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Mechjeb in Career mode.


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So ive got mehjeb and mechjeb for ll, and my problem is, that after editing the config file so that all the components were unlocked from the start, I still dont see many of the features in career mode.

 

In the tech tree I see this 

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JgayJz3.png

And I expect this (picture from sandbox mode)

Spoiler

dnxVmZM.png

but get this

Spoiler

clpBxhE.png

 

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Rather than hacking the config file, the more elegant (and reliable) method is to use Module Manager to make the change.

Create a file called <anything you like>. cfg  in your GameData folder containing this text ...

@PART[*]:HAS[@MODULE[ModuleCommand]]:Final
{
	%MODULE[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 }
		}
	}
}

Assuming you do have the module manager mod (get it if you don't) then this should make all the MJ functions available from the start. 

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2 hours ago, Foxster said:

Rather than hacking the config file, the more elegant (and reliable) method is to use Module Manager to make the change.

Create a file called <anything you like>. cfg  in your GameData folder containing this text ...

Spoiler


@PART[*]:HAS[@MODULE[ModuleCommand]]:Final
{
	%MODULE[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 }
		}
	}
}

 

Assuming you do have the module manager mod (get it if you don't) then this should make all the MJ functions available from the start. 

Soo, that didnt work.

 

I did figure it out though thanks to your help.

 

I saw MechJebAndEngineerForAll.cfg in there as well, and using some super smart, rocket science level detective  skills, I figured that it was actiually conflicting with the new cfg file I made so i changed the same portion obut of the MechJebAndEngineerForAll.cfg file.

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