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Bug #9650

Can't lock/unlock resources on probes without ElectricCharge.

Added by Enceos almost 8 years ago. Updated over 7 years ago.

Status:
Closed
Severity:
Normal
Assignee:
-
Category:
Gameplay
Target version:
-
Start date:
05/01/2016
% Done:

100%

Version:
Platform:
Windows
Expansion:
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

No more Deep Sleep mode for probes because turning off batteries means death. In previous versions of KSP we could simulate the Deep Sleep mode by turning off the batteries and turning them on when the probe reaches its target.

BatteryActivator-1462092578.9558928.jpg (78.3 KB) BatteryActivator-1462092578.9558928.jpg Screenshot Enceos, 05/01/2016 10:05 PM
18114

History

#1 Updated by Pluto239 almost 8 years ago

  • Status changed from New to Confirmed
  • % Done changed from 0 to 10

I have noticed this as well (result: Surprise! Mission Failure.). Is this a bug or "working as intended"?

#2 Updated by Brusura almost 8 years ago

I have to add that there is something to do for prioritize who consume electricity

for example if you leave on an ion engine this will consume all electricity coming in and will keep going draining always electricity to zero , so you are having a craft trusting until the end of xenon without the ability to do anything to the craft because you are out of electriciy so..imho electricity should go in this order for example:

1. probe
2. battery
2. reaction wheel
3. engine

#3 Updated by smjjames almost 8 years ago

I wonder if this will end up causing headaches when we start working on the antenna stuff in 1.2, which will be a while yet.

#4 Updated by Calvin_K almost 8 years ago

Pluto239 wrote:

I have noticed this as well (result: Surprise! Mission Failure.). Is this a bug or "working as intended"?

I believe this is an intended feature as per some past denotes, ill see if I can dig something up, but I could be mistaken.

#5 Updated by Navi1982 almost 8 years ago

I think this is not a bug. It is in order of things when disconnect the power source and the device becomes inoperable because even timer (like in Rosetta) during SleepMode must have a source of power (for example: OX-STAT Photovoltaic Panels or any of the battery with a sufficient amount of energyy). Try to disable devices that consume energy from the battery instead of disconnect the battery itself.

#6 Updated by Enceos almost 8 years ago

@Navi1982

It's a game-breaker for the current Remote Tech players during shadow and night time missions. The bad thing is now you can't have a reserve battery for emergency situations, because you can't activate it if the main battery goes dry.

#7 Updated by Navi1982 almost 8 years ago

to Enceos:
I think the developers should take care about this. Usually the active "listening" device consumes energy. However, there are passive devices that are activated externally. Thus, the developers of this mod must come up with an analogue of passive battery activator. For example, reed switch or some kind of Passive Frequency Detector of Alternating ElectroMagnetic Field (PFD-AEMF)... or, not sure if implemented by SQUAD's, manually switching by kerbonauts. :)

#8 Updated by TriggerAu over 7 years ago

  • Status changed from Confirmed to Needs Clarification
  • % Done changed from 10 to 0

#9 Updated by KroShan over 7 years ago

  • Status changed from Needs Clarification to Resolved
  • % Done changed from 0 to 100

This is working as intended. Can't find the source but i know it was discussed...

#10 Updated by TriggerAu over 7 years ago

  • Status changed from Resolved to Closed

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