Not available in Career Mode
MafiaMoe opened this issue ยท 6 comments
MechJeb does not show up in the career mode. Even after adding "TechRequired = start" under the editor parameters in the part.cfg file, it still does not show up in the tech tree or under the Command list in the VAB building.
Has anyone else looked into this or seen how other mods were able to integrate into the tech tree?
by the looks of it you you have to spend a bazillion "science" to max out
unmanned part of the tree, there is a tech tree png someone did on the
forum mentions some mods right on the far right of the diagram once you
have maxed out certain tech.
Its a real shame as I would have much preferred that you started with
unmanned flights before trusting your rickity tech on kerbs! - ah well
On 17 October 2013 00:17, MafiaMoe [email protected] wrote:
MechJeb does not show up in the career mode. Even after adding
"TechRequired = start" under the editor parameters in the part.cfg file, it
still does not show up in the tech tree or under the Command list in the
VAB building.Has anyone else looked into this or seen how other mods were able to
integrate into the tech tree?โ
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Figured it out!
need to add these two items to the part.cfg file:
TechRequired = start
entryCost = 5800
You can set the entryCost to whatever number you want.
(Turns out the KSP forums knew this for over an hour now...)
From the information I have seen in the KSP mod forums, each mod part can subscribe itself to any tech node in the list. By setting the MechJeb part file to include 'TechRequired = start' (like all the other starting parts) seems like it should make it available immediately upon starting the Career Mode. However, it is apparently not that simple.
I was wrong in my assumption, I cloned my save and ahem borrowed
1,000,000 science just to see if my theory held out, basically even with
everything maxed out it still doesn't show.
So definite issue unfortunately caused by .22 update...
On 17 October 2013 02:17, MafiaMoe [email protected] wrote:
From the information I have seen in the KSP mod forums, each mod part can
subscribe itself to any tech node in the list. By setting the MechJeb part
file to include 'TechRequired = start' (like all the other starting parts)
seems like it should make it available immediately upon starting the Career
Mode. However, it is apparently not that simple.โ
Reply to this email directly or view it on GitHubhttps://github.com//issues/214#issuecomment-26472681
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Disclaimer:
By sending an email to ANY of my addresses you are agreeing that:
- I am by definition, "the intended recipient"
- All information in the email is mine to do with as I see fit and
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lends itself to. In particular, I may quote it where I please. - I may take the contents as representing the views of your company.
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It works fine in .22 sandbox mode. So once/if the game recognizes the MJ part as acceptable for use in career mode, everything should work as normal.
nice one!
(I can confirm adding these to the part.cfg works)
Best way to determine a fair cost?
On 17 October 2013 02:56, MafiaMoe [email protected] wrote:
Figured it out!
need to add these two items to the part.cfg file:
TechRequired = start
entryCost = 5800You can set the entryCost to whatever you want.
โ
Reply to this email directly or view it on GitHubhttps://github.com//issues/214#issuecomment-26474006
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Disclaimer:
By sending an email to ANY of my addresses you are agreeing that:
- I am by definition, "the intended recipient"
- All information in the email is mine to do with as I see fit and
make such financial profit, political mileage, or good joke as it
lends itself to. In particular, I may quote it where I please. - I may take the contents as representing the views of your company.
- This overrides any disclaimer or statement of confidentiality
that may be included on your message.