Welcome back to the channel! Today we'll be departing Serenity Station and wandering our solar system! We'll get into combat, mining, exploration, and Klang! Be sure to like, subscribe, and comment down below any suggestions :)
Set up some event controllers/timer blocks to adjust the Salamander's antenna range from a hot bar as needed, so you don't have to go through the K menu every time. You could even set up multiple button panels around the ship, allowing you to adjust it from common places you might be frequently. Something like 1-2k range for asteroid mining operations so you don't lose where you left it parked. Can't tell ya how many times I forgot mine was off and then lost it in a close cluster of asteroids for a few minutes. Crank it up for when you need the greater range, such as remote control situations (like your probe). Last, turn it off when you don't need it at all (hiding from enemies, jumping between planets, or docked at a station). Initial departure and you nearly turned the Bulldog into an oversized flyswatter. Good save. Too bad you didn't have that same luck when you built the probe. That thing looked like it was fighting off a swarm of bees. 😁 You cranked up the braking torque, but did you set rotor lock as well? Make a new blueprint with the thrusters off. While in space, if you're not moving, it won't run off on you when you grind away the blocks holding it. In memory of that poor probe's valiant fight against the imaginary bees, future probes should get called Stingers (Stinger-1, Stinger-2, etc) hehe. Jump drive problem... try testing if you get the same warning when using only 1. Maybe it has something to do with using multiple for the jump. The only other thing I can think of is that even though your HUD indicated 0 p-grav, it could have actually been maybe 0.001 (too small to register on your guage but the jump drives detected it), thus preventing a jump til you got further away from the planet. Turret problem.. I've seen other Tubers have issues with custom mod turrets combined with the Weapon Core mod. You might just have to stick with vanilla turrets even if they aren't all flashy and over-spec'd. Better to have dependable basic weapons than problematic fancy ones.
Hot bar... set jump increase and decrease and jump for drives, can adjust distance easily, turrets are conflicting with the weapons core , its a known bug. Can also set up antenna same as jump drives. can also set all the " crane" pistons to have inertia tensor on to lesson the bouncing effects and if you use a hinge or rotor in the mix lock them so they don't become tethers for the klang monsters flailing in the wind (lol).