAN and Copy pasted it for convenience. Please help!
  24. As you may guess from the post title, i have a problem with timewarp causing me to los performance. Whenever i engage timewarp, FPS drops down to 1ps, in the highest gear. I have about 5FPS on 1k timewarp. This coincidentally met with deepfreeze telling me i dont have enough electricity on my craft ot keep one kerbal frozen, despite having 20k EC and a reactor from USI. Does anyone have any idea, if that is the issue? Before i do anything drastic and purge my KSP directory. Modlist in file and screenshots below http://imgur.com/K95mJPn https://pastebin.com/usecMkWb
  25. Hello there, and thank you for showing interest in this new design. I would like to introduce to you the sixth generation DualHull Sea and Land (SeaL) Amphibious aircraft. A very easy to fly push-pull propeller aircraft with short takeoff and landing requirements, multiple payload options, respectable range, and the ability to be refueled without having to be returned to the hangar between flights. Flight statistics include: * Short TakeOff and Landing capabilities on both land and water, with a takeoff speed of around 45 to 50 meters per second. * A tested maximum Cruising Altitude of ~9000 meters. * A maximum cruising speed of ~100 meters per second with flaps up and 80% throttle Standard safety features include: * Nose-mounted camera for increased visibility. * Emergency Ballistic Reserve Aircraft Recovery Parachute, activated with Abort function, also shutting down the engines. The aircraft also has ladder access to the top of the engine nacelle to aid in repairs, and to be able to repack the Parachutes. General characteristics (Passenger Variant): Part count: 80 Crew: Pilot and Co-Pilot Capacity: 4 Passengers Length: 20.1m Wingspan: 25.2m Height: 6.9m Empty Weight: 10,907kg Gross Weight: 26,457kg Powerplant: 2x Scale 0.800m FS1EN Nose Mounted Engine in push-pull Performance: Maximum speed: 223 mph (100 m/s) Range: 2112 miles (3400 km) Service ceiling: 29,527 ft (9000 m) Maximum Rate of climb: 2,952.756 ft/min (15 m/s) Cruising Rate of climb: 590.55 ft/min (3 m/s) The SeaL currently comes in two variants: The original passenger model, which set the initial statistics for the plane and is also the heavier of the two, can comfortably seat up to four passengers in addition to the standard two-person flight crew. And the Science-Equipped model featuring a cargo bay directly behind the cockpit. A standardized scientific instrumentation suite is included in the design featuring: * Mystery Goo Containment Unit. * SC-9001 Science Jr. * Tetragon Projects Sensor package supplying Temperature, Gravity, Seismic and Pressure data. * Tetragon Projects Atmospheric Science Package. In addition to the standard science loadout, there is a variant that also includes the SCAN RADAR Altimetry Sensor, for taking planetary scans at cruising altitude. Required mods for Passenger and base Science Variant: * B9 Aerospace - Legacy Parts Pack * B9 Aerospace Parts Pack * Firespitter * Kerbal Attachment System * Tweekscale - Rescale Everything! Passenger Variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-P Science Variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-S-Base Scansat Science variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-S-Scansat
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