Kerbal space program mechjeb 29/20/2023 Right now my github repo is a bit messy, I'll clean it later with proper merge of other patch so their name show up in the commit log. Most of this comes from the work of R4m0n, Anatid, The-Duck and other contributors to the project. I'll welcome bug report, other patch and suggestion. Then I have a 1 month trip and won't do anything KSP related until I come back.įor now I'll post a "improved" version on MJ2 with patch by me and others. So lets say it a test bed for patch while the official dev are on leave. I don't really want to call it a fork since I don't want to take over the dev. R4m0n seems to be away from KSP right now and I can do some minor patch and use patch from others. Feel free to ask any specific questions, and I'll do my best to help you.This is a alternate version of Mechjeb 2. However, I can still try to assist you by providing guidance and answering any specific questions you might have about modding in general or the development process for MechJeb mods. Modding requires hands-on programming and development skills, which I, as a language model, do not possess. I apologize for any confusion, but as an AI text-based model, I cannot directly create or develop a mod for you. Be sure to consult the official documentation and community resources specific to KSP2 modding for the most accurate and up-to-date information. Remember that the modding process for KSP2 might differ significantly from the original Kerbal Space Program, as the game developers might introduce new modding frameworks and tools. Create an installation package that players can easily install in their KSP2 game directories. Packaging and distribution: Once the mod is complete and fully tested, package it for distribution. Debug any issues or errors that arise during testing. Testing and debugging: Thoroughly test the mod to ensure it functions as intended. This involves handling user input, executing commands, and interacting with the game's mechanics. Scripting and logic: Write the necessary scripts to control the behavior of the mod. This can include orbital information, vessel statistics, and trajectory data. Information displays: Develop information displays that provide relevant data to the player. Additionally, implement features like maneuver planning, delta-v calculations, and ascent guidance. This can include autopilot functionality for launching, circularizing orbits, rendezvous, and docking. This would include elements such as buttons, sliders, and text fields that allow players to interact with the mod.įlight assistance features: Implement the various flight assistance features provided by MechJeb. User interface (UI): Design and create the user interface for the MechJeb mod. Set up the necessary file structure for your mod. Familiarize yourself with the modding documentation provided by the game developers.Ĭreate a new Unity project: Start by creating a new project in Unity using the KSP2 modding framework. Set up the modding environment: Install the necessary tools such as Unity and the KSP2 modding tools. Please note that this information is based on the mechanics of the original Kerbal Space Program game, and it may not accurately reflect the actual implementation in KSP2: Nevertheless, I can provide you with a general outline of how a MechJeb mod could be developed for KSP2. However, as of my knowledge cutoff in September 2021, Kerbal Space Program 2 has not been released, and therefore, the specifics of modding for that game are not available. Wait for someone else to build their own version or for another tool to replace mechjeb.Ĭreating a MechJeb mod for Kerbal Space Program 2 requires a comprehensive understanding of modding in Unity and familiarity with the KSP2 modding framework. If your installed K2-D2 version is 0.8.0 or earlier, this button will bring up K2D2 much like Flight Plan does with MNC, but if you've got K2-D2 v 0.8.1 then pressing the K2D2 button tells K2-D2 to execute the node, which it does with better precision than any human can. Yes, and in Flight Plan v 0.7.3, that synergy is now integrated! Already Flight Plan has integrated support for excellent Maneuver Node Controller mod (v0.8.3+), but now this is made even better with the integration to excellent K2-D2 Astromech mod! You can run Flight Plan without these, but why would you? With the K2-D2 integration Flight Plan now presents a K2D2 button anytime you've got a maneuver node. Have a try to Flight Plan + K2-D2 and you'll see the power of this synergy. BTW we've got an excellent synergy in the modder team.
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