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CreepyBumbleBee

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Everything posted by CreepyBumbleBee

  1. Download the latest mechjeb2.dll from here, and drop it in "/KerbalSpaceProgram/Plugins". Then download the fix I made from here, and overwrite any files it asks you to. (Fix just adds the mechjeb module to all vanilla pods)
  2. If anyone is still having issues getting MJ to work with 0.22, download the latest mechjeb2.dll from here, and drop it in "/KerbalSpaceProgram/Plugins". Then download the fix I made from here, and overwrite any files it asks you to. (Fix just adds the mechjeb module to all vanilla pods) If you mean the AR.202 module just delete the "MechJeb2_AR202" folder from "/Parts"
  3. This won't work because the update added science modules to the pods, as well as changing some properties. I already posted how to do it, just add the mechjeb module to the end of the vanilla pods. Or you can download the fix I posted and install after mechjeb. http://www./download/daaunz0ihn6wcgs/Mechjeb-2.0.9-0.22fix.zip
  4. An easier way to do this is to add the following to the vanilla part.cfg files before the last }: MODULE { name = MechJebCore RESOURCE { name = ElectricCharge rate = 0.005 } } I did this for all the MJ parts.cfg, download below. Should work fine but haven't checked all modules in career. http://www./download/daaunz0ihn6wcgs/Mechjeb-2.0.9-0.22fix.zip Just install mechjeb as normal then overwrite with this.
  5. That ship looks awesome, whats that blue shiny thing above the docking port on the transport?
  6. Trying to be realistic, also good practice for when career mode is released. Parachutes on the bottom works well, thanks for the tip. For the abort that's what I've been doing.
  7. Thanks, that helps with the abort sequence but I can't do this with parts already decoupled. Thanks for the reply, I was hoping there was a way, I guess I'll have to leave the chutes off the boosters for now. I wish there was a way to have sub-stages withing each stage, i.e. when separatron fuel is gone the chutes deploy, or a timer within the stage so that after X seconds X activates.
  8. I'm looking for a way to delay chute deployment after stage activation, here are a couple of examples of problems I've been having. Example 1: Booster Separation When separating boosters I fire the decoupler/sepratrons and everything works fine, but if I add a parachute to the stage the chute will deploy too early causing the booster to spin and occasionally slam into the main rocket. Example 2: Abort sequence Adding a parachute deploy to the abort sequence causes the chute to burn up if boosters are still active or slamming the pod into the main rocket. In both examples having the chute deploy when sepratrons have expended their fuel would fix the problem, is there a way to do this already that I have missed?
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