Game Kerbal Space Program 1
Max Players 2
Warp Mode Subspace — each player warps independently, sync with others on request
Mod Control Enabled
Game Mode Science
Difficulty Normal
Cheats Enabled
Terrain Quality High
Max Vessel Parts 200 per vessel
Asteroids 5
Comets 5
Auto Dekessler Every 0.5 min
Autonuke Disabled — launchpad debris must be cleared manually

Normal difficulty with a few quality-of-life adjustments to keep things fun over frustrating.

Funds Rewards Doubled
Funds Penalties Halved — mistakes aren't catastrophic
Negative Funds Not allowed
Research Unlocks No additional purchase required
Building Damage 5% — effectively minimal
Lost Crew Do not respawn — in the spirit of LMP
Experience Enabled — kerbals level up over time
Auto-hire Disabled — we pick our own
G-force Limits Disabled
Pressure Limits Disabled
Can be Sacked Yes
Safety Bubble 100m at launchpad / runway
Comm Network Enabled — signal not required for control
Re-entry Heating 100%
Plasma Blackout Disabled
Reverting Allowed — see LMP rules below
Alt. Launch Sites Enabled
Stock Vessels Disabled — everything is hand-built
Part Upgrades Enabled
Usernames Up to 15 characters
Science Rate Standard (1×)
Resource Abundance Standard (1×)
Ground Stations Extra stations enabled
MechJeb 2 Autopilot and flight computer. Used for launch, maneuver planning, and landing assist. CurseForge ↗
Losing is Meaningful Playstyle (LMP)

All missions are flown live — what happens, happens. We try not to revert launches or quicksave our way out of trouble, because failure is half the fun. Every mission in this log happened as recorded, victories and disasters alike.

  • No debug menu during missions
  • Quicksaves and reverts are discouraged — but we're only human
  • Missions are logged whether they succeed or fail — especially if they fail