Multiplayer
Game
Kerbal Space Program 1
Max Players
2
Warp Mode
Subspace — each player warps independently, sync with others on request
Mod Control
Enabled
Game Settings
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
Difficulty Tweaks
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
Kerbals
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
Gameplay
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
Resources & Science
Science Rate
Standard (1×)
Resource Abundance
Standard (1×)
Ground Stations
Extra stations enabled
Recommended Mods
MechJeb 2
Autopilot and flight computer. Used for launch, maneuver planning, and landing assist.
CurseForge ↗
Campaign Rules
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