Doctor Lag
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"what if you were to change kerbin atmospheric pressure?"
Doctor Lag replied to CG_Kerbin's topic in KSP1 Discussion
Nice vid, keep it up -
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 }
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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.
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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.
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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.
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HA I broke the rapiers/ Multi mode mode engine
Doctor Lag replied to Tidus Klein's topic in KSP1 Discussion
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. -
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.
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Learn to build a rocket? On topic, thanks for the info - I've been working on a new rover and I'll use this.
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Who are these 'many people'? I've never heard anybody say it was good...
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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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I'm kind of ashamed to admit that this didn't occur to me; I just built a plain ol' rover thing and flew the original 3 to the mun and back.
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Here's two shots of the "Big Dumb" Mk I, maiden successful flight of a project to see if a plane with 6 of the giant gas tanks can be made to fly. It did! Needed SRBs to assist takeoff and it took 45 minutes to get to cruise altitude, but by gosh it almost circumnavigated. The Mk II is in progress.
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It absolutely will, not necessarily immediately applicable but it'll be a gold mine.
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The extra kilogram is what makes it rocket science
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I'm really glad I wasn't the only one to think that...
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Yes! Loved the mission controller's look of relief
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Curiosity: Looks like Mars is... *sunglasses* Curious. YEEEEAAAAHHHHH
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It just dropped its cruise SAS, descent is accelerating
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Looks like one of the controllers has a red and purple tinted mohawk... Jeb's brethren?
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The 'pre-game show' is starting now on mars.jpl.nasa.gov/msl (click 'watch live' on that page)... Here's hoping for a non-Kerbal descent in a couple hours!