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Probe not registering as having a charge.


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In my career save, I just sent a satellite to an orbit as designated by a company. I have reached the correct orbit and have maintained stability for ten seconds, but it says that my probe doesn't have power/antenna. I put an antenna on there, and it has power, so why is it saying I don't? The power is only in a battery and not in the probe itself.

Edited by FishInferno
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'Power' in the contract requirements means 'a power source', not 'a repository of stored power'. I agree that the wording is not sufficiently clear.

To complete the satellite contracts you must have either solar panels or RTGs on the probe, as well as batteries.

Unfortunately, the launch clamps contain the same 'generator' module as the RTGs, so if you unlock launch clamps the contract generator thinks you have a power source and starts throwing out satellite contracts.

Ninjad: What they said.

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Feels like an oversight that the game would give you these before you unlock solar pannels

I can't remember where, but it was mentioned that this is apparently a bug to do with launch clamps. Launch clamps do produce electricity, which the game takes to mean you have electricity-producing parts, but obviously, it's kinda difficult to take them to orbit. :P

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'Power' in the contract requirements means 'a power source', not 'a repository of stored power'. I agree that the wording is not sufficiently clear.

To complete the satellite contracts you must have either solar panels or RTGs on the probe, as well as batteries.

Unfortunately, the launch clamps contain the same 'generator' module as the RTGs, so if you unlock launch clamps the contract generator thinks you have a power source and starts throwing out satellite contracts.

Ninjad: What they said.

What about during engine burn?... not that it would help the OP any, being a burn would mess his orbit.

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The engines produce power through the 'Alternator' module, which doesn't trigger the contracts (otherwise they would appear as soon as the Stayputnik was unlocked, as the LV-T30 has one), and doesn't count towards that condition.

The issue is that the RTGs should fulfill the requirements, but the launch clamps shouldn't. It could be fixed by changing the launch clamps to use a new 'ACGenerator' (or whatever) module that was otherwise identical to the 'Generator' that they currently use.

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I can't remember where, but it was mentioned that this is apparently a bug to do with launch clamps. Launch clamps do produce electricity, which the game takes to mean you have electricity-producing parts, but obviously, it's kinda difficult to take them to orbit. :P

That's why I called it an oversight. Going by the rules that govern when the contracts start, everything is going according to plan. So it's not a bug.

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