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Everything posted by sarbian

  1. Version 4.2.3 Fix the dll hashing when the dll is already opened. by @linuxgurugamer Fix for MM loading the wrong physics file when when when using the faulty PDLauncher workaround. @siimav ModuleManager-4.2.3.zip ModuleManager.4.2.3.dll
  2. A bit late to the party since @HebaruSan already did the hard work. @r4m0n and @The_Duck are the original brains behind MechJeb. From what I gathered from the old comments, it was the merge of two older mods. I do not think I have any of the binaries from back then.
  3. The current dev code is undergoing a large refactoring so I am not surprised things broke. Please fill a GitHub issue and I will try to have a look when I am back from my travels.
  4. Yes, you need to upgrade it. The game code for node does not work if the station is not upgraded
  5. If the game complains about the missing part then you used the AR-202 part. MJ does not add part to existing ships.
  6. Install the mod, and delete the dll. You will have the part but the mod will not be active
  7. Mechjeb2 does not manage the MFD. If the aircraft autopilot is available in MJ menu but not in the MFD you need to check with the mods that adds the MFD (RasterPropMonitor)
  8. This one is related to the PVG rewrite that Lamont is doing and I do not want to edit that code while he works on it...
  9. Your installation is full of mods that are not compatible with the current version of KSP, with over 131 exception in the loading screen alone. The only help I can give is an advice: Start with a clean KSP install and use CKAN to add mods. That way you will not have obsolete mods.
  10. New release MechJeb2- Localization fix fix related to radian vs degree New infoItems about the Target ( MeanAnomaly, TrueLongitude, LDN, TimeToAn, TimeToDN ) that nay be of use to Principia players More work on PVG I will try to get another version soon with the fix for the broken windows, and then it will be quiet for a while on the official release front. Lamont is working on a PVG overhaul, and I am testing a "modern" UI that should have less impact on perf than the current one. This will take a while and will show up (later) on the dev releases. (and of course there is KSP 2, but that will be for later). Edit: One last thing. I know some of you have the bug where the UI is stuck in the corner and broken. I have not been able to reproduce it. If someone here has this bug and does not have a huge list of mods please share your mods info, so I can have another go at it.
  11. Is it with stock docking port? Are you sure you have set the 'Control from here' on your docking port and the target is the other ship docking port?
  12. As one of the major contributors to MJ code he has a good insight on its imperfections. Some parts woks fine, others have their quicks but are still useful, and a lot works only with some specific ships/situations. A MJ for KSP 2 would benefit from a more modular architecture instead of being monolithic (even if the current code has some modularity)
  13. I did not look at what it does but I assumed it did more than load a list of dll.
  14. BepInEx is a more complete solution with a large community that support it (it is a generic Unity game solution). I would rather see a plugin for BepInEx that adds the KSP specific parts of SpaceWarp.
  15. I never said you can not use a bundle to load anything. I said that you can not load a bundle that reference a stock class, like a par model may require. This may be necessary to do a lot of the modding stuff we take for granted on KSP 1.
  16. But your bundle did not use any of KSP class since you do not have their reference id. And without that you will be limited with what you can do with it.
  17. It loads bundle (which we can not build without the devs sharing some Unity tool). And does nothing with them.
  18. It seems that you interpret a 1 word joke a bit too seriously. There will not be a MechJeb for KSP for a while for the simple fact that we have no official modding support. The current modding tools we have 24h after the release works to do quick hack of some of the game structure but are not (currently) usable to write something like MJ. And the current game performance and bugs make does not motivate me to work on mods for now. So no, not MechJeb for now.
  19. Come on. This is nothing more than the base BepInEx. There is nothing specific to KSP in there. Sure, it lets you load code and patch things, but calling that a KSP mod tool is a bit premature. The lack of official mod support makes sense from the dev perspective given the current state of the game. But the current gold rush for 1st mod and multiplication of method to loads mods does not bode well for the state of modding when the official support come. And a concrete statement on what is actually planned for the official mod support would be quite welcome to at least know where we are going and avoid wasting our time. The current code and its "everything mod is a Unity Bundle" looks bleak from my chair...
  20. It seems that people forgot about the advanced MM options. Add "-nyan-nyan -ncats" to your KSP launch options. It will change your loading experience drastically.
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