
Speaking of maneuvers, setting maneuvers will now be something only available to command pods with pilots or connections to command points. Fine control of throttle and direction remain disabled, alongside setting and deleting maneuvers. If a probe losses connection, there are still some things that you can do: you can go full throttle, cut throttle, toggle action groups, stage, and point using autopilot settings.

#KERBAL SPACE PROGRAM ALT F12 NOT WORKING MOD#
This control is another place that the Remote Tech mod is far more brutal than this new stock mechanic. Fail to plan for the range or planetary alignment, and you are going to run into control issues. The game will also switch relays or control points if the first one becomes occluded by an orbital body. Unlike in Remote Tech, the antenna do not have to be pointing at each other they only have to be within each other’s line of sight and range. The relay antennas will connect to probes to command points, the KSC or Kerbal mentioned before, so long as ends of the signal are visible to the relay point(s).


In order to operate probes beyond LOS or signal range, relay antenna networks will have to be established. As a result, there are more antenna choices. When you first fire up the new 1.2 patch, the largest change to your game will be to your use of probes and antennas. Users of the popular Remote Tech mod will find the new probe mechanics familiar, but tweaked to be slightly less punishing and finicky. The now vanilla implementation requires a connection back to the Kerbal Space Center (KSC), or an appropriately equipped Kerbal, in order to function. Probes and command pods will have a small built-in antenna to connect to the new CommNet, but a newly implemented line of sight (LOS) mechanic and signal strength mechanic have been implemented as well.
