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Showing results for tags 'anomaly'.
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Yaaay! I landed on the Northwest Crater! Uuuuuuuuh... wait "East Farside Crater" (cf minimap) Uuuuuuuh... Yep, definitely not the Nortwest Crater... Okay, here's the real story: I'm currently elcanoing the Mün, and my next stop was the EFC. However, as I came close, I saw on my minimap a "wrongly labelled" patch. Intrigued, I decided to come closer. Turns out, it wasn't a glitched spot, but a genuine, tiny biome! Upon closer inspection, there seems to be quite a bit of these tiny patches around all the large craters, especially the south-west of the EFC. I've found no less than 4 incorrect biomes in a relatively small area, creating a 7° square with no less than 8 biomes on it (EFC, Midlands, Highlands, Canyons, Northwest Crater, Highland Craters, Farside Crater and Northwest basin), and all of the incorrect biomes are absent in a radius of more than one hundred kilometers, or more. This is pretty much unbeatable to grind some science with a rover. The next post is a sample of the various incorrect micro-biomes you can find, along with their coordinates:
Two questions about different scanners; 1) When you use KerbNet on some of the more advanced probe cores, they have the ability to detect anomalies. How do the mechanics of this work? Is there a one off chance of detecting an anomaly the first time you fly over or land in a new biome or does KerbNet recheck on each orbit/touch down? 2) I've been using a Surface Scanner to keep track of my position on my Mun Rover as it travels towards the South Pole. The display looks something like - Biome: Highlands, Lat 63.484 S [-1.108 N] Lon 140.008 E [2.444 E] . . . . . . What do the figures in the square brackets after the Lat and Lon mean?
I've been building a station in LKO that is going to land on the Mun, I'm not that far into the tech tree yet so I've been attaching modules with the docking port jr. Everything went fine with putting it together in orbit, have 4 modules attached that gives me atleast 3000 units of fuel. The problem I'm seeing is that Mechjeb and Kerbal Engineer Redux is not taking the fuel from the modules into consideration when calculating the DeltaV, While i should be having easily 3000 dV or more it's only displaying 200 dV, as a work around I'm using the TAC Fuel Balance mod to get fuel into the main tank. Anyone else experienced this issue before?