![]() ![]() It comes with a whole bunch of useful information screens that allows you to Monitor your commands at a more realistic state. People need to understand that MechJeb doesnt just have "Autopilot" Functions. I put MechJeb on every single Ship I build, and I have never used Autopilot, nor ever will. I originally installed mechjeb for that part Same for that poor mun that still bears the defunct remains of the numerous attempts at creating outposts on her.Įdit: The Kerbal skills still have the interest of making that poor Jebediah somewhat useful.īecause rescue mission are pure roleplay, they don't feel rewarding after the first time.Īlso on the Mechjeb subject Statistics should really be on the stock game, at least TWR. ![]() This way would you do the stuff yourself and feel the pride of the first orbit, without making the kerbin trash belt I made failling my orbits. It could do everything Mechjeb do, but instead of asuming direct control it would just put a marker on the navball for you to follow. The advanced version of what we already have, the maneuvers nodes. Or there is also the possibility of a middle ground, having a semi-auto pilot. That's what I would expect from a stock autopilot, using kerbal to limit your automations. You'd have to pick crew with appropriate skills for your mission, and keep them alive so you can use them again on future missions, unless you intend to do everything manually. maybe you can help me with that too.Originally posted by RoboRay:As to making autopilots stock features, I think it's more likely that we'll eventually see "crew skills" that allows, say Bob to fly the rocket into orbit and Bill to know how to do Mun landings. i have wine so it open from there but it doesnt find the folders once its open. Now since you are reading this and you use a mac. (Or are in Sandbox mode where everything's unlocked.) Once one of these has been attached to a ship in the VAB or SPH, you should see something pop up along the side of the screen to give you access to MechJeb's functions. Both of these parts should be available in the Command tab, assuming you've unlocked them. The MechJeb Pod is a full drone core pod that looks something like a 'Portal' intelligence core on a mount, and is awkward as hell to use so I would advise against it. The AR202 is a radially attached thing that looks kinda like a walkie-talkie. Secondly, once that's done, to activate MechJeb on a ship in the game, you need to attach an AR202 or a MechJebPod to that ship. (Unless it's installed via Steam, in which case Steam probably wants to know where it is.) It was mentioned what the default location is for the game on Windows - but we can ignore that, because we're not on Windows. I don't believe it should matter what directory the game is in. is whatever your current path to the 'Kerbal Space Program' folder is - I've got mine in /Applications/Games, but again I don't use Steam. ![]() (Not a Steam user, if that matters.)įirst off, in /GameData/ you should have the 'MechJeb2' folder. ![]()
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