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The only mod i know conflicting with mj is old firespitter Any part or kerbal within the explosion radiu. Can somebody please take a look at my logs and help me figure out, what else might be conflicting with mechjeb and preventing the game to be loaded

In my log files there are a lot of these lines Button to detonate (mind the safe distance!) Mechjeb caught exception in core onload:.

I was playing ksp the other day, and was trying to perform an eva from my space station

I did what i wanted to do but failed to bring my kerbal back into the module That's when it struck me I thought that tethers should be implemented in the core game They are such a vital part of real life e.

After discussion with @kospy, who is the author of the original idea, we agreed that i should take ownership over the mod to continue maintaining and developing it I've just started playing ksp this week, within the last day i got the kas and kethane mods as i enjoy the manufacturing and logistics elements of these sort of games.i'm trying to work out how to use kas to transfer fuels/kethane properly Currently on the mun i have 1 small lander for kethane d. Help a brother out guys, i'm going out my mind

For the life of me i cant figure out how to add additional struts to a ship in orbit

I cant transfer to a ker. This has already been mentioned in several mod reports but from what i understand it's an issue that extends to most, if not all, mods that deal with attaching/unattaching parts and vessels together without using docking ports Kerbal space program 1 ksp1 mods ksp1 mods discussions kis/kas picking up an object during eva and moving it around a space station exterior Hi kerbaleers, i've created an explosive new mod called kertex (as in semtex)

Attach the device to any part using kas, click on the device, set the explosion radius between 1m and 25m and press the booom

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