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Launched rocket near the mun - Controls became unresponsive


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I just launched my unmanned rocket on my first mission to attempt to land on the mun (or atleast get close), I launched my rocket and it successfully flew a while. Then I cut out the throttle and waited until I orbited close enough to the moon, then I reach the critical point where I need to burn, but suddenly I can't control anything -.-

Have any idea what happened? I can't throttle up, move it, or anything. I can't even right-click my antenna to extend it, I thought I have lost contact but I waited some more time until I got close to the Kerbin Space Center and I still was unable to control it.

Please help me.

LuDseSI.png

Edited by Tortoise
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D'you have any sources of electricity? Open the Resources tab and check.

I see that I don't...****. :/

Doesn't the engines generate electricity when burning? Even though I can't even get them to start up. Hmmm.****.

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I see that I don't...****. :/

Doesn't the engines generate electricity when burning? Even though I can't even get them to start up. Hmmm.****.

They do... the problem is, like you said, they only generate electricity while they're burning. An orbit to the Mun is long enough that the probe-core's built-in electricity storage isn't enough to run the probe all the way there, so you'll have to add some batteries. Orbits outside of the Kerbin system are long enough that the necessary batteries would be far too heavy to carry.

It's generally a good idea to add a few OX-STAT solar panels to any rocket. They'll provide a small amount of electricity without further player intervention.

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Yeah, probes need electricity to control the rocket. (Manned ships don't, though they still need it for reaction wheel torque).

One control you do get without having electricity though is enabling and disabling batteries, including the integrated batteries in probe cores. You can use this to "hibernate" your probes or provide an emergency backup battery. I quickly knocked up a Munar lander impactor using this technique and no power but that in the Stayputnik. Launched it with an S1 SRB for the first stage, kept the battery off except for the duration of five burns (ascent, circularisation, transfer, capture-deorbit, and landing slowing the impact speed).

13813420755_21c0bf66a2_c.jpg

Of course, it's simpler and safer to put some solar panels on. But I suppose if you've unlocked the Stayputnik but not the panels in a career game you might try the hibernation approach.

Edited by cantab
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Cantab's idea works well.

Another way you can sort of "cheat" the hibernation by simply not watching the craft the whole time. Go back to the tracking center or switch to another craft while your Munar probe is on it's way. When you switch back to the Munar probe, the batteries will be at the same charge as when you left them. (They don't drain if you're not looking.)

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