linuxgurugamer Posted May 14, 2018 Share Posted May 14, 2018 (edited) Back in 2014, forum user @nadseh wrote a little ModuleManager script to add MechJeb and Kerbal Engineer to any vessel with a command pod. It hasn't worked for KER for a while, and he hasn't updated it, so I've adopted it and released an updated version. The original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/75295-0235-mechjeb-and-engineer-for-all/ This now adds kOS to all, if you are using kOS Note that the KER functionality is also available with KER itself, inside the settings. This just makes it a bit easier. Dependency ModuleManager Availability Source: https://github.com/linuxgurugamer/MechJebForAll Download: https://spacedock.info/mod/1854/MechJeb and Engineer For All License: GPLv3 Also available via CKAN While the original release just placed the file in the GameData directory, I've repackaged it up into it's own directory, along with a .version file Edited October 20, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Dafni Posted May 14, 2018 Share Posted May 14, 2018 Thank you Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted May 14, 2018 Share Posted May 14, 2018 Oh, I remember this! Thanks for continuing it... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2018 Author Share Posted May 15, 2018 Minor update, 1.3.0.1 Fixed error in .version file (had wrong name) Quote Link to comment Share on other sites More sharing options...
Slamnam Posted May 17, 2018 Share Posted May 17, 2018 YES! Quote Link to comment Share on other sites More sharing options...
b0ss Posted May 20, 2018 Share Posted May 20, 2018 Neat-o! This will be fantastic for things like BDA, never could figure out why you'd need an AI flight computer when the Mk2 drone core is canonically run by artificial intelligence Quote Link to comment Share on other sites More sharing options...
IMLL1 Posted October 18, 2018 Share Posted October 18, 2018 Could you by any chance make one that allows MechJeb use without adding a MechJebCore module to every command part? I find it quite annoying to have to go in and remove the modules by hand after building each craft. Quote Link to comment Share on other sites More sharing options...
Nightside Posted October 18, 2018 Share Posted October 18, 2018 1 hour ago, IMLL1 said: Could you by any chance make one that allows MechJeb use without adding a MechJebCore module to every command part? I find it quite annoying to have to go in and remove the modules by hand after building each craft. Isn’t adding a that module the whole point of this mod? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted October 18, 2018 Share Posted October 18, 2018 (edited) 3 hours ago, IMLL1 said: Could you by any chance make one that allows MechJeb use without adding a MechJebCore module to every command part? I find it quite annoying to have to go in and remove the modules by hand after building each craft. How should this mod work without adding this module??? I think you didn`t understand this mod. It don`t add a part like a mechjebcore to any probecore. It adds a mechjeb-module (Code) to the config of the probecore. So there is nothing to remove ingame. Edited October 18, 2018 by Cheesecake Quote Link to comment Share on other sites More sharing options...
IMLL1 Posted October 18, 2018 Share Posted October 18, 2018 7 hours ago, Cheesecake said: How should this mod work without adding this module??? I think you didn`t understand this mod. It don`t add a part like a mechjebcore to any probecore. It adds a mechjeb-module (Code) to the config of the probecore. So there is nothing to remove ingame. MechJebCore is the name of the module. I was thinking maybe something that allows MechJeb to work without a module added to the part's code in the craft file. 10 hours ago, Nightside said: Isn’t adding a that module the whole point of this mod? I was thinking that there may be some way to have the MechJeb functions without adding them to the individual parts. Sort of like the way that KER does it. Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted October 18, 2018 Share Posted October 18, 2018 MechJebCore is necessary to tell the game that MJ is active on the command pods. That is only achievable in one of two ways: adding MechJebCore through a cfg file, as this mod does; or adding the in-game part to the craft, which then has the MechJebCore module on the ship through that additional part. Checking the source on @linuxgurugamer's GitHub, it seems that this config also adds KER's BuildEngineer and FlightEngineer modules to the command pods, so I'm not sure why you don't think KER adds a module to the craft files. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2018 Author Share Posted October 18, 2018 1 hour ago, IntoSpaceAgain said: MechJebCore is necessary to tell the game that MJ is active on the command pods. That is only achievable in one of two ways: adding MechJebCore through a cfg file, as this mod does; or adding the in-game part to the craft, which then has the MechJebCore module on the ship through that additional part. Checking the source on @linuxgurugamer's GitHub, it seems that this config also adds KER's BuildEngineer and FlightEngineer modules to the command pods, so I'm not sure why you don't think KER adds a module to the craft files. That is an old patch, it's possible that KER does not need moduls anymore Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 18, 2018 Share Posted October 18, 2018 (edited) Here is a old Module Manager code I use, to have just MJ on all command parts, it also unlocks with tech tree also. I thought I would share, for whom ever just wants MJ. //===========================================================// // Adds MechJeb to all Command Modules without MJ Parts // //===========================================================// @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { 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 } } } } Edited October 18, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 18, 2018 Share Posted October 18, 2018 @linuxgurugamerI might as well start using this mod and stop using my MM code. I like how KER is included and this mod is available on CKAN. Your code seems a little more updated than the one I was using. Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted October 18, 2018 Share Posted October 18, 2018 46 minutes ago, linuxgurugamer said: That is an old patch, it's possible that KER does not need moduls anymore That's fair enough. I've not used KER for years. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2018 Author Share Posted October 20, 2018 New release, 1.3.0.4 Add KoS computer on all command modules Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 20, 2018 Share Posted October 20, 2018 11 minutes ago, linuxgurugamer said: New release, 1.3.0.4 Add KoS computer on all command modules This is only if I have the KoS mod installed? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2018 Author Share Posted October 20, 2018 7 minutes ago, therealcrow999 said: This is only if I have the KoS mod installed? Yes Quote Link to comment Share on other sites More sharing options...
Kaervek Posted October 20, 2018 Share Posted October 20, 2018 Linuxgurugamer, I'm running 1.5.1 and I've downloaded and installed both Mechjebforall from here and Mechjeb2 from https://forum.kerbalspaceprogram.com/index.php?/topic/154834-15x-anatid-robotics-mumech-mechjeb-autopilot-281-16-october-2018/&. Starting a new game in Sandbox, I'm correct in believing that a rocket with just a probe core should have full Mechjeb support? At the moment I only get Mechjeb support if I put the Mechjeb part onto my craft. Files were unzipped and copied into my GameData folder like I would for any other mod, all files appear to be there correctly. Quote Link to comment Share on other sites More sharing options...
Nightside Posted October 20, 2018 Share Posted October 20, 2018 @Kaervek, do you have Module Manager installed as well? Quote Link to comment Share on other sites More sharing options...
Kaervek Posted October 20, 2018 Share Posted October 20, 2018 5 minutes ago, Nightside said: @Kaervek, do you have Module Manager installed as well? Nope. Wasn't aware that this was a required dependency. Quote Link to comment Share on other sites More sharing options...
Nightside Posted October 20, 2018 Share Posted October 20, 2018 18 minutes ago, Kaervek said: Nope. Wasn't aware that this was a required dependency. It is mentioned in the OP, but it isn’t explicitly called out as a dependency. Most folks probably just have it installed for other things already. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2018 Author Share Posted October 20, 2018 4 hours ago, Kaervek said: Nope. Wasn't aware that this was a required dependency. 3 hours ago, Nightside said: It is mentioned in the OP, but it isn’t explicitly called out as a dependency. Most folks probably just have it installed for other things already. I just made it a bit more obvious in the OP Quote Link to comment Share on other sites More sharing options...
Kaervek Posted October 21, 2018 Share Posted October 21, 2018 9 hours ago, Nightside said: It is mentioned in the OP, but it isn’t explicitly called out as a dependency. Most folks probably just have it installed for other things already. Missed that, sorry. 5 hours ago, linuxgurugamer said: I just made it a bit more obvious in the OP Thanks Linux. Quote Link to comment Share on other sites More sharing options...
davidjacobs Posted November 22, 2018 Share Posted November 22, 2018 Ha, I was just going to write my own "kOS for all" script tonight when I remembered to check up on this mod first to see if it made sense to contribute it here instead... :-) Only to find it already implemented ;-) TNX. linuxgurugamer for maintaining all those mods... very much appreciated! Quote Link to comment Share on other sites More sharing options...
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