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#KERBAL SPACE PROGRAM CONTROLS TRANSFER FUEL MOD#
Once you activate your engines the Ascent Autopilot and the mod will take over. If AutoWarp is checked, the mod will fast forward to an optimal time for the launch. Using Ascent Guidance will automatically put your ship into orbit you can specify the altitude and inclination of the orbit, or even select a target planet or moon to launch your ship into a Kerbal orbit which will make your transition more efficient. These modules are where the magic happens. Immediately upon launch, you’ll see MechJeb’s autopilot modules. It will provide a number of important variables for your ship including its mass, drag, Delta V (of each stage), and other helpful numbers. Before you launch, MechJeb will appear on the right hand side of the screen. It will slowly drain electricity, so make sure your ship has a couple of solar panels or enough batteries to avoid running out of power. Upon installation and while playing in sandbox mode (more about career mode below), MechJeb will appear as a part that can be added to your craft.
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MechJeb, short for Mechanical Jeb, provides a slew of automation options as well as critical information about your ship in the construction phase.
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This is the category that MechJeb fits into. Perhaps the most interesting mods are those that affect or alter the core gameplay. Other mods re-create famous sci-fi ships like Star Trek’s USS Enterprise and even some Serious Internet Spaceships. This has allowed re-creation of all sorts of craft including the real-life Apollo craft and SpaceX’s Dragon capsule and Falcon launchers. One of the best things about KSP is its extensive support for mods. Do you suck at Kerbal Space Program? Can you not get into orbit around the Mun, much less reach the distant moons of Jool? That’s okay, until I discovered MechJeb neither could I.
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