Kerbal Space Program

Kerbal Space Program

Shadow Delta Apr 7, 2023 @ 11:56am
Trouble Shooting Mobile Lab not working
So, I built a rocket, with a command module. At the base of it, I added a science lab. Bob Kerman (Scientist) is the pilot of the craft. I conducted experiments around the Mun. (Never done before). I added the experiments to the Science lab, which is powered, I've already triple checked. Yet, when I assign Bob into the Module, the menu option to conduct science research disappears. When he goes back to the command module, that option reappears. It's quite maddening to be honest. Is there something I'm missing here? Does there need to be an active pilot in the command module while a scientist is present in the science module in order to conduct research?
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Showing 1-12 of 12 comments
Shadow Delta Apr 7, 2023 @ 11:58am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2959027789
What I see when Bob is in the Science bay.
Shadow Delta Apr 7, 2023 @ 11:59am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2959027748
What I see when he goes to the Command Module
Isabelle Apr 7, 2023 @ 12:04pm 
The things necessary to generate science in a MPL bay are:

-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.
Shadow Delta Apr 7, 2023 @ 12:08pm 
Originally posted by Isabelle:
The things necessary to generate science in a MPL bay are:

-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.
Isabelle Apr 7, 2023 @ 12:13pm 
Originally posted by Shadow Delta:
Originally posted by Isabelle:
The things necessary to generate science in a MPL bay are:

-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.
Shadow Delta Apr 7, 2023 @ 12:28pm 
Originally posted by Isabelle:
Originally posted by Shadow Delta:

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!
Last edited by Shadow Delta; Apr 7, 2023 @ 12:28pm
MattHog Apr 7, 2023 @ 12:49pm 
Your science experiments are stored in the MPL lab and are not ready for processing yet.
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
Last edited by MattHog; Apr 7, 2023 @ 1:29pm
Isabelle Apr 7, 2023 @ 1:47pm 
Originally posted by Shadow Delta:
Originally posted by Isabelle:

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!
"Data" is a resource that's acquired by processing stored experiments; you have stored experiments, but none of them have been converted to data so that the MPL can use it. Review the experiments stored and click the beaker icon when they show up.

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
Last edited by Isabelle; Apr 7, 2023 @ 1:47pm
GunsForBucks Apr 8, 2023 @ 4:41am 
Do you have the game set to lose control when you lose comms?

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.
Last edited by GunsForBucks; Apr 8, 2023 @ 4:43am
GunsForBucks Apr 8, 2023 @ 4:49am 
Originally posted by Isabelle:
Originally posted by Shadow Delta:

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!
"Data" is a resource that's acquired by processing stored experiments; you have stored experiments, but none of them have been converted to data so that the MPL can use it. Review the experiments stored and click the beaker icon when they show up.

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
I wouldn't call the game janky really... it does have its particular ways to do things but once you understand how things work it really is quite stable and predictable.

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.
Isabelle Apr 8, 2023 @ 1:10pm 
Originally posted by GunsForBucks:
Originally posted by Isabelle:
"Data" is a resource that's acquired by processing stored experiments; you have stored experiments, but none of them have been converted to data so that the MPL can use it. Review the experiments stored and click the beaker icon when they show up.

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
I wouldn't call the game janky really... it does have its particular ways to do things but once you understand how things work it really is quite stable and predictable.

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.
I don't know how anyone could say this game is not janky. why are you even disagreeing with me
Shadow Delta Apr 8, 2023 @ 2:05pm 
Well, I sent another pilot, and that was the key. There needs to be an operational command module in order to conduct scientific research. I also realized that a probe works in that regard. I didn't know that was a necessary component for conducting research. But now I know. Thanks for your help all!
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Date Posted: Apr 7, 2023 @ 11:56am
Posts: 12