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What I see when Bob is in the Science bay.
What I see when he goes to the Command Module
-Scientist Kerbal
-Data
-Electric charge
Is bob the scientist or the engineer? Engineer kerbals cannot use the mobile processing bay.
In order to start processing data, you need data; data is any science experiment in the game.
For example, you can have Bob run an EVA report, store that EVA report, and that is now data for use at the processing lab.
You have 0 data so it will refuse to operate.
Bob is the main scientist. Also, if you look at the screen shots, the experiments are already in the mobile processing bay. The odd thing is the option to run the experiments disappears when I send Bob away from the command module and into the science bay. Which leads me to wonder if you also need to have an active command module in order to start the experiments.
It seems your ship loses kerbal crew control entirely when Bob is in the MPL so, yeah, it's probably your ship turning itself off when Bob transfers to the other part.
In the screenshot it says 0 data- or maybe it doesn't but its too low res to actually see the number. If you have 0 data the processing bay will refuse to operate regardless of control status.
In the screenshot of Bob in the science bay, you can see a red image of a kerbal in the corner- that means that there are crew onboard, but none are qualified or in the proper position to pilot the craft.
You probably need a drone core or a second kerbal up there to keep the spaceship operational while Bob does the science.
I think that's what I'm going to try. Probably build a second rocket with Jeb, rendevous, and then see if adding a pilot to the rocket fixes this issue. Otherwise, if it is the Data being 0 as you've mentioned, all i can think is that is some sort of bug, as there are currently 8 experiments in the science bay, so the data should be showing up.
Also, thank you for your help!
click 'review data' and put your experiments in the lab, i.e. select the lab flask icon to put the experimetnt on the lab bence
having control of your craft is pretty important for every mission so in general make sure you have at least a pilot or sufficiently long range capable probe core for every launch. In career mode with the default difficulty settings, non-pilot kerbals have a really hard time controlling the craft and don't get access to critical stability holds and maneuver node holds.
im always floating around the forums here to help people who have questions about this jank old game
You can bypass the issue probably by bypassing control locks in the debug menu.
https://steamcommunity.com/sharedfiles/filedetails/?id=2653657146
This will verify if it is the comms issue.
Typically it is incorrect building practices and trying to do janky things that make it get janky.
But part of the charm of the game is that it will allow you to pretty much anything even when you get all janky.