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bigguy4u

I screwed up majorly and need some help

Question

So I'm going to Eeloo, I launched my drive stage, launched my crew, docked, and after 30 something minutes of burning I'm now on my way to Eeloo. Only problem is I forgot to put an antenna on because I'm not used to the update (haven't played since 1.1). Is there any way I can cheat to turn off the antenna signals? Or some way to get an antenna on there? I really don't feel like starting all over and I don't really care about cheating at this point.

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ESC, settings, Difficulty Options (button at top that everybody misses), turn off communications network.

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7 minutes ago, 5thHorseman said:

ESC, settings, Difficulty Options (button at top that everybody misses), turn off communications network.

thank you so much man you're a life (or rather mission) saver!!!:D

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But if the spacecraft is manned, you are able to do most of the maneuvers even with no comm with Kerbin. It's not like when it's not manned, right?

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26 minutes ago, LordCorwin said:

But if the spacecraft is manned, you are able to do most of the maneuvers even with no comm with Kerbin. It's not like when it's not manned, right?

Depends on if there's a pilot or not. A pilot gives you full control, always -- up to the pilot's level of skill for SAS. Engineers/Scientists give you partial control -- they can't use SAS or set maneuver nodes. A probe core + non-pilot gives you back some SAS control, but you can't set maneuver nodes.

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@bigguy4u

When I forget to add something, I use KIS/KAS, build a quick "repair craft" then fly the parts to the ship that needs them and attach them in-situ. This way you don't need to turn off any gameplay mechanics. 

Also, I'll typically use F12 to cheat a bit and rendezvous the repair craft with the missing parts craft to speed things up. If you do this method without using the debug menu, you have solved your problem completely legitimately but no one is going to fault you for using a cheat for timesaving purposes in this case.

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On 1/7/2017 at 7:20 AM, Gianni1122 said:

@bigguy4u

When I forget to add something, I use KIS/KAS, build a quick "repair craft" then fly the parts to the ship that needs them and attach them in-situ. This way you don't need to turn off any gameplay mechanics. 

Also, I'll typically use F12 to cheat a bit and rendezvous the repair craft with the missing parts craft to speed things up. If you do this method without using the debug menu, you have solved your problem completely legitimately but no one is going to fault you for using a cheat for timesaving purposes in this case.

True, I feel kinda bad about it now but I didn't feel like finding all the mods and stuff. Plus I was already on the way to Eeloo and out of Kerbin's SOI before I noticed so it would have been a pretty big hassle.

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alt+F12 -> Input Locks -> Clear input locks

Edited by Ty Tan Tu

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On 8.01.2017 at 10:21 PM, bigguy4u said:

True, I feel kinda bad about it now but I didn't feel like finding all the mods and stuff. Plus I was already on the way to Eeloo and out of Kerbin's SOI before I noticed so it would have been a pretty big hassle.

If the delivery is small enough, you can pack enough delta-V in the "chase craft" to catch up with your main vessel along the way. And if you have spare docking ports, then no mods are needed, you just dock the "fix module". (even without ports you can get it done, though much less elegantly, with use of the Claw.)

Edited by Sharpy

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high speed mini pod with the antenna built on, with equipped limpet docking capability via claw. perfect kerbal way of doing things (hmm, probecore, power gen, some rcs maybe for fine manuvers when out there for proper docking, terrier and 200 tank to get ya from orbit to the departing ship, totally doable for a small probe craft)

 

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