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8a58d4eee7fa4ef9b47eec3afa

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Everything posted by 8a58d4eee7fa4ef9b47eec3afa

  1. Thank you, guys. Looks like the patches are working good Also I love the @Coyote21's idea about different Mechjeb features for parts & command pods.
  2. Hello everyone. First of all, I really love this mod! Thanks for the author, contributors, and community! Has anybody faced the issue with Mechjeb functions unblocking? In the release notes for KTT 1.4.0 version the "MechJeb Config" was mentioned but it looks like it is not working properly. With Kiwi TechTree Overhaul I found only 2 tech nodes related to Mechjeb2 : first one in flightControl (with maneurs and translatron unblocking) node and second one in fieldScience (with rover autopilot unblocking). Game/Mods information: Also I found a PR related to the mechjeb config: https://github.com/hemeac/kiwiTechTree/pull/86 and there is a comment by Redleg1 : and it not worked for me. Could anyone please help or tell what I am doing wrong? Thanks for advance! UPD: After changing configuration for Mechjeb to all mechjeb options became availbale, so, possibly issue is related to wrong ordering / wrong unlockTechs name (it may be wrong, I am not mod writer, just read some documentation for module manager and looked at other config files) Also removing mod Hide Empty Tech Tree Nodes not helped to find tech nodes with mechjeb fetures.
  3. Thank you! With KIFA my engineer is able to replace this part to the other vessel and looks like the bon voyage is working fine.
  4. Hi guys. Did anyone faced issue in 1.11 game version when engineer can not operate bon voyage module in eva construction mode (stock version, not KIS/KAS) ? Is there a workaround for this problem? Here's the video where I am trying to move bon voyage part between different vessels. https://drive.google.com/file/d/1e90r3o6BXUJkafF2wW_wUJn0YHnaWz60/view?usp=sharing Game version: 1.11.0.3045 with breaking ground expansion CKAN mods list: Thank you in advance.
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