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Sephlington

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Posts posted by Sephlington

  1. Pardon my ignorance here, is there a post in this HUGE thread or elsewhere that gives a breakdown of WHERE in the tech tree the various MechJeb functions are unlocked? My wife really needs the maneuver node planner to bring Jeb back from the middle of freakin' nowhere.

    Taken directly from the part.cfg:

    MODULE

    {

    name = 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 }

    }

    }

  2. is there a way to test the launchpad WITHOUT ore and other things? I am asking because the "debug" option doesnt seem to do anything and I would like to test the stability of a build once something is loaded onto it already

    The debug was unintentionally removed for the 2.0 release, it'll be re-added in the next release!

  3. Wow, this looks great, and it's in a much more compact and streamlined design for easier transport. I do have some questions;

    1. Could you please show an example of what you mean of "adding a strudy base with connection points for other service vehicles required to operate the launchpad."? A picture would be great.

    2. Can this thing launch any type of rocket, like the EL launchpad?

    3. Does this mod require the Ethane mod?

    4. Does this have a top connector for skycranes?

    I can answer 2 & 3: this is purely a part mod that uses the EL plugin, so in terms of launching things, it'll act exactly the same as the EL launchpad. It'll also need all the resources that an EL launchpad will need (because it is one), so you'll have to create your Rocketparts using EL, and thus Kethane as well. :)

  4. Rather than scaling the planets up 11x, or assuming they're made of materials 11x denser than what our planet & system are made of, I'd imagine it'd be more likely to imagine that the force of gravity itself is different in whatever universe the Kerbol system is in. It would mean, of course, that Laythe totally couldn't exist with our physics because it'd spontaneously vaporise as the force pulling it together became significantly weaker.

    Next step: develop the theory of Kerbal Relativity.

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