Jump to content

Career mode, mechjeb and KER are always fully unlocked


itsaps

Recommended Posts

Hi Guys,

I was searching for a related topic but could not find anything with the same problem so I started this thread.

The issue is, I have "mechjeb2" and "kerbal engineer redux" installed beside a bunch of other mods. It works just fine but shouldn't it be greyed out or locked in function if you start in career mode?
Actually here it does not, and I already tried to switch between career and unlocked for KER. For mechjeb I could not find a way to switch beside editing the config files. So even when I have not researched anything a place a single Mk1 vessel with a booster on the launchpad then I have all option of the mechjeb and KER available, just as it looks like in sandbox mode.

Can there be a problem that MJ and KER do not realize it is career mode?
So could anybody give me a hint what is wrong here?

 

My System:

KSP 1.1.3.1289, KER 1.1.1.0, MJ2 2.5.8.0

Mods by Ckan: KSCSwitcher, RealismOverhau, ModuleManager, KerbalJointReinforcement, FerramAerospaceResearch, RealChute,SolverEngines, RealPlume, CommunityResourcePack, RealSolarSystem, RealFuels, AdvancedJetEngine, ModularFlightIntegrator, RealHeat, Kopernicus, RSSDateTimeFormatter, RSSTextures8192, SmokeScreen, KSP-AVC, KAS, KerbalAlarmClock, KerbalEngineerRedux, KIS, TriggerAu-Flags, EasyVesselSwitch, SVE-HighResolution (edited to match RSS), SVE-Sunflare, SVE-Terrain, RCSBuildAid, PersistentRotation, PersistentThrust, Toolbar, SolarSailNavigator, MechJeb2, Trajectories, Graphotron, HotSpot, VesselView, RasterPropMonitor, RasterPropMonitor-Core, DockingPortSoundFX, RCSSounds, RoverWheelSounds, SCANsat,ShipEffects, WaterSounds, ContractConfigurator

Link to comment
Share on other sites

Welcome to the forum

There is no restriction of function in KER regarding your tech tree progression (AFAIK).

Mechjeb do restrict its function tho, do you see the upgrade in the tech tree ? Should look like the mechjeb case part and a right click will tell you what function it will unlock.

Another strange thing, you shouldn't have access to KER or MJ without the right part on your vessel and you said they work with just a pod and a booster ? Do you have the MechJeb and Engineer for all ! patch ? It may mess with the restriction of function too.

Link to comment
Share on other sites

Thanks and hi Lion,

In the tech center I can see a part called "Mechjeb features Manouver and Translations" with the unlocks described for example, shaped like a walkie talkie.
 

11 hours ago, Li0n said:

Another strange thing, you shouldn't have access to KER or MJ without the right part on your vessel and you said they work with just a pod and a booster ? Do you have the MechJeb and Engineer for all ! patch ? It may mess with the restriction of function too.

Correct, thats exactly the point I am wondering about. I have definetly no MJ and Engineer for all! patch installed. The only point might be because I took this game as a copy from another instance (with lots of mods and MJ/Engineer for all mod) and that some part properties have survived my initial clean up of mods on this version now? I thought all mods are removed if i just delete all files in the gamedata... I will check this out now.

 

Link to comment
Share on other sites

Could it be the Realism overhaul? I found this section in the a settings file at "..\RealismOverhaul\RO_RecommendedMods\RO_Mechjeb.cfg":

@PART[mumech_MJ2_AR202]:FOR[RealismOverhaul]
{
	%RSSROConfig = True
	%title = Guidance and Control Module (Radial)
	MODULE
	{
		name = moduleSAS
	}
	MODULE
	{
		name = ModuleRTAntenna
		Mode0OmniRange = 250000
		Mode1OmniRange = 500000
		MaxQ = 3000
		EnergyCost = 0.001
		TRANSMITTER
		{
			PacketInterval = 0.001
			PacketSize = 1.0
			PacketResourceCost = 0.001
		}
	}
	MODULE
	{
		name = ModuleSPUPassive
	}
	!MODULE[TweakScale]
	{
	}
	!MODULE[MechJebCore]
	{
	}
	MODULE
	{
		name = MechJebCore
		MechJebLocalSettings
		{
			MechJebModuleCustomWindowEditor { unlockTechs = start }
			MechJebModuleSmartASS { unlockTechs = start }
			MechJebModuleManeuverPlanner { unlockTechs = start }
			MechJebModuleNodeEditor { unlockTechs = start }
			MechJebModuleTranslatron { unlockTechs = start }
			MechJebModuleWarpHelper { unlockTechs = start }
			MechJebModuleAttitudeAdjustment { unlockTechs = start }
			MechJebModuleThrustWindow { unlockTechs = start }
			MechJebModuleRCSBalancerWindow { unlockTechs = start }
			MechJebModuleRoverWindow { unlockTechs = start }
			MechJebModuleAscentGuidance { unlockTechs = start }
			MechJebModuleLandingGuidance { unlockTechs = start }
			MechJebModuleSpaceplaneGuidance { unlockTechs = start }
			MechJebModuleDockingGuidance { unlockTechs = start }
			MechJebModuleRendezvousAutopilotWindow { unlockTechs = start }
			MechJebModuleRendezvousGuidance { unlockTechs = start }
		}
	}
}

 

Link to comment
Share on other sites

God I found it! It is a file provided by RO, not actually the one above but close to it:  "\GameData\RealismOverhaul\RealismOverhaul_Global_Config.cfg"

// Add MJ, KER, kOS to all command parts
@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FOR[RealismOverhaul]
{
    MODULE
    {
        name = MechJebCore

        MechJebLocalSettings {
            MechJebModuleCustomWindowEditor { unlockTechs = start }
            MechJebModuleSmartASS { unlockTechs = start }
            MechJebModuleManeuverPlanner { unlockTechs = start }
            MechJebModuleNodeEditor { unlockTechs = start }
            MechJebModuleTranslatron { unlockTechs = start }
            MechJebModuleWarpHelper { unlockTechs = start }
            MechJebModuleAttitudeAdjustment { unlockTechs = start }
            MechJebModuleThrustWindow { unlockTechs = start }
            MechJebModuleRCSBalancerWindow { unlockTechs = start }
            MechJebModuleRoverWindow { unlockTechs = start }
            MechJebModuleAscentGuidance { unlockTechs = start }
            MechJebModuleLandingGuidance { unlockTechs = start }
            MechJebModuleSpaceplaneGuidance { unlockTechs = start }
            MechJebModuleDockingGuidance { unlockTechs = start }
            MechJebModuleRendezvousAutopilotWindow { unlockTechs = start }
            MechJebModuleRendezvousGuidance { unlockTechs = start }
        }
    }
}

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[FlightEngineerModule]]:NEEDS[KerbalEngineer]:FOR[RealismOverhaul]
{
    MODULE
	{
		name = FlightEngineerModule
	}
}

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[kOSProcessor]]:NEEDS[kOS]:FINAL
{
	MODULE
	{
		name = kOSProcessor
		diskSpace = 5000
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]|@MODULE[ModuleRTAntenna]|@MODULE[ModuleDataTransmitter],!MODULE[TelemachusDataLink]]:NEEDS[Telemachus]:FINAL
{
	MODULE
	{
		name = TelemachusDataLink
	}

	MODULE
	{
		name = TelemachusPowerDrain
		powerConsumptionBase = 0.00
		powerConsumptionIncrease = 0.001
	}
}

@PART[*]:HAS[@MODULE[ModuleAnchoredDecoupler]|@MODULE[ModuleDecouple],!MODULE[ModuleToggleCrossfeed]]:BEFORE[RealismOverhaul]
{
    MODULE
    {
        name = ModuleToggleCrossfeed
        crossfeedStatus = false
        toggleEditor = true
        toggleFlight = true
    }
}

 

As far as I could see this is not really anywhere noted down that the RO does this modifications. Now I can enjoy my not having MJ and KER in career :sticktongue:

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...