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xng

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    Curious George

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  1. Anyways, this was why we all refunded the moment we saw the wreck of a release last year. They probably fooled a few thousand hype attracted people though, they should also get the money back from Steam that sold the game. Steam in turn can sue take 2 or whatever company they made payments to. I'm rooting for all you people getting scammed, because even though it was evident from the beginning there are always those that fall for it and anyone can get caught up in it. It's never the victims fault.
  2. They say you can find the full patch notes for 0.1.5 on the forums, but I can't find them. Does anyone have any link?
  3. There's one interesting bug with ModuleManager that Mechjeb now depends on, and that is not being able to disable shrouds on Service Modules in VAB, so you can't put experiments inside those anymore if using Mechjeb. Just a heads up if people come here noticing that after upgrading mechjeb now. At least until ModuleManager is fixed.
  4. It didn't work, I also tried to remove everything from GameData and install it from scratch again and it still doesn't work. (Only MechJeb2, Squad, Squad Expansion and Modulemanager exists) This is the science I opened before Just the command pod Command pod with the module attached. Folder structure before starting KSP, when started it also creates some extra files.
  5. I'm happy about having mechjeb getting integrated by default, but it doesn't work for me using the latest (#836) jenkins build. Steps to reproduce: Install Mechjeb2 mod 2.8.1.0-836 Install Module Manager mod 3.1.2 Start new career mode game with extra starting science Unlock the science to get mechjeb module Open VAB and place a command pod Expected result: Mechjeb window should show Actual Result: No mechjeb window turns up Extra step: Adding the mechjeb module to command pod shows the Mechjeb window as expected
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