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Can you have multiple mech jebs one one space craft


Munshank

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Can you have multiple mech jebs one one space craft as in can I use mech jeb to launch the main craft then later decouple a rocket with a different mech jeb attached to it or will this cause the mod to glitch/crash?Would like to know before spending a few hours building a potential fireworks display.

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Welcome to the forums! Yes. Yes you can.

However, it is my belief that you should try to learn the game without MJ for a better experience.

It's best to not assume that someone is totally new to KSP just because they're new to the forums. And to mind your own game.

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Can you have multiple mech jebs one one space craft as in can I use mech jeb to launch the main craft then later decouple a rocket with a different mech jeb attached to it or will this cause the mod to glitch/crash?Would like to know before spending a few hours building a potential fireworks display.

Works fine. I use this all the time, to leave an extra MechJeb on boosters for easy, automatic deorbiting later.

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Isn't that like the old MechJeb, where you had to add a special part? The new version just exists without anything physical attached to the ship, therefore each commanding unit is MechJeb-capable.

You still need a part of some sort because it's ultimately a part module, unless the latest patch did something.

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Isn't that like the old MechJeb, where you had to add a special part? The new version just exists without anything physical attached to the ship, therefore each commanding unit is MechJeb-capable.
You still need a part of some sort because it's ultimately a part module, unless the latest patch did something.

MJ2 still suffers from this problem, so far as I'm aware.

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Isn't that like the old MechJeb, where you had to add a special part? The new version just exists without anything physical attached to the ship, therefore each commanding unit is MechJeb-capable.

The new MJ still requires a part. The only way to make other parts have MJ is to modify them, which is beyond the scope of MJ.

That being said, I've flown with as many as eight MJ's on a ship (where I forgot to turn off symmetry when placing it) with no problems. One unit will take charge (and have a green light) and the others will go passive (and have a red light).

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ya, you can fly with more on a ship, which can make de-orbiting stuff easier if it still has fuel, but, its kinda redundant to have more than 1 on ship, because as someone said, 1 takes command and the other just kinda sit there, which is fine, do not misunderstand, but, if you are watching part counts, like a station, having as few idle mechjebs is a nice thing. SO... my suggestion <something I do when station building> is, if you want more than 1 mechjeb, add a decoupler to a spot, then put mechjeb on said decoupler. This way, if you are doing this to make a station, you can dump the extra mechjebs once you dock the thing on which MJ was on, leaving 1 active MJ on the core item of your station :)

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Weird, I had MechJeb installed few days ago and there were no parts. It was just... there.

The older version had a ton of mostly ugly parts you had to attach.

Somewhere along the line, you've loaded command pods that include MechJeb or run some other mod that put MechJeb there... but even so, when you installed MechJeb, it still should have put the AR202 case in the control tab. So, something decidedly odd is going onn.

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