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A command module , cockpit , command pod , or probe core is any part that allow a player to control a vessel. While it is no longer required to choose a command module before building, there must be at least one command module operational for a ship to be controllable.

Contents

  • 1 Naming
  • 2 Control
  • 3 Manning
  • 4 List of command modules
  • Naming

    Various names are used for this type of part. The term command module is, in general, anything that allows a player to control a vessel. Cockpits and command pods can be manned by Kerbals, with cockpits usually placed on planes , and command pods normally placed on rockets . Crew pods or capsules might be also used instead of a command pod. Command modules which cannot be manned are sometimes called probe cores but usually are called command modules as well. The name of a separated stage with a command module will get amended by "Lander" for lander cans, "Probe" for unmanned probe cores, "Rover" for the EAS-1 External Command Seat, and "Ship" for everything else.

    Control

    All vessels can only be controlled as long as at least one command module on board is operational. Manned command pods need at least one crew member to be functional, but do not drain any electric charge . Probe command modules consume electric charge and cease to function when the energy of the vessel is depleted. As of 1.2 probe command modules can hibernate, which greatly reduces their consumption of electric charge but provides only partial control (probes can only lock to available SAS axis and throttle at 0 or 100%) even if the vessel is connected to CommNet .

    All unmanned command modules have SAS except for the Probodobodyne Stayputnik . The probe cores have different level of direction holding ability.

    Torque is generated using reaction wheels which drain additional power to operate them. The following probes have a build-in reaction wheel:

    • Probodobodyne HECS
    • Probodobodyne OKTO
    • Probodobodyne HECS2
    • RC-001S Remote Guidance Unit
    • RC-L01 Remote Guidance Unit
    • MPO Probe
    • MTM Stage
    • MK2 Drone Core
    SAS level & capabilities Stability
    Assist
    ( Level ) Prograde/
    Retrograde
    ( Prograde / Retrograde ) Normal/Radial
    Hold
    ( Normal / Anti-normal ) Target
    Tracking
    ( Target prograde / Target retrograde ) Maneuver
    ( Maneuver prograde ) Probodobodyne RoveMate Probodobodyne Stayputnik Probodobodyne QBE Probodobodyne HECS Probodobodyne OKTO Probodobodyne OKTO2 1 480 Funds Probodobodyne HECS2 7 500 Funds RC-001S Remote Guidance Unit 2 250 Funds RC-L01 Remote Guidance Unit 3 400 Funds MK2 Drone Core 2 700 Funds MPO Probe 9 900 Funds MTM Stage 21 500 Funds On manned modules stability assist is only by kerbonauts available which are pilots. The direction holding capabilities depend then on the experience of the most experienced kerbonaut.

    Prior to 0.20 a command module was always the root part , but since that update, it is possible to build vessels without one. In this case the game will warn the player that the craft is not controllable.

    Manning

    At the beginning of a flight, only the primary command module will be manned. Since 0.21 the player can change which command pods and passenger compartments are manned before launch. The available crew is selected from the astronaut complex . In earlier versions the only way to get additional crew for a ship was by manually moving Kerbals from another vessel using EVAs .

    Each command pod which can be manned and except the seat has a small amount of monopropellant on board to allow refilling EVA suits.

    Manned pods cannot be launched without at least one astronaut aboard, which makes unmanned testing a bit more difficult, as it requires a probe to be attached to the pod.

    List of command modules

    There are twenty-three different command modules in the game. Four of them are crew pods designed for use with rockets, five are cockpits designed for planes , eleven are probe modules designed for unmanned probes, one for unmanned Mk2 craft, one is a cupola intended for space stations, and one is an external seat for rovers.

    The main difference between the different command modules is their outer form, their mass, and their crew capacity, create or store science reports, or be the first part of a craft.

    Although manned, habitation modules from the "Utility" section, like the PPD-10 Hitchhiker Storage Container and the crew cabins, are not command modules and cannot be used to control a craft even if they are occupied. Image Radial size Cost
    ( Funds ) Mass
    ( t ) Max. Temp.
    ( K ) Tolerance
    ( m/s ) Tolerance
    ( g ) Torque
    (kN · m) S.A.S.
    level
    Required Crew/
    Power Capacity
    (⚡)

  • 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 In the " Career " mode in manned command modules, the performance and functionality of the SAS is determined by the presence of at least one kerbonaut with the specialization " Pilot " and the level of his specialization. In the " Science " and " Sandbox " modes, a kerbonaut with any specialization can use all the functionality of the SAS on board the manned command module without restrictions.
  • 2.0 2.1 Torque differs between axes . These numbers are for pitch/yaw/roll respectively. Retrieved from " https://wiki.kerbalspaceprogram.com/index.php?title=Command_module&oldid=104437 "
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