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How to... get my landing gear back in sync?!?!


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Ok, thanks to the AMAZING Pebblegarden 'To the Mun and Back' tutorial, I managed- on my second attempt no less- to get into Munar orbit!

:cool: "Tango Mike" from a ex-groundpounder turned Kerbonaut!!!

The problem is that somewhere in the flight (and some rather frantic course correcting) I managed to get half my landing gear our of sync! Two go up, and two go down. I cannot seem to control them individually and I cannot manage to get them back in their original synced-up configuration. Is there any way for me to remedy this problem, or am I just going to have to write this one off as a 'hey, failures happen when the maintenance crew is 1,140,000 km's away!'

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Hmm, right clicking on one of the legs should control that leg only. If this doesn't work, try returning to the space center and back to your ship, and it might just fix it.

If all fails, land on a steep enough slope so that the two legs will keep your rocket upright :D

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Thanks gents, the right clicking thing worked like a charm...

Then the Kerbal Space Probe Association discovered another problem. They had been forced to use a lightweight (read: modded) satellite engine instead of a full-sized rocket propulsion unit, whether due to budget cuts or weight restraints is a source of lively debate (though most think that someone said 'oh... new and shiny' and strapped it on). This engine proved insufficient to slow the probe during simulated descents, and the landing had to be canceled anyway. The team was disappointed that they were unable to actually touch down on Mun, as the probe's mission of analyzing the Munar soil and measuring radiation at the surface will not be completed. They take solace, however, in the fact that they can still photograph the surface and use the probe to select a future landing site and also take radiation readings at altitude and hopefully use them to extrapolate surface data.

Thus Mun Beacon 1 will remain in a roughly 220,000 meter orbit (+/- 20k meters), inclined at roughly 45* to the orbital plane. Her rocket booster is still attached and has roughly 20% of its fuel supply, so it has not been separated. This is intended as an 'anti-pollution' measure; it will limit the amount of debris with which future missions must contend.

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If the right click trick doesn't work, you can cycle your landing gear a couple times really quickly (press G as fast as you can). You should catch one of them complete before the other one is, and that'll resync them.

This is intended as an 'anti-pollution' measure

Anti-pollution...heh.

I had my first munbase blow up in orbit. The cause is unknown, but the facility was large. About 90% of the debris is from the explosion.

Vckum.png

kw1oC.png

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LOL... my only (successful) attempt at orbit- the 'One Way Trip' mission- is the only debris that orbits Kerb in my game.

After the five missions that failed to achieve orbit and wound up orbiting the sun, the KSPA got fed up and told the pilot (Jebidiah Kerbal) that this would likely be a one way trip. A few six-packs and a few cans of spraypaint later, Jeb's rocket bore the words in 6 foot high letters which were mostly legible. Of course, having resigned himself to fate, Jeb didn't really care about the letter of reprimand which he was saddled with on the day of the launch. Four hours and multiple orbits later, Jeb de-orbited due to contact with the atmosphere and splashed down successfully to the adoration of almost an entire planet... save one very angry CO.

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I had my first munbase blow up in orbit. The cause is unknown, but the facility was large. About 90% of the debris is from the explosion.

Ring Challenge: Leave enough debris orbiting the Mun to create a true, Saturn-style ring. Just kidding!

That's an impressive debris pattern! Well done.

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Hmm, right clicking on one of the legs should control that leg only.

This doesn't work for me in 0.16 - all the legs are moved at the same time whether I use the context menu or press G. I've only ever seen it happen with the lighter legs after I'd opened & closed them a few times though - even if this is a bug, I kinda like this as an aspect of the rocket design - do you use the cheaper, lighter parts that fail after a few uses or go for the heavier, more reliable parts?

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This doesn't work for me in 0.16 - all the legs are moved at the same time whether I use the context menu or press G. I've only ever seen it happen with the lighter legs after I'd opened & closed them a few times though - even if this is a bug, I kinda like this as an aspect of the rocket design - do you use the cheaper, lighter parts that fail after a few uses or go for the heavier, more reliable parts?

If you place the legs with symmetry, right clicking will move all the symmetrically attached legs in unison.

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Well, I have also experienced wild landing legs gone deployed on their own, but using the popup menu usually moved only one/the rest so they went back in sync.

It may have only been in 0.15, though, but when nothing's wrong, the way it works is indeed that all the legs that were placed in symmetry will toggle at the same time.

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