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[0.23.5] MechJeb and Engineer for all!


nadseh

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There is in fact a problem with kerbal engineer, here is a quick dirty fix:

Go to the cfg file and on the third module you should see "name = FlightEngineer". KER changed the module name in the last update so it has to read now "name = FlightEngineerModule". It should look like this:

Ahh, this has been bugging me for days! Thank you aislas, like a strut in just the right place, this worked perfectly.

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  • 1 month later...
There is in fact a problem with kerbal engineer, here is a quick dirty fix:

Go to the cfg file and on the third module you should see "name = FlightEngineer". KER changed the module name in the last update so it has to read now "name = FlightEngineerModule". It should look like this:


@PART
[*]:HAS[@MODULE[ModuleCommand]]:Final
{
%MODULE[MechJebCore]
{
MechJebLocalSettings
{
MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
MechJebModuleSmartASS { unlockTechs = flightControl }
MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
MechJebModuleNodeEditor { unlockTechs = advFlightControl }
MechJebModuleTranslatron { unlockTechs = advFlightControl }
MechJebModuleWarpHelper { unlockTechs = advFlightControl }
MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
MechJebModuleThrustWindow { unlockTechs = advFlightControl }
MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
MechJebModuleRoverWindow { unlockTechs = fieldScience }
MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
}
}
}


@PART
[*]:HAS[@MODULE[ModuleCommand]]:Final
{
MODULE
{
name = BuildEngineer
}
}


@PART
[*]:HAS[@MODULE[ModuleCommand]]:Final
{
MODULE
{
name = FlightEngineerModule
}
}

Sorry for noob question; what cfg file do I have to modify?

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  • 2 months later...
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I have been using another mod that does the same thing in 1.1 without apparent trouble. I believe that as long as you have a 1.1 compatible Module Manager .dll it should work fine.

Edited by Bleddyn
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If you want this for just Mechjeb now then create a text file (any-name-you-like.cfg) in the GameData folder (with the latest ModuleManager installed)...

@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 }
		}
	}
}

Don't forget to delete your old .cfg file for MJ and KER. 

Edited by Foxster
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  • 2 weeks later...

This has stopped working for me since updating to 1.1.2. (The update seemed to break a few things actually, while fixing none! Yay!)

I tried updating the config file in GameData to exactly what Foxster posted above. Still got no MJ icon in my toolbar for either my probes or manned ships.

If I launch a craft with the MechJeb Pod I get the MJ icon.

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