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  1. I will never forget the time I deliberately formatted a floppy disk full of stuff on my Commodore 64, without a backup copy. Also, for some stupid reason, I thought the format command itself wouldn't do anything if I left off a parameter. I honestly don't know what I was thinking, but I do remember the moment. It must have been my Asperger's acting up. Temporary insanity. Anyway, that was about the dumbest thing I ever did with a computer, because of course I lost everything on the disk, and it wasn't a "quick" format kind of thing. The floppy drive just clicked away merrily and then the blood drained from my face and my stomach dropped as I realized what I'd done. I've kept backups of backups of backups from then on.
  2. I played the demo for a long time. I guess it took me a few weeks of sporadic playing to get how spaceflight actually works. I had to figure out some of the terminology (like periapsis), techniques (like Hohmann transfer), overcome game bugs (like launch clamps sticking to the ship), how to build a non-wiggling, non-flipping ship, and so on. For someone who loves space and space travel, I was surprisingly ignorant of basic space travel mechanics. But I figured it out, largely thanks to Scott Manley. So when I finally landed on the Mun, it was truly an accomplishment.
  3. After saying "WHAT!" every dozen seconds or so while watching this, I was left sucking my thumb in the end. Totally spectacular. And copious notes taken.
  4. For what it's worth, I turned to this add-on after 1.6.1 drove me to distraction with GC every second. Literally unplayable. This add-on works like a charm in 1.6.1, but jeez guys, if an add-on can do this, why can't the base game manage memory better by default?
  5. A few KSP/MechJeb versions ago, I noticed a strange thing... my rocket-launched "space plane" twists at a 90° angle and flies like a knife on ascent. I can look out the right window and see the water. This wasn't always the case, so I assumed there was a bug in MechJeb's "Ascent Guidance" module (I use their developer builds). But now I'm wondering if there's something up with the MK4 cockpit itself. In MechJeb, there is a setting to control the rotation angle, but it has no effect on a MK4-topped rocket. Regular pod-based rockets launch just fine and will fly level. But with the hypersonic MK4 "pod," my ship (which once flew fine) goes slightly bonkers and flies apart as though trying to reach Camp Kitomer before the new Klingon Chancellor can be assassinated. I tried re-orienting the ship 90° in the VAB, to no avail. Without MechJeb, the ship is stable, flies level, and can be made to ascend to space just fine. Now that 1.6 is out, and also an update to MechJeb to refine ascent guidance wobbling, I gave my problem rocket another go. Same exact fail. So, I created a new rocket with the MK4 cockpit and watched it go the same amount of crazy with MechJeb in control. Then I replaced just the MK4 cockpit with a stock aero part. The rocket flew normally—level flight, no weird gyrations. Put the MK4 cockpit back on and yippity hoinky-boinkies.
  6. Using the latest dev build, I'm still having issues with ascent guidance rotating my ship 90°. It seems to do this regardless of how the ship is rotated in the VAB. I have a spaceplane with side boosters. MechJeb wants to fly it slicing through the air like a knife instead of level flight. SmartASS does the same thing. Thinking this was an issue with the Mark IV Spaceplane mod from Nertea, I checked some older, standard rockets of mine and noticed the cockpit windows on those were getting rotated 90° as well (you can look "up" and see the old runway island out the window). In prior builds, I could overcome this by using "Control from here" on the MechJeb unit attached to the side of my ship. Aside from wobbles (presumably fixed now), this trick would fly my ship "properly" (though the navball looked scary). Now, however, this same trick causes MechJeb to immediately nosedive my craft, causing it to break apart. Using stock attitude control, I can launch my spaceplane without issues. It is stable, does not fall apart, and performs well. I've had to stop using MechJeb for launches, which is a shame because I like to take breaks while the ship is going up to do other things.
  7. When it finally occurred to me that aero forces during launch really only break deployed antennas and panels. Everything else is fine, even if a bit flimsy strut-wise. Angle of attack? Yeah, whatever. Oh, and nothing implodes, either. I mean, why do I even turn on the max Q setting in MechJeb? Because it works in "real life" but not "in game"?
  8. I noticed that Ascent Guidance and Smart ASS seem to rotate my ships 90°. I have a rocket-boosted spaceplane and it ascends on edge with MechJeb instead of a normal "flying" orientation. I have to "control from here" on the MechJeb part, which causes the navball to go sideways and show the ground/sky vertically (eek), but fixes the ascent orientation of my plane.
  9. "It seems to be powered by some sort of electricity!" Seriously, though... by what manner of wizard-based magic does one get blades to spin about a bearing like that?
  10. For some reason, HAL will not open any of those pod bay doors. But he is sorry.
  11. Now if only we had Near Future Ladders so we could build proper ingress/egress options for our planes instead of the stock lameness...
  12. Because nothing fills my heart with joy more than building a complex rocket, tuning it to structural and performance perfection across dozens of iterative launches using MechJeb, and going to bed satisfied by a rocket well-built. Then coming back the next day, excited, and watching it flip end-over-end for no freaking explainable reason until I pull it all apart and start over.
  13. I have a 4K display. Not that I need glasses or anything, but I was thinking it would be neat if the VAB/SPH could have a dynamic "magnifier" window that appears only while connecting/hovering nodes. Particularly for small, surface-attached areas that are obscured by outboard fuel tanks or other structures. On a 4K display, this probably wouldn't crowd out the craft view very much. I mention this because I find that I am always zooming in and out and angling my view angle to get a better look. Sometimes I really need to see just where a part is going on a complex craft.
  14. Well, now I'm also getting the Kopernicus error logging that it "failed to load body: Sun." This happens even if Kopernicus is installed, but Outer Planets Mod (my only planet mod) is removed from GameData. Turns out only one thing changed since I last saw this working a day ago: I got a new Logitech G513 LED keyboard. The "KSP Logitech RGB Control [v1.1.0]" mod causes the issue. If I remove that mod, Kopernicus and OPM work again.
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