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  1. I finded old tool for just RemoteTech. Adding another antennas and bodies not a problem - problem that this tool use 'standard' model, but RO use 'root' model of RT calc.
  2. So today I found a cool mod by the name of RSS Planets and Moons, a mod that adds new planets and moons to RSS, and I really wanted to play it. I saw that you needed KSP 1.0.5 for the mod to work. So I thought that it would be no problem. So I went to Steam, pulled up the Properties window for KSP, went to Betas, and selected 1.0.5. Easy. But when I went back to my Steam library, instead of seeing "Kerbal Space Program - [previous 1.0.5]", I saw "Kerbal Space Program - [previous]". I didn't really care about it so I got RSS and the RSS extension into my GameData folder and started the game. The game told me it was updating so I waited until it was done. Then, I clicked "KSP (64 Bit version)", and started the game. What I saw on the title screen wasn't Earth like it should of been, It was still Kerbin. I thought that was weird so I checked the version of the game. it said that I was on 1.3.1 even though I updated to 1.0.5. So I thought that it was because of the fact that I was using the 64 bit version so I exited the game, and start the normal version. The game was loading normally up until it stopped at Squad/Parts/Aero/fairings/fairingSize1/fairingSize1. It's not frozen because the yellow sentences (I don't know what they are called), were still changing to different puns and references to the game. It's still loading as I am typing this. Please help!
  3. I'm not a programmer but I'm interested in alternate history scenarios. Having been born in Chile I was wondering if anyone knew how to create a launch site from Easter Island? Using the launch site cfg I came up with this but I don't want to break the game by putting it into the folder. Sections with '??' means I don't know what to put there. The site altitude is 40 meters. Any help would be appreciated! Oscar @KSCSWITCHER:AFTER[RealSolarSystem] { @LaunchSites { Site { name = cl_easterisland displayName = CL - Easter Island description = The Easter Island launch site for the Chilean Space Program (Spanish = Programa Espacial de Chile) a fantasy space agency. PQSCity { KEYname = KSC latitude = -27.119328 longitude = -109.354889 repositionRadiusOffset = ?? repositionToSphereSurface = ?? lodvisibleRangeMult = ?? reorientFinalAngle = ?? } PQSMod_MapDecalTangent { radius = ?? heightMapDeformity = ?? absoluteOffset = ?? absolute = ?? latitude = -27.119328 longitude = -109.354889 } }
  4. OK this was a lot of work
  5. Hello! Today I encountered a weird issue when using RSS Textures, RSSVE and Real Solar System along with Procedural parts. This is all using KSP 1.2 So I downloaded a newer version of Remote Tech which came with ModuleManager.2.8.1. The game loaded fine, then I noticed there were more procedural parts than I usually notice, RCS tanks and other parts. These I had never seen, so I am assuming the new modulemanager triggered all of the parts to work. The only problem now is that even when using older versions of modulemanager with the 2.8, RSS texture do not load, and I'm stuck with the default Kerbin textures. Has anyone else experienced this at all? am I missing something super obvious? Thank you!
  6. I really do need to make a space station and shuttle, now. Problems, problems
  7. I am just getting into messing around in RSS with realism overhaul. I'm fairly confident I got it installed correctly and is running fine. However, when it comes to getting anything to orbit, I simply can't. Even using the Atlas rocket I fail. One big issue is that my engines are burning out long before my fuel is used up and I'm not sure why. Any helpful tips or video suggestions to help me out would be greatly appreciated!
  8. I'm going to send a MAV on Mars almost empty (with just the right amount of Hydrolox fuel to land) and then refuel it trough RealISRU (sadly still not completed, but it works).I need help with methods to extract the fuel from the surface/atmosphere , chemical conversions and some math with it. Landing config: Mars takeoff config: I have 15 months to produce all that fuel.(around 85 tons)
  9. I'm trying to get to Mars in RSS/RO with an heavy ship , insipired by the Constellation program from NASA (2005-2009) and the only mod that gives the BNTR (Bimodal Nuclear Thermal Rocket) engines is way outdated and all the links are broken(mod name : Constellation Essentials).I luckily got the parts from Winged, but they are made for 1.1.3 and I'd like to use them in 1.2.2.The only part that works (1 out of 4 parts) is the engine mount for the BNTRs. I don't know much about modding/fixing ,so I gently ask someone that understands coding and Module Manager to help me.Thanks! Constellation Essentials parts here: https://www.dropbox.com/sh/yyrs766kcqmd8wg/AACJDLpj2QnMoRmIrsNEq3s3a?dl=0 Part demonstation:
  10. Upcomming live launches: https://www.youtube.com/watch?v=7IfPaCViC00 RECENT ANNOUNCEMENTS we have now expanded our community envolvement to discord! https://discord.gg/kCtQSBt we have space for @Uace24 and your staff if you want to pop by we also have a Youtube channel now! we are looking to expand more info on the discord as well as rules hope to see you there! ESL or Earth Satellite Launcher will launch your payload into LEO , im using @Kartoffelkuchen's SpaceX pack and my own launchers LAUNCHING A SATELLITE REQUIREMENTS SUBMISION: thats all you need to know im back in RO RSS because i got bored of stock any feedback feel free to tell me (as thats the only way people get better!) ALL LAUNCHES WILL BE FROM OMELEK ISLAND (WHERE THE FALCON 1 LAUNCHED) im using KOS craft files are public however code isnt only customers can have it (people who want their satilite launched with my rockets) becuasei dont want to give @Uace24 the code mission controll stuff: requirements: a forums account > 5 posts (i think its that for PM's) KOS experience (coder only) RSS/RO experience to not be on @Uace24's mission control team the payload hangar (public only post payloads!!!) https://kerbalx.com/hangars/20648 the rocket manifest hangar: https://kerbalx.com/hangars/20645 discord discusson: https://discord.gg/kCtQSBt youtube: https://www.youtube.com/channel/UCnDEMKX4Won8xIsu1Bm_WxA
  11. Venus she's easy! or maybe not. She's hot, and has great tracts of land. Not that its a high pressure arrangement to sample her wonderful science. It will take more time to float to her surface than to do three full moon missions. Playing a Career mode game (Hard setting except for load/save allowed) using RSS as my baseline mod. This is a 1.2.2 game so I’m using SMURFF, SpaceY and other mods to get to an acceptable power to weight ratio for launches, Using tweakscale and procedural fairings, SXTcontinued and near future mods for extended tech tree parts, community tech tree and SETI for an unmanned first push, TACLS for life support and I'm full enforcing a cleaned up orbit ( If i have to delete space junk it costs me 100k funds) and use Stage Recovery to get funds back (Set 7k Burnup Speed and 7-14m/s Landing, otherwise default) I tested various re-entries to make sure the 7k Re-entry speed was actually survivable for my designs. SCANsat and CactEye pad out the game but I’m using Comnet with only KSC ground station instead of RemoteTech for communications. Um oh and 104 mods in my CKAN installed list total... I have Saturn Second stage Nuclear and Timberwind nuclear engines in custom modded items, generally don't use them, specifically only on missions leaving from above 500km orbit. None of the designs is dangerous outside of the basic nukes in space argument. I use a minimum of 12m from crew compartments as a design requirement for nukes. Some of the more extreme nuclear engine design would warrant more though. If I’m using a Timberwind 450 the engine is likely 30m+ back just because of the amount of tank it needs to be useful. Regardless once i get the SSME available it was all that for main and second stages. I use Solids only if really needed or its a real simple mission. After Luna I started deciding what to do next, mars window was way out and I started to investigate Venus first. Time to set up comms. I probably could have got away without the comnet first but I believe its the first step given how many missions have failed because communications are crap. It also eliminated the need for huge antenna on the landers and probes. COMSATS Venus Comsat Network, sent 4 relays in an array planned aero-braking to drop dV, middle of aero-brake maneuver, deflated heat shield, and ejected compacted relay sats, barely staying out of atmosphere, each sat had barely enough maneuver 680m/s to get circular in a reasonable Eq. orbit. in trying to switch craft during the near disaster, got locked onto the structural frame that the relay sats coupled to during transit, (just some pipe sections a de-orbit motor and small probecore, mechjeb, antenna and batteries, one small solar panel). nothing burned up, very close but high drag really slowed it down fast. followed to ground, it litho-braked with the sacrifice of one of the spent couplers and I got my first Venusian data (telemetry & temperature). The Comsats got me a few more experiments and squarish 1200km orbit network (Intended to be 3000km). SCANSATS Scansat probes went out next, didn't have SAR yet. Radar altimetry, Biome scanner and Survey scanners along with High orbit and Low Orbit Science Sats, discovered that venusian day is longer than its year! Very long scan time, skipped two useful transfer windows. As the last of my Apollo moon missions finished scienceing the crap out of the moon I sent a second science/Scansat wave. SAR high altitude, recon and Survey detail sats along with my missing space science. Took a while to get all the gravity scans. Kerbal Alarm Clock estimates took front stage. My first comsats & scansats went to mars during this time so it was hectic. Descent to the surface! Originally I had intended to ignore Venus landings unless the were historical missions from RSS Historical missions pack. However the ease of landing space junk on the surface made me prioritize it given the shorter transfer and delay times for manned missions and sample return. Venera Missions, first two missions sent using my best guesses and did not include all the instruments since I did not have all at this point, using DMagic's instruments also. Midlands for the win. Stopped using the Inflatable shield because it was to hard to control drag, and it flipped on my first mission, lucky that a couple of solar panels was all that was lost. Landers overbuilt soviet style. Found out parachutes won't deploy at 12m/s in 70atm. drogue shoots in pre-deploy would not stop spinning, but full deploy brought the landers down straight. Any lifting surface is detrimental to landing except maybe airbrakes/gridfins. Reality is that they probably melted on the way down since they didn't include temperature control of any kind. past initial re-entry anything that is dropped will make it to surface probably with a safe speed (kinda 12m/s seems like max on higher terrain). Major Probe Volley! After re-design of the probes, left me with R2D2 looking canisters filled with science I tried sending two for testing. Mainly finding more accurate landing position. The agonizing wait during the drop! don't like x4 physical landings regardless of speed, read a book, made some tea. Determined that below 50k altitude ASL engines are indeed totally useless. Determined total batteries i could get away with. Solar is great assuming they survive re-rentry heat. Next eight came in as a docked cluster. Horrible experience with all eight lagging my computer. They consisted of unmanned landers, transmit only, everything possible to fully transmit, all biomes. Still very slow descent, probes hit 11m/2 without drogues, tiny landing gear, set of small airbrakes. Temperature was not an issue, though activated thermal panels cooled the pods. Even at 4xphysical time warp the descent was horribly long, cheated gravity to x10 for the 4th and later probes just to lessen the real time spent on the mission, took over 4 real hours to get all biomes sampled. Noticed during the first and second mission that engines and RCS became useless for anything except re-entry phase, determined 300-800 m/s of retro and 40-50 RCS got a good accurate landing, both mechjeb and trajectories projected over shot landings. Rovers might be faster than planes on venus. Trajectories as usual seemed more accurate. Sample return! Attempt one consisted of a real simple pod, stack of ascent rockets, stack of batteries and eight ducted fans. ran out of batteries at 20km, drag was to high for the system to get up. Second try replaced most of the batteries with capacitors and almost made it. The ducted fans didn't have enough thrust to get me above the point I needed for thrust on my bottom stage (4xlarge Ullage motors with flat ISP). floated back down. Third try, nukes, capacitors in drop pods, more ducted fans (too many). the ducted fans started crashing the computer with some bad interaction of mechjeb's dV calculation. Think it had something to do with staged capacitors, the ducted fans and some kind of circular calculation. After 12 program restarts including one full on computer freeze I gave up on the ducted fans. I think it can work. Fourth try, Balloons! Used the HL inflatable parachute. Made it too small. I didn't see the dirigible icon in VAB so I undersized the balloon and it wasn't enough to get me up to 50km. Also discovered the kraken hates unbalanced balloon lifted craft, spinning it until my probe core sped off at Sol escape velocity. Try Five. Bigger balloon, used RoverDude's control pod. was great but in dropping from the balloon frame I clipped a tank and blew up. Try Six. made it to orbit. Barely 165x147km Orbit and forgot a docking port. Using a Timberwind 45 design basis Nuclear rocket for everything except initial separation and orientation. Tumbled a lot, need cleaner separation and deploy-able control surfaces. Spinning and very slow ascent to be safe enough. Agonizing pain of slowly changing inflation of the balloon as the velocity dropped below 10m/s. Going above 30 resulted in explosive spin (actually five iterations of this design blew up on ascent) because I got impatient and inflated too fast. Try Seven. Changed balloon “Cirrus” real lift variant, started including life support (TACL) and more support in general. (return vehicle prepositioned in 350x350km EQ orbit). Lift vehicles started passing 500k for the missions, plus one 180k refueling mission in my planetary band parking orbit. Determined need for 140+ days on orbit life support and ~100days transit (3500m/s dV transit + 3000dv to bring it into parking orbit for re-use). So generally needing 13k dV for fast missions. Total life support of near a year. Loaded Solyent Green/Red life support mod for TACL. Tested 5 iterations most problems were hard to control on drop, re-entry. Had one burn up too bad for use, two had hard landings as they came in at an angle and fell over. Try eight. After a successful orbit and rendezvous and realizing my rcs balance and SAS sucked on the final manned return pod, removed all but 5days LS from pod. Pod is located inside a set of cargo-bay modules, Three cooling stages are included, larger amount of RCS. Has about 1200dV to spare for any orbital maneuvers. First unmanned test, drop from balloon at 0.35atm, drop first stage tanks, drop second stage tanks, drop third on way to circ burn, mechjeb ascent.... takes me in 180deg counter orbit. 14kdv to get plane change. /sigh Second test I get to balloon separation and drop, launch and start up, run into balloon and explode. Load and try again, manually pilot, then beginning the ascent guidance to nice clean 350k orbit. Try Nine. new design includes sepatron to get balloon spun away from vertical. Full flight plan unmanned test including return using a large nuke powered 5m transit bus. Optimized the balloon to get a stable point of 100m on earth, gave me >1atm on venus lift final so ascent using my normal motors is possible, Used timberwind 45 again as ascent motor and staged the tanks on layered side pods. Transit bus includes LS reprocessing, cargo bay with supplies and excess life support equipment space for 3 crew (Intended for one man missions) that includes an earth orbit return pod. Is 10tons of Fairing excessive? 750k funds to orbit, a refueling and off it went. Mission went great, max inflated to balloon from ground level, it goes supersonic immediately and starts climbing fast (150m/s peak), drop the science and landing gear stage just as take off happens. Nice stable verticle ascent with a little wobble. Fins might help be they are hard to include. Ballon shot clear and spun off to the side, ascent arced nicely past it and almost all my spare dV went unused. Docking went a little rough, not sure if its the Covered Jr. docking ports I used. So now I have an extra emergency return vehicle in orbit. 5million Funds well spent. Time for Real Manned Mission(tm). Manned (Womaned) Mission! Valentina did the first mission solo 144days of waiting, 96d+102d transit, 5 seconds of EVA (hot hot hot), and many minutes of up and down above venus. Now for 7 more times, all in transit, Valentina sits in the abort return vessel. A spare lander is coming along also. Rescue mission at worst case or if I miss a biome target. Best case 1.2m worth of orbiting space junk. Thought about exploring using a rover or folding aircraft, but its way to slow unless I’m right on a boundary even then its a serious mission to get one and also have the balloon launched rocket in the same place. I kinda doubt i could even get close enough for a rescue mission to actually work. Should have positioned a grapple rover to avoid to EVA problems (fire clad space suits). Now on to more missions, to places like the canyons (looked kinda dunish to me) as harley kerman plants his flag...too hot, oh well maybe just the EVA report. I wonder why he had that red bar over him during his EVA. I think I heard him swear at the ground control. Glad I installed chatterer also glad I didn't waste weight on the ladders. Kerbals must be highly compressible mushrooms! Manned mission ascents on venus involved, SAS set to radial out, gridfins retracted, set balloon inflation to 100%, drop landing stage and speed off into the sky. Final peak ascent speed 192.5m/s at 12-15km. Crossed 50km at 150m/s and dropping rapidly. oscillated at 0.80-0.63atm ~55-56km. Set mechjeb for ascent 350km -180deg Inclination (because 0=180deg on Venus for no apparent reason), Ascent path numbers [60km, 100m/s, 250km, 1deg, 35%] Let go of balloon, fire engines, active autopilot. Orbit 350x349km with 1600-1800m/s maneuver fuel, meet up with transit bus at 300km orbit. Off equator I had the bus maneuver a bit for plane changes. In those cases I had left it in a higher 500km orbit and it performed most of the plane maneuvers. Venus Rotates so slow that I didn't ever spend more than 500m/s to get co-planar even considering the lack of control over launch window. Only needed 100-300m/s to compensate for any bad timing in the Hohmann transfers. That said I’m pretty sloppy with rendezvous maneuvers. Really want RP-0 1.2.2 now, need to try this again. (Am i a masochist?)
  12. Hello , I'm trying to land very heavy payloads on Mars and for this I'm using a gliding technique (Pretty much like the Space Shuttle). My first payload , the Mars Ascent Vehicle (201 tons) lands safely on Mars with Gliding+Parachute+Retro rockets As you can see the CoT is below the CoM, which is below the CoL and I can tilt it at 40 degrees without problems (so it's pretty stable). But for some reason.. This is the MDV.It flips in the air if it's more than 25 degrees inclined(I need around 30-40 to slow down) In the Mars Descent Vehicle the CoT is above the CoM and CoL.I have no idea why this happens and how to fix it.Is this why it flips?Thanks for the answers.
  13. Hey guys, check out my new video i made this night!
  14. I installed RSSVE using ckan, and when i load the space center the sky is always black(day and night)
  15. I'm buidling a deep space probe to Saturn and Jupiter, but the core overheats (on Earth and space) after a few minutes in flight.I'm using an RTG to power it and some radiators to cool it down,but they don't seem to be powerful enough or even to work.I noticed that I produce way too much electricty than I actually need and maybe this is the cause of the overheat. This is the message I get and a picture of the probe for comparsion: So yeah , any solutions?Maybe less power?I really have no idea.
  16. Mission requirements; One mobile rover-base to stay on Titan One orbital station to orbit Titan 4 Satellites to orbit around Titan and create communication coverage on Titan One rocket to be sent and landed on Titan for crew to get back to the Titan orbit after mission ended Orbit station is getting ready to go Everything seems nice so far! See you later, Earth Needs so much DeltaV, hopefully second stage will do the job Crew looks at Earth last time for a long time period. Rescue rocket to be sent to Titan Rescue rocket's second stage Catch ya! All 4 rockets run to Saturn side by side Nearly 1 year passed after leaving Earth's orbit Crew seems happy Biiig big space, but not empty at all Here is Saturn! After 7 long years, we are close to reach Saturn. Making maneuvras to reach Titan. Rocket that carries Rover-Base, is fixing it's direction towards Titan Fixing other rockets' orbits (Orbital Station, Rescue Rocket, Satellites) Cool shot from Rescue Rocket carrier Rocket, making correction burn Orbital Station's carrier rocket is the first rocket out of 4 rockets who arrived Titan Orbit first! Time to orbit Titan A cool shot from orbital station's cockpit A rocket that carries satellites arrived! Time to orbit A rocket that carries rescue rocket arrived as well! Putting satellites on orbit A rocket that carries mobile rover-base arrived Titan's orbit as well That's it boys, rover is going down on Titan, right now! Flying car weeeeee Weird glitches. Well ksp version 1.3, RSS version 1.2.2, scatterer version 0.300 soo.. i expect glitches What are they o.O Are there trees on Titan? They are getting smaler when we gets closer.. Time to chute It was a VERY VERY SLOW trip, we are getting there boi! And rover is landed There is no crew yet on rover, but luckily it has it's own control computer! And i found a rock! First time i saw a rock on Titan ever on KSP Btw i broke my antenna.. That's how rover gets electricity (There is very little sun-light together with 8 days long night time, so nuclear activity was the best choice..) I didn't plan to bring Engineer down here, but to fix this antenna, i would change my plan Meanwhile in orbital station, crew is getting ready for leaving station to go on Titan's surface I use Alcor pod as a lander pod For one reason, i cannot move kerbals within parts so i needed to EVA mission to exchange my crew (because i need one Engineer down there to repair antenna so plans are changed!) Jeb's crews, Lisman and Dedorf ladies, they look happy. Station's crew looks meh Making preparations for leaving station Time to go! Maneuvras.. Btw that black bottom is not a heat shield, it is a fuel tank. Titan's atmosphere is like a pillow, so you don't actually need a heat shield unless you plan to direct hit on Titan with 20k DeltaV. Okay enough talking Crew looks incredibly happy This would make the job Or not... 55km off of the target Chutes.. It takes forever to land. I cannot move Kerbals one by one to the rover, so it makes more sense to mov rover to crew! After literally one hour, rover-base finally reached the crew! Lets get into your new house for few years, kerbals I don't like the geography, i want to park my rover-base next to one lake (methane lake). 120km to go. Reached the area where rover-base landed on (55km back). Separate part can be seen on the ground which separated chute and rover. 65km more to go. Glitch, if you fall down, you ded (fell one time) Finally i found one cute methane lake after 120km (took 2 hours), parked next to it Crew deserves to get one break to hang out (btw somehow engineer couldnt repair antenna, anyone know why? instead i mistakenly exploded it ) Night time on Titan 90 degree top angle from the rover, amazing view Sky from rover's cockpit See you in next mission while my kerbals hanging out! Next mission will be landing rescue rocket on Titan from Titan's orbit, and then carrying crew to the orbit station.
  17. A simple texture modification to saturn's rings in real solar system. CREDIT @NathanKell for Real Solar System NASA for magnificent images of saturn. Pics for clicks. BEFORE With RSSVE HOW TO INSTALL REQUIREMENTS: REAL SOLAR SYSTEM Before you install I recommend that you back up SaturnRing.dds in case you mess up. Simply extract the ZIP file to your KSP installation with Real Solar System. It will ask if you want to replace a file. click yes. Or drag and drop the SaturnRing.dds from the zip into the RSS-Textures folder and click replace. STRONGLY RECOMMENDED MODS. Real Solar System Visual Enhancements LICENSE This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. DOWNLOAD
  18. Hi KSP Community.I have a problem: I have to dock two big fuel tanks (around 6-8m diameter) in orbit for a trip to Mars.Realism Overhaul gives you pre-sized docking ports and TweakScale can't modify them.So yeah , solutions?Mods that add more docking ports for RO?A cfg to add more different sized docking ports of the same type?I don't want to modify a pre existing docking port , since I'm already using them on smaller ships and I fear to break them by doing that.Thanks!
  19. Hey all, been playing with Real Solar System (plus mods like KSC Switcher and FMRS) and have recently been doing the SpaceX style first stage boostback with a chute assisted powered landing and man, it's a lot of fun. I've gotten to the point with one particular design where I can land it within visual sight of the KSC fairly regularly, though I haven't managed a landing on the runway or pad yet. One thing I've noticed when recovering vessels in RSS (even with KSCS) is that it says they are over 3,000 km away from KSC, even when I can SEE the VAB on the horizon. Wouldn't over 3,000 km practically put the recovery locus on the next continet? BTW, I'm flying out of Kennedy, but I get similar results flying from Vandenburg. Is there a mod, or a way to modify the mods I have to alight the recovery locus to the currently selected launch site? Or at least to a specified point, like Merritt Island?
  20. This is just more than impressive! What do you think about it?
  21. Hello! I haven't played KSP for a while now and I ant to get back into it but with something like RSS, but I can't seem to get any variations of it on the mod page to work (I can't even find he download for the 2x and 6.4x versions). By the looks of it they are all for 1.2 or below or have been abandoned, are there any similar mods or separately maintained branches?
  22. So..I'm trying to start a colony on Mars in RSS/RO and I'm pretty much stuck.I landed on the Moon and landed some rovers on Mars , no problem.Now I have to land heavier payload on Mars , but it seems I'm not able to do so. This is what I should land.I already tried everything , from parachutes to big heatshields (I don't have small and powerful retro rockets, sadly).So yeah , that's the problem.Thanks for everyone that gives me a tip.
  23. Well, turns out in RSS Venus Surface is well beyond 4000Kpa atmo pressure, so I can't land anything stock on it, without imploding at about 14km high. As far I can see everything has a 4000Kpa pressure limit. Any ideas? any mod that has parts with greater limits? I don't want to turn off this setting tho... I'm happy to read you!! AK
  24. EXOMOONS! WHAT IS THIS? Exomoons! is an expansion to the RSS Constellations mod. It adds fictional exomoons to some of the planets in the RSS Constellations planet pack. This provides new ways of exploring the far reaches of the Universe, allowing gas planets to be more interesting to visit then they originally were. At the moment, there are only three exomoons distributed among two exoplanets, though in the future, many more planets will receive their own exomoons. SCREENSHOTS ---------------------------------------------------------- HD 10180 G2 (SECOND MOON OF HD 10180 G) HD 10180 G1 (FIRST MOON OF HD 10180 G) HD 10180 H1 (FIRST MOON OF HD 10180 H) ---------------------------------------------------------- ---------------------------------------------------------- DOWNLOAD FROM SPACEDOCK ---------------------------------------------------------- UPCOMING FEATURES CHANGE LOG License: BSD
  25. Right after Christmas 2016, I made one Steam backup and one Windows 10 backup (that one by just copying the KSP folder and moving it into another folder on my desktop), then used the built-in Steam functionality to downgrade my game to 1.1.3 in order to install Real Solar System, Realism Overhaul, Realistic Progression Zero and all of the recommended mods using CKAN. What do I do now that KSP RSS RO RP-0 can be played on 1.1.3? How do I update the game? (I'm new here, so I'm being conservative on the formatting before I can develop a pattern.)
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