Yesterday I reported a bug stating that Activation Group stopped working on Rocket engines with realase date 3/27. I thought that it was only effecting Craft built with earlier models but i was wrong. In the attached picture The center cluster of Ions is the Main Drive, the outter 6 are Lunar Drive. Both at launch were deactivated and as expectet throttle didnt fire them. Then I used the activation groups to get them going and that worked fine. BUT, with this new ship, built yesterday 3/30 once activated the groups wont disable. This craft also has an electric motor that rotates the purple ring around the main engines, its assigned to the same acivation group as the main engines and works fine for turning the electric motor on and off. There is also landing struts assigned to another Activation group and thats works fine as well. It only affecting motors. hank You, Ron

Bug Duplicate Found in 0.7.0.5
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    1,230 Ronrob61

    @AndrewGarrison
    Thank you. I really enjoy making craft that thrust and balance are enough to get stable flight without having to use command mod gyro for navigation. The physics is so nice in SR2 and the Tinker features really let you "tinker". Most of the craft i build rely heavily on activation for navigation so my spotting the bug was a no brainer.

    +1 5.7 years ago
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    Thanks! This should be fixed as well. Really nice crafts!

    5.7 years ago
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    This post has been merged into this post and this post has been marked as duplicate.

    5.7 years ago

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