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king of nowhere

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  1. i am not familiar with them. how powerful are they compared to stock? can you show me some numbers? a tank wet mass and dry mass, an engine mass, thrust and isp?
  2. i am not familiar with that modded part. is there anything else inside the cargo bay that is clipping into the ore tank? (asking because i've seen some mixed cargo bay/fuel tank modded parts that have a cargo bay with a fixed fuel tank in the center) do the ore tanks show outside when the cargo bay is closed? if the answers are no to both, then i'd say it's some very minor clipping, and it's ok i'm wondering why you are taking great pains to hide those four ore tanks, when there are a half dozen others outside.
  3. i used a similar route for my circumnavigation as well, except that after the easternmost crater i cut to the north to visit the cave complex too.
  4. Part 10: The Donut massif A circular massif with a hole roughly in the middle, the name practically wrote itself.
  5. there is a way to use kebalism without the science. i have already done it, i don't remember how but i can link you to where i asked for the same instructions; it's just a couple pages back i'm copy-pasting the whole conversation for your convenience
  6. goes for every chemical process, it consumes something and produces something else. if there is no room to store the produced resources, it can dump the product and keep going, or it can stop. you have to set it in each case. it's the most common cause of something not working. it means kerbalism doesn't work with that planetary pack. i'm not sure if there are other issues, nor if it's easily fixable or not.
  7. i managed to spot eve, while it was at the closest approach, using the bigger zoom. even then, it was hard to find and hard to distinguish from background sky. i wasn't expecting that duna or jool would be visible, given the premise, but i trust if others say they have seen them
  8. so, it's purely graphic? yes, mods that only change the textures are perfectly fine, the game mechanics are not altered in any way
  9. i heard many people mention that mod, but i don't know what it does. can you describe?
  10. I suppose you are asking for the science record, because in the basic challenge, as long as you land on all five moons, you can do anything else you want. So, if you drag an asteroid in Jool SoI, and you get samples from it, will it count towards the Jeb category? I have to say, that's a brilliant idea. However, after some consideration, I decided that it should not count. The challenge says you return science "from the Jool system", and the asteroid comes from outside the Jool system. Also, I don't want to encourage some crazy recursion where people may feel that they need to bring an asteroid, and a comet, and a magic boulder asteroid, and whatever else to Jool in order to do the challenge properly.
  11. Part 9: The Rooftop of the World Not the most imaginative name, but this massif contains the highest mountain on Kerbin.
  12. hard to say what you want to do without pictures, but autostruts help with any problem of moving parts. if autostruts fail, regular struts work better.
  13. the only way is to edit the file. don't stop reading, it's not difficult if i managed it with minimal skill. open game folder, open gameData, it's where the game stores the mods. there are kerbalism and kerbalismConfig, inside those are a few config files. they can be opened with a text editor. one of them should contain science data. you can use a specific time (in seconds) as search key. like, i don't remember any exact number, but say for example that the science jr takes 10 minutes 40 seconds to complete, that's 640 seconds, search 640, there should be few enough of those that you can scroll all instances through the files. once you find where the science data is stored, change the experiment running time to 1 second. at least i hope the duration of the experiments is stored inside those config data like most other values. of course, do save copies of any file before editing, just in case.
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