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MechJeb Embedded Universal


Dennis6492

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  • 3 weeks later...
13 hours ago, Teilnehmer said:

Is it possible to add MechJeb to the External Command Seat?

Of course it is :cool:

Spoiler

@PART[seatExternalCmd]:!MODULE[MechJebCore]:Final
{   
MODULE
 {
  name = MechJebCore
 }
}

 

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  • 4 months later...
  • 2 months later...
  • 2 weeks later...
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  • 4 weeks later...

HEre's a question.. The "Ir's Free Version" is used for  The Science Mode of the game Right? And I know that the Career Mode is such.. But then the real question is.. Is there soine for Sandbox mode and can we incorporate it into all pods (including the Seats?) (I Know it sounds liuke a stupid question, but I just had to ask to see what ths is all about.)

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  • 2 months later...

@Dennis6492:

"It's free": (aka. the most simple approach)

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
{    
    MODULE
    {
        name = MechJebCore
    }
}

 

"Career mode":

@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]: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 }
		}
	}
}

 

"All techs enabled at start":

@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]: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 }
		}
	}
}

 

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  • 8 months later...
  • 3 weeks later...

Had some trouble getting the "free" version (as per Gordon Dry's post above) to work in 1.4.x

Having looked through Module Manager documentation, it's all still correct, the problem is that you now have to specify that the newly inserted MechJeb module is running. Therefore, the patch becomes:

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
{    
    MODULE
    {
        name = MechJebCore
		isEnabled = True
    }
}

Presumably, the others look like this:

@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:Final
{    
	%MODULE[MechJebCore]
	{
		isEnabled = true
		%MechJebLocalSettings
		{

FOLLOWED BY THE REMAINDER AS LISTED IN OGRDON DRY's POST

You might need a '%' sign in front of the 'isEnabled' in the latter case (the edit or create flag to MM)

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  • 9 months later...
  • 1 month later...

Hi @AFF Sorry for the long wait you've had for a reply; personally I've been away from the forums for a bit.

However, I have found the above modification (note the post above yours) to the original mod does still work; I use it myself. In fact it still works even though I've removed the part in my install. This is because of the way the mod (cfg really) works to apply MechJeb 'modules' into each command part rather than looking for the MJ part itself. Short of drastic changes to KSP's vessel module system, or one of the devs renaming something crucial, it should continue to work.

Apologies to others for necroing, but I fell others may ask the same question and an answer is better than leaving questions hanging.

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