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I built a ship and launched it into orbit, then set it on a trajectory for the Mun. I accelerated time until the ship was near it. At this point, the Mun was between my ship and Kerbin. I went to do another maneuver in order to orbit the Mun, but the ship was nonresponsive. I had plenty of fuel and battery, but the ship was completely inert. I could not even open/close the storage bay I had. The ship eventually continued on its path, and when I was near Kerbin again, I was able to operate the ship, run the engine, etc. perfectly. Is there some range restriction from Kerbin outside of which your ship does not work? Is there a module to fix this issue? Or was it an isolated glitch?

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  • Was this an autonomous ship? Or a crewed ship? Commented Sep 19, 2016 at 19:47
  • It was crewed. By wiki.kerbalspaceprogram.com/wiki/Jebediah_Kerman
    – GWLlosa
    Commented Sep 19, 2016 at 20:04
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    So first off, are you using 1.2? If you are, is the ship being controlled by a probe core? Just because there's a Kerbal on board doesn't mean they're controlling the ship.
    – MBraedley
    Commented Sep 19, 2016 at 20:18
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    I had the same thing happen only to realize I was actually still warped without realizing. When I hit the < key to cancel warp, my ship was completely responsive again.
    – Tim S.
    Commented Sep 19, 2016 at 20:22
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    Yep, cant tell you how many times ive fallen for the "still in warp, why cant I control anything" trap.
    – Jamiec
    Commented Sep 20, 2016 at 8:29

1 Answer 1

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I reproduced the problem last night... I was still warping time a little bit.

Oops. :(

The reason the ship started working again near Kerbin is that the game automatically disables the time warp at that point.

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  • Well, that clarifies things a lot. Thanks! Yes, the game brings you out of warp mode when your ship enters a different Sphere of Influence (SOI).
    – Ricardo
    Commented Sep 20, 2016 at 12:51
  • @Ricardo I believe it's only when under a certain height from a certain celestial body. For example you can't time warp past 1x under... 40 km around Kerbin? I'm not sure, but it's not when entering a SOI. In fact, it's advisable to manually reduce time warp when changing SOI to prevent some random physics bugs that may alter your trajectory. Commented Sep 20, 2016 at 13:03
  • @DanmakuGrazer - You're right! From what I recall, it just slows down the warp factor when entering a new SOI, but doesn't reduces it all the way. It must be one of the reduction rules under a given altitude as you mentioned. I remember also that I got dewarped when crossing Kerbin atmosphere (at 70km) at either direction, when it reduces time warp all the way down, but I may be wrong here, too. It's just too many details...
    – Ricardo
    Commented Sep 20, 2016 at 13:13
  • @Ricardo Basically, each height has its own maximum time warp. Even at 150 km from Kerbin you can't time warp at 1000x. Commented Sep 20, 2016 at 13:15

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