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Doctor Lag

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    Rocketry Enthusiast
  1. Good for you? Glad it worked out, but seriously, if you're offended that I don't use MM you should - and I do not use this term often - get a life. Otherwise thank you for your help and let's just let it go.
  2. IMO it's just another thing to update when a new KSP build drops. Anyway, who's to say a MM config file will still be valid after an update? It's the same amount of work either way. Also I start a new save after each major update anyway.
  3. Thank you, that's what I didn't understand. Installing MM to manage a single mod seems like overkill to me, so I'll try your other tips to see if I can get it going. Thanks! Edit: Not sure what I was doing wrong before, but just changing the first module's unlockTechs seems to work, at least so far. In case it's useful for anybody else, here's my part.cfg moving MJ to basic rocketry: PART { // --- general parameters --- name = mumech_MJ2_AR202 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1, 0, 0 // --- editor parameters --- TechRequired = basicRocketry entryCost = 15000 cost = 750 category = Control subcategory = 0 title = MechJeb 2 (AR202 case) manufacturer = Anatid Robotics description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = basicRocketry } MechJebModuleSmartASS { unlockTechs = basicRocketry } MechJebModuleManeuverPlanner { unlockTechs = basicRocketry } MechJebModuleNodeEditor { unlockTechs = basicRocketry } MechJebModuleTranslatron { unlockTechs = basicRocketry } MechJebModuleWarpHelper { unlockTechs = basicRocketry } MechJebModuleAttitudeAdjustment { unlockTechs = basicRocketry } MechJebModuleThrustWindow { unlockTechs = basicRocketry } MechJebModuleRCSBalancerWindow { unlockTechs = basicRocketry } MechJebModuleRoverWindow { unlockTechs = basicRocketry } MechJebModuleAscentGuidance { unlockTechs = basicRocketry } MechJebModuleLandingGuidance { unlockTechs = basicRocketry } MechJebModuleSpaceplaneGuidance { unlockTechs = basicRocketry } MechJebModuleDockingGuidance { unlockTechs = basicRocketry } MechJebModuleRendezvousAutopilotWindow { unlockTechs = basicRocketry } MechJebModuleRendezvousGuidance { unlockTechs = basicRocketry } } } MODULE { name = MechJebAR202 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } } PART { // --- general parameters --- name = mumech_MJ2_AR202_features1 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = advFlightControl entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Maneuver & Translatron manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Maneuver Planner, Translatron, Warp Helper, Attitude Adjustment, Thrust Window, RCS Balancer. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features2 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = fieldScience entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rover Autopilot manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rover Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features3 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = unmannedTech entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Ascent, Landing, Spaceplane manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Ascent Autopilot, Landing Autopilot, Spaceplane Guidance. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features4 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = advUnmanned entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rendezvous & Docking manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rendezvous Guidance, Rendezvous Autopilot, Docking Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe }
  4. Well there must be a config file being modified for KSP to pick up your changes, I was hoping to get a look at that one. The part I'm seeing isn't the feature parts, as I deleted those from the config.
  5. Nope, reinstalled KSP and there's still phantom parts showing up in the research center and etc... Could you post a final part.cfg? I don't use mod manager or any other mod besides Jeb.
  6. Thanks, I tried it (removed the individual parts and set all unlockTechs to basicRocketry) but still had the same trouble as before. I'm reinstalling KSP now.
  7. From my post: "This was with a fresh savegame started after making the MJ edits btw". I deleted everything in the saves folder and started new. I think I tried 3 ways of editing it (changing only the modules, changing only the parts, and changing both) and started fresh each time with no savegame editing at all. I'm not aware of anything else that would need to be cleaned out, but please advise me if there is because it certainly did look like a glitched save. Edit: Tried it again to make sure I wasn't hallucinating. Backed up part.cfg, edited all the tech to be flightControl, deleted my save folder and started fresh. Same result.
  8. Does anybody know how to modify MJ to have all the modules enabled as soon as you unlock the first part? I tried editing the AR202 part.cfg to change the "TechRequired" lines and all the "unlockTechs" in the MechJebLocalSettings to be "flightControl", which is where the first part is unlocked by default. It seemed to bug out a bit though - it showed 6 different MJ parts that needed to be purchased in the research center, but buying them doesn't seem to do anything and when I go back to the research center it shows 5-6 more parts to buy... This is clearly not the Right Thing. This was with a fresh savegame started after making the MJ edits btw. So, does anybody know the secret trick to getting this to work? I like the idea of career mode and I love building ships, but I find flying them to be just tedious.
  9. In low Mojo orbit with Bill and Bob; their surface exploration mission was a success but they didn't have enough fuel to get any further away. He's been there for a couple years now... so peaceful at KSC now.
  10. If you're playing through steam you should be able to go to the 'local files' dialog and 'verify' (or is it 'validate'?) the install. It should re-download anything that's modified. Obviously, back up any mods you want to keep first.
  11. Here you go... this is from the FAQ that's linked in the support forum: Yes, we now offer the choice to transfer KSP purchases from before the game was available on Steam, note that this process is OPTIONAL and IRREVERSIBLE. If you transfer your purchase to Steam, you will no longer be able to download or update the game from the KSPStore, but also nobody's forcing you to go to Steam, if you opt not to transfer, you can still download and update the game as usual. To move to Steam, log in to your KSPStore profile and you will find the button to start the process next to your download link. Again please note that you will only be eligible for a transfer if you purchased the game before it was on Steam, no exceptions, please don't insist.
  12. Learn to build a rocket? On topic, thanks for the info - I've been working on a new rover and I'll use this.
  13. Who are these 'many people'? I've never heard anybody say it was good...
  14. It was mentioned on the Blockade Runner forums back when KSP was at 13.x... BR turned out to be a total waste but it was almost worth paying them to get the KSP tip.
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