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will my craft still be stock?


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I tend to agree with that definition. I have planes I consider "stock" but they all require NEAR to be balanced properly. I have one I still consider stock, but it's been modified to allow the Oscar B tank to be radially attached. It still loads in stock (I tested it), but if you take that tank off you can't put it back.

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so my MJ craft will load, but smart A.S.S won't work and stuff?

MechJeb requires a part, unless that is changed, making it not stock. If that has changed and MJ no longer requires a part on the craft (like Engineer did) then it is stock.

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To use MJ without parts, so vessels remains 'stock':

1. Remove the MJ part(s) from all ships but leave the mod installed (you may delete the 'parts' folder within MJ if you wish).

2. Install the Module Manager (MM) mod in KSP\Gamedata.

3. Save this text as a MM configuration file, with a ".cfg" extension, in KSP\Gamedata (Mine's called AddMJ.cfg):


@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
{
MODULE
{
name = MechJebCore
}
MODULE
}

Module Manager runs during KSP loading and the above cfg will add the MJ functionality to all command pods and probe cores without having to attach a part.

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^^ Doing that puts calls to the MechJeb modules in the craft file. I'm not sure that such a craft will load and perform without errors in a stock install. I use the MJ module for just this reason, I can remove the module and "stockify" the craft.

Edit for below: Thanks for that, learn something new every day. :)

Edited by Red Iron Crown
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^^ Doing that puts calls to the MechJeb modules in the craft file. I'm not sure that such a craft will load and perform without errors in a stock install. I use the MJ module for just this reason, I can remove the module and "stockify" the craft.

It will work fine actually. If the module can't be found, the game ignores it. Saving the craft after loading it this way will re-stockify it in fact, removing the modules permanently. As long as there is no part involved, it makes no difference what extras are in the craft file.

Edited by Alshain
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I just stumbled across this post cos of boredom and just learned that I don't have to a) create a copy of the game without mods installed and B) have to recreate my ships from scratch just to post them as stock. I have TAC LifeSupport, Fuel Balancer and Mechjeb modulemanager script that Pecan posted - all of which modifies the command modules and fuel tanks. Now I know I can still post them as stock (I might still load and resave them in a vanilla game to reduce the amount of config lines though) Many thanks for this tip!!

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I just stumbled across this post cos of boredom and just learned that I don't have to a) create a copy of the game without mods installed and B) have to recreate my ships from scratch just to post them as stock. I have TAC LifeSupport, Fuel Balancer and Mechjeb modulemanager script that Pecan posted - all of which modifies the command modules and fuel tanks. Now I know I can still post them as stock (I might still load and resave them in a vanilla game to reduce the amount of config lines though) Many thanks for this tip!!

There are exceptions. FAR for example. If you build a craft in FAR it adds stuff to the craft file for flaps and spoilers and wing effects. Opening it in stock and saving it will remove the FAR modules, but it doesn't magically balance the craft for stock aerodynamics so it isn't likely to fly... but it will load.

And then of course, parts. Any foreign part prevents it from loading at all, which most people know.

Another example of how this WILL work is with TweakScale. If you have TweakScale installed, all of your craft files have data from it in them, even if you didn't scale anything at all. However those craft that you did not use scaled parts will still load in stock.

Edited by Alshain
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