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JediRangerkendor

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  • Location
    Floating Round my Tin Can
  • Interests
    Star Wars and Space!

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  1. This is exactly what I needed. And what I meant was by parts clipping through things on it, which what clued me in "this doesnt go there" Now if only I can figure out how to build the LRV once I deploy it on the Mun...
  2. Might be sounding dumb... but for the Sina, you make mention of quadrants, but dont really say anywhere that I can find where the starting one is. I assumed it was where the lander entrance/exit is, but then some of the parts dont line up well. So what exactly is quadrant 1, and do we go clockwise or not around from there?
  3. I am running a new playthrough now that KSP 1 seems to be done updating, and I have noticed that when I enter the orbit map while in flight, the map does not focus or show the active craft, though it will show its flight path and comm links, as well as already operating craft. I am figuring its a mod conflict, but going through the list doesn't seem to be yielding results. Can anyone help me out?
  4. This is gonna sound really stupid since I am assuming I am missing it... but why would the fuel tanks not have an option for the mix needed for the Fuel Cells?
  5. Did you ever manage to get your license back? And how are you enjoying your new rig?
  6. It is absolutely mind blowing that you have created a mod so resilient that it has needed little to no changes over so many game versions. Well done!
  7. How badly does this conflict with Shuttle Lifting Body? I like the looks of this one, but i can't give up the MMU parts in SLB.
  8. Real stupid question here, but just to be clear, does this add Mechjeb to the game WITHOUT the need for the MechJeb mod, or do I need to download that as well?
  9. Perhaps you could rip apart the mod and make your own version?
  10. Sorry for the zombie thread, but do you know if this works in the latest version of KSP and/or have any plans on updating this?
  11. So, I am currently using a low mod play through cause my potato laptop just doesn't have the power to run a large mod list. Basics are Blue Dog Design, SXT, Mk2/Mk3 extended, Probes Plus. However, I also discovered I need quality of life mods, so I have KIS/KAS and ScanSat. Now, I just want a life support and failures added to the mod list to finish it off. So, in your opinions, which is less memory heavy. Kerbalism, or a combo mod of TACLife/DangIt! ?
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