marioq70 Posted October 21, 2019 Share Posted October 21, 2019 On 10/20/2019 at 1:27 PM, Elro2k said: Any plans on optimizing for 1.8 and Mechjeb update? Seems is not needed anymore, Mechjeb and Engineer Redux on its own are available on all pods. Quote Link to comment Share on other sites More sharing options...
fhmiv Posted October 22, 2019 Share Posted October 22, 2019 15 hours ago, marioq70 said: Seems is not needed anymore, Mechjeb and Engineer Redux on its own are available on all pods. This is excellent news to me; I've frozen my installation to 1.7.3 waiting on just one or two more mods. Where did you learn about this, and how does it work? Thanks! Quote Link to comment Share on other sites More sharing options...
marioq70 Posted October 22, 2019 Share Posted October 22, 2019 8 hours ago, fhmiv said: This is excellent news to me; I've frozen my installation to 1.7.3 waiting on just one or two more mods. Where did you learn about this, and how does it work? Thanks! Well, i uninstalled all my mods and installing the updated ones, when MechJeb was updated i installed it and i was thinking if Mechjeb and Engineer Redux for All was already updated, but i noticed in game that all pods have already MechJeb without the need of the control part, son Mechjeb and Engineer Redux for all was not needed any more. Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted October 23, 2019 Share Posted October 23, 2019 18 hours ago, fhmiv said: This is excellent news to me; I've frozen my installation to 1.7.3 waiting on just one or two more mods. Where did you learn about this, and how does it work? Thanks! There's a config file in MechJeb2\Parts that adds MJ to command pods. If you want all MJ tech unlocked at the start, you can add an empty folder to GameData named "MechJebUnlocked", as detailed here. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 23, 2019 Author Share Posted October 23, 2019 On 10/20/2019 at 2:27 PM, Elro2k said: Any plans on optimizing for 1.8 and Mechjeb update? This is only a MM patch, nothing to optimize Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 9, 2019 Share Posted November 9, 2019 I noticed some errors with it on my new 1.8.1 install. I've never see these before. [ERR 15:22:08.101] name specifier detected on insert node (not a patch): MechJebForAll/MechJebAndEngineerForAll/start@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:Final [ERR 15:22:08.101] :HAS detected on insert node (not a patch): MechJebForAll/MechJebAndEngineerForAll/start@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:Final [ERR 15:22:08.101] pass specifier detected on insert node (not a patch): MechJebForAll/MechJebAndEngineerForAll/start@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:Final I do have the latest MechJeb installed. It's not stopping play but the MM does report it during loading screens. FYI - let me know if you want more info to track it down. Quote Link to comment Share on other sites More sharing options...
Vas Posted June 15, 2020 Share Posted June 15, 2020 On 10/23/2019 at 1:30 PM, linuxgurugamer said: This is only a MM patch, nothing to optimize I'd like to see this updated to show as 1.9 in CKAN so that I can remove "1.6" and "1.7" from the list of compatible mods without having this one disappear from the list. So far it seems like this mod works perfectly so it should be possible to just update it to say "any" version really and never need to update its version number again. I have no idea how that works though, as I tried to look at other people's mod versions and I don't quite understand how this all works. Anyway, I was just hoping you'd update the version information so CKAN will let me see it without having to keep 1.7 checked anymore. In discord this was what one person said about it; Quote DasSkelett Today at 6:38 AM You dound an interesting edge case of how CKAN handles combining compatibility infomation from different sources @Vas. If a mod is hosted on SpaceDock and has a version file, CKAN takes the lower KSP version from them as min version and the higher one as max version. In this case it means it takes the min version from the version file (1.3.0), and takes the KSP version listed on SpaceDock as max version, since the version file is missing KSP_VERSION_MAX. So in this case to get CKAN to show 1.9.1 as compatible, the version on SpaceDock has to be changed. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 15, 2020 Share Posted June 15, 2020 34 minutes ago, Vas said: I'd like to see this updated to show as 1.9 in CKAN so that I can remove "1.6" and "1.7" from the list of compatible mods without having this one disappear from the list. So far it seems like this mod works perfectly so it should be possible to just update it to say "any" version really and never need to update its version number again. I have no idea how that works though, as I tried to look at other people's mod versions and I don't quite understand how this all works. Anyway, I was just hoping you'd update the version information so CKAN will let me see it without having to keep 1.7 checked anymore. In discord this was what one person said about it; Just uncheck them after you install this mod nothing is stopping you from doing that. CKAN doesn't uninstall anything. I have a 1.3 mod I installed with CKAN on 1.9.1 and just have compatibility checked for 1.8 and 1.9. The patch itself hasn't changed in ages and the MechJeb part is obsolete as that functionality is now part of MechJeb by default. Quote Link to comment Share on other sites More sharing options...
Vas Posted June 15, 2020 Share Posted June 15, 2020 1 minute ago, Tonka Crash said: Just uncheck them after you install this mod nothing is stopping you from doing that. CKAN doesn't uninstall anything. I have a 1.3 mod I installed with CKAN on 1.9.1 and just have compatibility checked for 1.8 and 1.9. The patch itself hasn't changed in ages and the MechJeb part is obsolete as that functionality is now part of MechJeb by default. Ah, so I don't actually need the mod anymore? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 15, 2020 Share Posted June 15, 2020 1 minute ago, Vas said: Ah, so I don't actually need the mod anymore? "MechJeb For All" functionality is built into the MechJeb mod. "Kerbal Engineer For All" isn't. I copied the patch to my personal patch folder and quit using this mod. Don't know about kOS as I don't use it. Quote Link to comment Share on other sites More sharing options...
Vas Posted June 15, 2020 Share Posted June 15, 2020 Just now, Tonka Crash said: "MechJeb For All" functionality is built into the MechJeb mod. "Kerbal Engineer For All" isn't. I copied the patch to my personal patch folder and quit using this mod. Don't know about kOS as I don't use it. Alright, thank you, I'll go ahead and remove this mod then so I can drop 1.6 off the list without worry. I know it doesn't uninstall the mods, its just hard to see when you sort by compatible and CKAN neglects to show mods that are older than your compatible selection when installed, on the "compatible" tab. I like to scroll through the list of compatible mods on occasion. Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 17, 2020 Share Posted November 17, 2020 this causes kOS to have duplicate processors on a single part, it needs a check in the patch so it only applies the KOSProcessor module to parts that do not already have the module. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 18, 2020 Share Posted November 18, 2020 (edited) 14 hours ago, eberkain said: this causes kOS to have duplicate processors on a single part, it needs a check in the patch so it only applies the KOSProcessor module to parts that do not already have the module. So, could you test this patch? @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor } } If that doesnt work, try this one: @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[kOS]:Final { MODULE { %name = kOSProcessor } } grrr... that one bracet wont tab to the proper position in the post Also, mae sure to delete the included copy of MiniAVC.dll, if you havent already... MiniAVC is broen since, IIRC, KSP 1.8.0, and should be removed for all subsequent KSP versions Edited November 18, 2020 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted November 26, 2020 Share Posted November 26, 2020 On 10/23/2019 at 3:01 AM, IntoSpaceAgain said: There's a config file in MechJeb2\Parts that adds MJ to command pods. If you want all MJ tech unlocked at the start, you can add an empty folder to GameData named "MechJebUnlocked", as detailed here. Note that this feature in MechJeb still requires ModuleManager to also be installed, but it isn't a dependency of MechJeb. So if it doesn't seem to be working make sure MM is installed as well. Also as noted in that commit even with the magic MechJebUnlocked folder some features require upgrades to get maneuver nodes. Quote Link to comment Share on other sites More sharing options...
Amedee Posted December 28, 2020 Share Posted December 28, 2020 (edited) I threw some things against the wall to see what sticks. This is what I ended up with, for a kOS for all patch: @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],@MODULE[ModuleSAS]:HAS[#SASServiceLevel[3]],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor diskSpace = 256000 } } @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],@MODULE[ModuleSAS]:HAS[#SASServiceLevel[2]],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor diskSpace = 64000 } } @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],@MODULE[ModuleSAS]:HAS[#SASServiceLevel[1]],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor diskSpace = 16000 } } @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],@MODULE[ModuleSAS]:HAS[#SASServiceLevel[0]],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor diskSpace = 4000 } } @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],@MODULE[ModuleSAS],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor diskSpace = 4000 } } @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],!MODULE[ModuleSAS],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor diskSpace = 1024 } } @PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor diskSpace = 1024 } } It may have some redundancies, this is literally my first MM patch. Works without errors or warnings in 1.11.0. Disk space is related to SAS level. The order of magnitude of disk space is comparable to that of the original kOS parts, so imho quite balanced. I plotted a graph in a spreadsheet (SAS level vs. disk space) and it doesn't deviate much from the fitted curve. Also, in the VAB/SPH editor you can increase size twice, when at max, you're at the baseline of the next disk space tier. I kinda liked that idea. I was thinking of using powers of two, but imho it's more readable this way. You know, megabytes versus mebibytes. Enough has been written about that elsewhere. I just made an exception for 1024. SAS service level 0 doesn't appear to exist as a variable, as someone mentioned earlier. So, as a fallback, if a part has a SAS module but I don't know it's level, then it gets 4K disk space. And then finally, when a command module doesn't have any SAS at all, it gets a 1KiB disk. Have fun with that! :-p The resulting disk spaces for some stock parts: 1KiB Probodobodyne Stayputnik (has no SAS) 4KB Probodobodyne OKTO Probodobodyne QBE Probodobodyne RoveMate 16KB Probodobodyne HECS 64KB MTM Stage Probodobodyne OKTO2 265KB Mk2 Drone Core MPO Probe Probodobodyne HECS2 RC-001S Remote Guidance Unit RC-L01 Remote Guidance Unit There is also a mod out there called No Crew Requirement Continued, which simply adds a level 0 SAS to all manned command pods and sets the minimumCrew to 0 for all command pods that have a crew capacity > 0. I have tested with this mod, and I am happy to report that, next to a level 0 SAS (only stability assist), all command pods now also have a 4KB kOS disk. That should be enough for those missions where you have to rescue a kerbal stranded in orbit. Edited December 29, 2020 by Amedee Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 1, 2021 Share Posted February 1, 2021 (edited) So I just got back into KSP after many years. Now from what I read above, MechJeb has this in it now as default, is that correct? What about Engineer Redux? Edited February 1, 2021 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted February 1, 2021 Share Posted February 1, 2021 45 minutes ago, therealcrow999 said: So I just got back into KSP after many years. Now from what I read above, MechJeb has this in it now as default, is that correct? What about Engineer Redux? Hi ! for mechjeb : you can create an empty directory inside gamedata called MechJebUnlocked for Engineer Redux, check the option in the game (in the vab for example) and configure it to be partless. Hope it helps you. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 1, 2021 Share Posted February 1, 2021 1 hour ago, LTQ90 said: Hi ! for mechjeb : you can create an empty directory inside gamedata called MechJebUnlocked for Engineer Redux, check the option in the game (in the vab for example) and configure it to be partless. Hope it helps you. I did a test in sandbox mode and MJ and Engineer was on my rocket when I launched without doing what you said or adding any part. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 21, 2021 Author Share Posted July 21, 2021 New release, 1.3.0.7 Thanks to github user @jinksfor this: prevents kOSForAll to install CPUs on parts which already have them and reduces the ridiculous size. Quote Link to comment Share on other sites More sharing options...
JediRangerkendor Posted July 28, 2021 Share Posted July 28, 2021 Real stupid question here, but just to be clear, does this add Mechjeb to the game WITHOUT the need for the MechJeb mod, or do I need to download that as well? Quote Link to comment Share on other sites More sharing options...
Zelda Posted July 29, 2021 Share Posted July 29, 2021 1 hour ago, JediRangerkendor said: Real stupid question here, but just to be clear, does this add Mechjeb to the game WITHOUT the need for the MechJeb mod, or do I need to download that as well? You still need to install the MechJeb mod. This just removes the need to add the specific part to your craft. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2021 Author Share Posted July 29, 2021 18 minutes ago, Zelda said: You still need to install the MechJeb mod. This just removes the need to add the specific part to your craft. Actually, you dont really need this anymore, I believe it's now automatic Quote Link to comment Share on other sites More sharing options...
Zelda Posted July 29, 2021 Share Posted July 29, 2021 1 hour ago, linuxgurugamer said: Actually, you dont really need this anymore, I believe it's now automatic Ah, I've had this mod installed for so long I didn't realize that. Thanks for the correction! Quote Link to comment Share on other sites More sharing options...
MissMolly Posted August 5, 2021 Share Posted August 5, 2021 (edited) hi so I D/l MechJeb and Engineer for all! from Ckan but in game there s no MechJeb . any idea how to fix this? Im using Ckan 1.30.4 and KSP 1.12.1.3142 https://www.dropbox.com/s/dqmzp2q28a95781/Screenshot 2021-08-05 155352.jpg?dl=0 Thanks Edited August 5, 2021 by MissMolly Quote Link to comment Share on other sites More sharing options...
Tacombel Posted August 5, 2021 Share Posted August 5, 2021 12 minutes ago, MissMolly said: hi so I D/l MechJeb and Engineer for all! from Ckan but in game there s no MechJeb . any idea how to fix this? Im using Ckan 1.30.4 and KSP 1.12.1.3142 https://www.dropbox.com/s/dqmzp2q28a95781/Screenshot 2021-08-05 155352.jpg?dl=0 Thanks You need to install mechjeb, wich is a different mod Quote Link to comment Share on other sites More sharing options...
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