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Navball Navigation Problems


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I need to travel to specific coordinates to "perform visual surveys" on the Mun for a contract. I am using a Munar Lander with rover wheels and therefore the navball points straight up (90 degrees) while landed on the Mun.

From the map, I, "activate navigation" to the contract location but I can't see where to go on the navball because it's pointed straight up. Is there a way to move the navball around so I can see where to go?

Any suggestions?

Edited by Voodoo8648
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I need to travel to specific coordinates to "perform visual surveys" on the Mun for a contract. I am using a Munar Lander with rover wheels and therefore the navball points straight up (90 degrees) while landed on the Mun.

From the map, I, "activate navigation" to the contract location but I can't see where to go on the navball because it's pointed straight up. Is there a way to move the navball around so I can see where to go?

Any suggestions?

sounds like the navball is still in orbit mode.

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Does the rover have a reaction wheel? If so, what I do in those situations is to use the reaction wheel to tilt the entire rover over so I can see the marker on the navball.

EDIT: My bad, completely missed the lander bit. Can you use the reaction wheel to tilt it over enough and still get back right side up?

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While this isn't going to help your current vessel, here's what I have done- Mount an additional probe core on the vessel, which is oriented correctly for rover navigation.

Actually, any part which can be clicked on to 'control from here' should work, like docking ports. It is highly recommended to test this on Kerbin before you launch, as it is very easy to mount the additional control part 'upside down', or in other words the NavBall shows Brown over Blue.

Adds a little weight, but makes controlling combination lander/rover vehicles much easier.

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I always put a probe core in my rovers facing forward. (you can even clip it into a headlight)

then "control from here" and the navball works

- - - Updated - - -

While this isn't going to help your current vessel, here's what I have done- Mount an additional probe core on the vessel, which is oriented correctly for rover navigation.

Actually, any part which can be clicked on to 'control from here' should work, like docking ports. It is highly recommended to test this on Kerbin before you launch, as it is very easy to mount the additional control part 'upside down', or in other words the NavBall shows Brown over Blue.

Adds a little weight, but makes controlling combination lander/rover vehicles much easier.

edit Ninja'd

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Add the following mod:

NavHud

which will put up a Heads-Up Display

Thanks, I'm going to try that

- - - Updated - - -

Nav hud looks very invasive on the whole experience.... Does anyone know of a way or a mod to physically roll the navball around?

- - - Updated - - -

Never mind.... Navhud TOTALLY Fixed my problem. You can turn off NavHud with a snap. Thanks Linuxgurugamer

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One more solution if your rover has a good reaction wheel (and it really should, because hey, "rover" rhymes with "roll over", and the reaction wheels are the best cure) is just to tilt it for a moment sideways so that the probe points at the horizon. Once you get your bearings, return to upright position and drive, stopping to check your bearings periodically.

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To all who say to add a probe, or a docking port, etc, I say this:

1. It adds weight.

2. He had an existing game, and was looking for a solution. Adding something to the craft was not an option

For those of us who don't use mods, it is helpful to find stock solutions to gameplay issues. Adding mods to correct design errors is one solution. Finding stock methods to overcome game limitations is another. Both are useful.

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