https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Omega&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-28T20:32:33ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Docking&diff=15451Docking2013-05-12T13:33:40Z<p>Omega: +broken links labeled; +additional link</p>
<hr />
<div>[[File:Gemini-fuel-exchange.jpg|thumb|right|300px|Two docked ships exchanging fuel]]<br />
<br />
Docking was officially introduced in KSP 0.18 and allows separate ships to join into a single entity that is controlled as one and allows the transfer of resources (but not yet Kerbanauts) between connected modules.<br />
<br />
To get close enough to even consider docking, you'll need to perform an [[Basic Maneuvers#Docking / Rendezvous|orbital rendezvous]].<br />
<br />
== Using the docking controls ==<br />
[[File:Docking Nodes.png|thumb|Available docking ports]]<br />
<br />
The faintly purple button around the bottom left corner of the screen (just below the green staging button, and above the blue map button) sets your ships into docking mode. In docking mode your main engines are shut off and your normal WASD controls map to RCS translation maneuvers instead.<br />
<br />
To dock with a nearby object (see [[Basic Maneuvers##Docking / Rendezvous|the basic maneuvers page]] for how to rendezvous with another object in orbit), start by rotating your ships so their docking ports are facing each-other. Remember to toggle any docking-port covers if necessary. Also keep an eye out for how your ships will connect and make sure you won't run into solar panels or other modules on your approach.<br />
<br />
Right click the docking port on your ship and hit "control from here". Now activate docking mode. What is happening now is that docking port will be seen as the "center" of your ship. Your WASD keys will be used for moving sideways (known as "translation") on a plane that is perpendicular with your docking port's direction. Throttle-up (Shift) will approach your target ship by moving forward (specifically, whichever way your docking port is pointing) and throttle-down (Ctrl) will move away.<br />
<br />
Once your docking ports are very close (or touching) they will magnetically clamp to each-other and you will have successfully docked. The tolerance for the clamps is quite generous, however, it can take some time for it to kick in - so once you get your ports in close proximity, just wait a bit before trying to get any closer (and possibly damage your ships).<br />
<br />
Note that you don't have to be in docking mode to dock - if you manage to align your docking ports using the regular controls, everything will still work.<br />
<br />
While docked, you can transfer resources (fuel, etc) by clicking on a tank, and then alt+right clicking on another target and pressing the desired In/Out switches of the windows that pop up.<br />
<br />
As of 0.19.1, Kerbanauts have to be transferred manually using EVAs.<br />
<br />
To undock simply right click either of the docking clamps and click undock.<br />
<br />
== Multi-port docking ==<br />
<br />
[[File:Triple-docking.png|right|thumb|A triple-connection between two sections of a large vessel]]<br />
Unfortunately, docking ports are not very rigid. This makes crafts which consist of multiple large sections very difficult to control. To mitigate this problem, you can use bi- or tri-couplers to mount multiple docking ports. The resulting multi-part connection is a lot more stable. Unfortunately docking these crafts is even more difficult than docking with a single-port connection, because now you also have to take care of the rotation of your craft. Otherwise it can happen that only one port connects. Should this happen, undock your craft and try again. Sometimes when using tri-couplers, it can happen that even though the orientation is perfect, only two ports are actually connected. You can tell by right-clicking the ports. When none of two ports has an "undock" option, they are not actually connected. This problem can be solved by going to the space center and reloading the ship.<br />
<br />
Additionally, it is recommended to control a multi-part craft from the command pod closest to the center of mass of the whole contraption. In that case the direction on the nav-ball is affected the least by the ends of the craft wobbling around.<br />
<br />
== Possibilities for docking ==<br />
<br />
Docking gives you some great new abilities.<br />
<br />
=== In-orbit refueling ===<br />
<br />
So you've built a huge, kick-ass spaceship, but it needs so much fuel to start that its fuel tanks are empty before it even left Kerbins orbit? No problem, just send some tankers into orbit, dock them to your ship, pump the fuel to the ships tanks and deorbit the empty tankers.<br />
<br />
When you do this frequently, you could consider to build a [[Space Station]] with a large fuel depot and have each interplanetary mission do a tank-stop there.<br />
<br />
=== In-orbit spacecraft assembly ===<br />
[[File:Docked-craft.jpg|right|thumb|a 3-component ship in low kerbin orbit]]<br />
There is a limit of how large your rockets can be, and most of them will be used just to get into orbit. So what can be done to build even larger crafts for more exciting interplantary missions? Launch the individual components into orbit on separate rockets, and then dock them together into one giant space ship. <br />
<br />
The cancelled Constellation program by NASA was planning to use this method for manned missions to moon and mars<ref>http://en.wikipedia.org/wiki/Constellation_program</ref>.<br />
<br />
Note though that currently (as of 0.19.1) docking connectors are a bit wobbly, so ships from too many too heavy components will be hard to control. Docking ports can even rip off when put under too much stress. This problem can be mitigated by using multiple docking ports on bi- or tri-couplers (see above). A mod which offers a different workaround for this problem is the [http://kerbalspaceport.com/quantum-strut/ Quantum Strut mod].<br />
<br />
=== Detachable landing crafts ===<br />
[[File:Docked-lander.jpg|right|thumb|A vessel with a detachable lander]]<br />
This method was used during the human moon landings <ref>http://en.wikipedia.org/wiki/Apollo_program#Lunar_mission_profile</ref>, and it can be equally useful for the Kerbal. When you do a landing mission and have the intention of getting back to Kerbin, don't take all the fuel for the return flight to the surface of whatever planet you are visiting. Undock a lander with just enough fuel to get to the surface and back, and redock it with the return stage when it's back in orbit. You can save a lot of fuel that way, because the lander doesn't need to carry all the return fuel to the surface and back into orbit.<br />
<br />
=== Small in-game computer systems ===<br />
Docking Ports can also be used to create limited orbital computers. <ref>http://forum.kerbalspaceprogram.com/showthread.php/47519-100-Stock-Computer%21{{broken link}}</ref> <ref>http://forum.kerbalspaceprogram.com/showthread.php/47871-Build-the-ultimate-Vanilla-computer%21{{broken link}}</ref> <ref>http://forum.kerbalspaceprogram.com/showthread.php/26868-KSP-computer-dev-team?highlight=Stock+Computer</ref><br />
<br />
== References ==<br />
<references /></div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:Parachute&diff=15403Talk:Parachute2013-05-10T16:19:47Z<p>Omega: time code added to video link</p>
<hr />
<div>== Full-deployment altitudes depending on pressure? ==<br />
<br />
Hey, there were some edits, that the full deployment altitudes are depending on the pressure like the semi deployment. Now I haven't visited another planet, but according to the part.cfg (e.g. [[Parts/parachute_single/part.cfg|Mk16]]) the full deployment altitude is defined by the altitude itself and not the surrounding pressure. Can somebody test this and may back this up? — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 14:39, 8 May 2013 (CDT)<br />
:The full deployment altitude is always 500 m above ground. That makes a pressure-based trigger impossible, because the air pressure does not "follow" the terrain. (e. g. on a 10km high mountain the air is thinner than at sea level, but the parachutes will fully deploy at 10500m anyway.) It might be possible that the full-deploy height is different for each planet, but there is no config file for such values. Also it would cause the parachutes to deploy much sooner on Eve than they would on Kerbin, because of its high atmospheric pressure. I haven't been there myself, but I checked a video, the parachutes deployed at 1700m, the landing was at 1200m, so 500m above ground. There is no way that this is pressure-controlled. --[[User:Dgelessus|Dgelessus]] ([[User talk:Dgelessus|talk]]) 15:34, 8 May 2013 (CDT)<br />
::Ah nice ;) Maybe link the video. I'm now changing this article back. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 16:32, 8 May 2013 (CDT)<br />
:::Here it is: [http://www.youtube.com/watch?v=yj0T-ylVbjU&t=45m40s http://www.youtube.com/watch?v=yj0T-ylVbjU]. The landing is in the last few minutes. --[[User:Dgelessus|Dgelessus]] ([[User talk:Dgelessus|talk]]) 15:37, 9 May 2013 (CDT)<br />
:::: Here is the same video link with time code http://www.youtube.com/watch?v=yj0T-ylVbjU&t=45m40s. --[[User:Omega|Omega]] ([[User talk:Omega|talk]]) 11:19, 10 May 2013 (CDT)</div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=Electric_charge&diff=15015Electric charge2013-05-05T12:14:01Z<p>Omega: +Jet engines; unified power vales</p>
<hr />
<div>Electricity is a resource that is used by unmanned spacecraft, lights, and instrumentation. It is stored using [[Z-100 Rechargable Battery Bank|Batteries]] and is produced through an operating Rocket or Jet Engine, [[Gigantor XL Solar Array|Solar Panels]], or an [[PB-NUK Radioisotope Thermoelectric Generator|RTG]].<br />
<br />
==Electricity Consumption==<br />
Unmanned [[Template:Stats_Table_Command_Pods|Satellite Cores]] use 1.7 e/m (electricity per minute). [[Illuminator mk1|Lights]] and Instrumentation use electricity as well. Also, [[PB-Ion Electric Propulsion System|Ion Engines]] and [[rover]] wheels require large amounts of electricity to operate.<br />
<br />
==Producing Electricity==<br />
<br />
=== Rocket engines ===<br />
Many rocket engines produce plenty of electricity while running. However, they only do so while they run. Short burns every two minutes can be used to keep a probe alive, but don't forget doing so.<br />
{|class="wikitable"<br />
!Engine<br />
!Power<br />
|-<br />
| [[LV-T30 Liquid Fuel Engine]]<br />
| 1.0/s <br />
|-<br />
| [[LV-T45 Liquid Fuel Engine]]<br />
| 1.0/s <br />
|-<br />
| [[Rockomax "Poodle" Liquid Engine]]<br />
| 1.0/s <br />
|-<br />
| [[Rockomax "Mainsail" Liquid Engine]]<br />
| 2.0/s <br />
|}<br />
<br />
All other rocket engines do not produce electrical energy.<br />
<br />
=== Jet engines ===<br />
<br />
All jet engines produce plenty of electricity while running. However, they only do so while they run and they need an atmosphere with oxygen present like [[Kerbin]] or [[Laythe]] to operate.<br />
<br />
{|class="wikitable"<br />
!Engine<br />
!Power<br />
|-<br />
| [[Basic Jet Engine]]<br />
| 0.8/s<br />
|-<br />
| [[TurboJet Engine]]<br />
| 1.0/s <br />
|}<br />
<br />
=== Solar panels ===<br />
[[File:Science-satellite.png|right|thumb|A solar-powered satellite]]<br />
Solar Panels are a more automatic way to generate electrical energy. They need direct sunlight to work, so they won't work when you are on the night side of a planet you orbit.<br />
<br />
All panels except for the [[OX-STAT Photovolatic panels]] need to be unpacked by right-clicking on them before they will generate energy. Unpacked solar panels are very flimsy and will disintegrate when experiencing atmospheric drag, so keep them retracted during liftoff, [[aerobraking]] maneuvers or atmospheric re-entry.<br />
<br />
Their energy output depends on their distance and orientation to the sun, but all solar panels except for the [[OX-STAT Photovolatic panels]] can orient themselves automatically to a certain degree.<br />
<br />
They generate more electricity the closer to [[Kerbol|the Sun]] they are located. However, they ''do not'' currently use the inverse-square law. Rather, they follow a spline curve of 3 piecewise cubics defined from 4 points:<br />
{| class="wikitable"<br />
! Distance (m)<br />
! Power<br />
! Notes<br />
|-<br />
| 0<br />
| 10x<br />
| <br />
|-<br />
| 13,599,840,256<br />
| 1x<br />
| Kerbin's orbit<br />
|-<br />
| 68,773,560,320<br />
| 0.5x<br />
| Jool's semi-major axis<br />
|-<br />
| 206,000,000,000<br />
| 0x<br />
| Almost 3x Jool's orbit<br />
|}<br />
<br />
Due to their unreliable nature, it is recommended to have some energy storage as a buffer (see below) when supplying a craft solely with solar panels.<br />
<br />
=== Radioisotope battery ===<br />
<br />
The [[PB-NUK Radioisotope Thermoelectric Generator]] is a constant and reliable source of energy which doesn't require direct sunlight and is much more resistant to atmospheric drag than solar arrays. Unfortunately it has a very unpractical shape and generates less energy per kg mass than solar panels under normal conditions. Also, they don't look nearly as cool as solar panels.<br />
<br />
== Storing energy ==<br />
<br />
A probe command pod can only store 5 units of energy which keeps it alive for not even 3 minutes. To survive longer without energy supply, to deal with peak loads (which often happen when using ion engines) or to bridge time gaps when solar panels aren't usable, batteries can be used to store more energy.<br />
<br />
There is the circular [[Z-500 Rechargable Battery Bank]] with 500 units of energy designed to be used as a rocket segment and the [[Z-100 Rechargable Battery Bank|Z-100]] and [[Z-400 Rechargable Battery Bank|Z-400]] with 100 and 400 units respectively which are designed to be mounted on the outside of a vessel. The Z-100 and Z-400 store twice as much charge per kg of mass, but are less elegant to place. <br />
<br />
Manned command pods also store 50 units of energy per crew member maximum capacity. But neither do they consume energy nor do they require any energy to function.<br />
<br />
All energy storage available to a craft is fully loaded at launch.</div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=M-Beam_650_I-Beam&diff=14788M-Beam 650 I-Beam2013-05-03T10:40:17Z<p>Omega: Part properties added</p>
<hr />
<div>{{Partbox<br />
|role=Strut<br />
|class=Part<br />
|costs=100<br />
|mass=0.08<br />
|drag=0.2<br />
|temp=3200<br />
|tolerance=80<br />
}}<br />
Manufactured by Dinkelstein Kerman's Construction Emporium, this is a wide, upscaled version of the M-Beam 200 I-Beam. Dinkelstein loves variety, man.<br />
<br />
{{Parts}}</div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=Structural_Pylon&diff=14769Structural Pylon2013-05-03T09:45:52Z<p>Omega: minor layout changes to part properties</p>
<hr />
<div>{{stub}}<br />
The structural pylon is a radical decoupler intended for use on spaceplanes. It is not much different then the [[TT-38K Radial Decoupler]](other then a lower ejection force) however it has a much more sturdier and aerodynamic look to it. Even though it has been intended for placement on spaceplane fuselages, it still can work very well on vertical space vessels. It has an strangely high impact tolerance. It is the only radial decoupler that does not leave a visual residue.<br />
<br />
<br />
Despite their sturdy appearance, joints using structural pylons are very flexible. This can be exploited to create all-stock rotor bearings.<br />
{{Partbox/Decoupler<br />
|file=Structural_Pylon.png<br />
|costs=1275<br />
|mass=0.2<br />
|drag=0.2<br />
|temp=3200<br />
|tolerance=999<br />
|ejection=30<br />
|since=v0.15<br />
|part=<br />
}}<br />
<br />
== Changes ==<br />
;{{Version|0.18}}<br />
* Retextured<br />
;{{Version|0.15|}}<br />
* Initial Release <br />
<br />
{{Parts}}</div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=Structural_Pylon&diff=14767Structural Pylon2013-05-03T09:41:13Z<p>Omega: updated from Template:Partbox to Template:Partbox/Decoupler</p>
<hr />
<div>{{stub}}<br />
The structural pylon is a radical decoupler intended for use on spaceplanes. It is not much different then the [[TT-38K Radial Decoupler]](other then a lower ejection force) however it has a much more sturdier and aerodynamic look to it. Even though it has been intended for placement on spaceplane fuselages, it still can work very well on vertical space vessels. It has an strangely high impact tolerance. It is the only radial decoupler that does not leave a visual residue.<br />
<br />
<br />
Despite their sturdy appearance, joints using structural pylons are very flexible. This can be exploited to create all-stock rotor bearings.<br />
{{Partbox/Decoupler<br />
|file=Structural_Pylon.png<br />
|costs=1275<br />
|mass=.2<br />
|drag=.2<br />
|temp=3200<br />
|tolerance=999<br />
|ejection=30<br />
|since=v0.15<br />
|part=<br />
}}<br />
<br />
== Changes ==<br />
;{{Version|0.18}}<br />
* Retextured<br />
;{{Version|0.15|}}<br />
* Initial Release <br />
<br />
{{Parts}}</div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=Hydraulic_Detachment_Manifold&diff=14762Hydraulic Detachment Manifold2013-05-03T09:17:20Z<p>Omega: Part properties added</p>
<hr />
<div>{{Stub||Description from in-game<br />Usage<br />Change log needs to be detailed}}<br />
<br />
{{Partbox<br />
|Name=Hydraulic Detachment Manifold<br />
|File=TT38K flat.png<br />
|Role=Decoupler<br />
|Costs=200<br />
|Mass=0.4<br />
|Drag=0.2<br />
|Temp=3200<br />
|Tolerance=8<br />
|More=<br />
{{PB-more|Ejection Force|450 kN*s}}<br />
|since=v0.16<br />
}}<br />
<br />
== Usage == <br />
Generally speaking, the Hydraulic Detachment Manifold is a larger version of the [[TT-38K Radial Decoupler]], for use with heavier engines.<br />
<br />
== Changes ==<br />
;{{Version|?|}}<br />
* Initial Release<br />
<br />
{{Parts}}</div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=TT-38K_Radial_Decoupler&diff=14761TT-38K Radial Decoupler2013-05-03T09:12:13Z<p>Omega: Fixed anchor link</p>
<hr />
<div>{{Partbox<br />
|Name=TT-38K Radial Decoupler<br />
|Role=Decoupler<br />
|File=TT-38K_radial_decoupler_2.png<br />
|Costs=1275<br />
|Mass=0.4<br />
|Drag=0.2<br />
|Temp=3200<br />
|Tolerance=8<br />
|More=<br />
{{PB-more|Ejection Force|120 kN*s}}<br />
|since=v0.7.3<br />
|cfg=Parts/radialDecoupler/part.cfg<br />
}}<br />
<br />
The '''TT-38K Radial Decoupler''' is a [[Parts#Decouplers and Separators|Decoupler]] that allows for staging rockets horizontally and in parallel. <br />
<br />
== Usage ==<br />
The TT-38K adds a stage to the rocket and when activated will jettison the Decoupler as well as anything attached to it, much like the [[TR-18A Stack Decoupler|TR-18A]]. In the past [[Liquid Fuel]] system modules could not be attached to a TT-38K, however you could attach TT-38K's to Solid Fuel system modules. An easy workaround used by many was simply attaching a [[RT-10 Solid Fuel Booster|Solid Rocket Booster]] to the TT-38K and then stacking Liquid Fuel system modules below.<br />
<br />
Since version 0.13 however the stock liquid fuel systems have been radially attachable and either fuel engines below them, or through use of the [[FTX-2 External Fuel Duct]] [[fTX-2 External Fuel Duct|fuel line]], also introduced in this version.<br />
<br />
You will often find that if you have a long section of liquid fuel tanks or solid boosters that they can twist the joint and potentially break off or explode on your craft. For this reason it is wise to use the decoupler towards one end of the side pod and use [[EAS-4 Strut Connector|struts]] to keep the other end steady, preferable a pair to help reduce the twisting the side pod might have. You should also consider using the decoupler towards the top of the side pod, so that jettison force helps push that end away from the ship, effectively peeling the side pods away.<br />
<br />
==Radial Symmetry==<br />
[[File:Symmetry.jpg|thumb|right|In game Symmetry Modifier]]<br />
<br />
Unlike a stack decoupler, a radial decoupler can be combined with symmetry to an interesting effect. Using the symmetry feature found in the [[Vehicle Assembly Building|VAB]], one can attach 2-8 symmetrical pieces onto their main fuel engine, to allow for more balance in precision in placing your initial booster stages. See example. Pieces however, whose collision mesh collide with one another will not stay onto their respective decoupler; this means you'll have to use fewer decouplers per stage, and more stages if you want more pieces.<br />
<br />
== Description ==<br />
{{Quote<br />
|The TT-38K Radial Decoupler, like most other decouplers, is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to.<br />
|O.M.B. Demolition Enterprises}}<br />
<br />
== Changes ==<br />
;{{Version|0.18|}}<br />
* Changed textures<br />
;{{Version|0.15|}}<br />
* ''(undocumented)'' Ejection Force increased from 5 to 120<br />
;{{Version|0.14|}}<br />
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)<br />
* ''(unimplemented)'' Increased the ejection force of Decouplers and Radial Decouplers (too underpowered after the physics fix)<br />
;{{Version|0.13.1|}}<br />
* Removed parent-wise fuel cross-feed from Radial Decouplers. Fuel Lines made that obsolete<br />
;{{Version|0.12|}}<br />
* ''(undocumented)'' Ejection Force decreased from 15 to 5<br />
;{{Version|0.9|}}<br />
* ''(undocumented)'' Radial decouplers can now cross-feed fuel<br />
;{{Version|0.8|}}<br />
* Radial decouplers now have their own module (they used to share modules with the stack decoupler) <br />
* Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away from the ship and not kill the crew every time<br />
;{{Version|0.7.3|}}<br />
* Initial Release<br />
<br />
{{Parts}}</div>Omegahttps://wiki.kerbalspaceprogram.com/index.php?title=TT-38K_Radial_Decoupler&diff=14760TT-38K Radial Decoupler2013-05-03T09:08:28Z<p>Omega: Part properties added</p>
<hr />
<div>{{Partbox<br />
|Name=TT-38K Radial Decoupler<br />
|Role=Decoupler<br />
|File=TT-38K_radial_decoupler_2.png<br />
|Costs=1275<br />
|Mass=0.4<br />
|Drag=0.2<br />
|Temp=3200<br />
|Tolerance=8<br />
|More=<br />
{{PB-more|Ejection Force|120 kN*s}}<br />
|since=v0.7.3<br />
|cfg=Parts/radialDecoupler/part.cfg<br />
}}<br />
<br />
The '''TT-38K Radial Decoupler''' is a [[Parts#Decouplers|Decoupler]] that allows for staging rockets horizontally and in parallel. <br />
<br />
== Usage ==<br />
The TT-38K adds a stage to the rocket and when activated will jettison the Decoupler as well as anything attached to it, much like the [[TR-18A Stack Decoupler|TR-18A]]. In the past [[Liquid Fuel]] system modules could not be attached to a TT-38K, however you could attach TT-38K's to Solid Fuel system modules. An easy workaround used by many was simply attaching a [[RT-10 Solid Fuel Booster|Solid Rocket Booster]] to the TT-38K and then stacking Liquid Fuel system modules below.<br />
<br />
Since version 0.13 however the stock liquid fuel systems have been radially attachable and either fuel engines below them, or through use of the [[FTX-2 External Fuel Duct]] [[fTX-2 External Fuel Duct|fuel line]], also introduced in this version.<br />
<br />
You will often find that if you have a long section of liquid fuel tanks or solid boosters that they can twist the joint and potentially break off or explode on your craft. For this reason it is wise to use the decoupler towards one end of the side pod and use [[EAS-4 Strut Connector|struts]] to keep the other end steady, preferable a pair to help reduce the twisting the side pod might have. You should also consider using the decoupler towards the top of the side pod, so that jettison force helps push that end away from the ship, effectively peeling the side pods away.<br />
<br />
==Radial Symmetry==<br />
[[File:Symmetry.jpg|thumb|right|In game Symmetry Modifier]]<br />
<br />
Unlike a stack decoupler, a radial decoupler can be combined with symmetry to an interesting effect. Using the symmetry feature found in the [[Vehicle Assembly Building|VAB]], one can attach 2-8 symmetrical pieces onto their main fuel engine, to allow for more balance in precision in placing your initial booster stages. See example. Pieces however, whose collision mesh collide with one another will not stay onto their respective decoupler; this means you'll have to use fewer decouplers per stage, and more stages if you want more pieces.<br />
<br />
== Description ==<br />
{{Quote<br />
|The TT-38K Radial Decoupler, like most other decouplers, is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to.<br />
|O.M.B. Demolition Enterprises}}<br />
<br />
== Changes ==<br />
;{{Version|0.18|}}<br />
* Changed textures<br />
;{{Version|0.15|}}<br />
* ''(undocumented)'' Ejection Force increased from 5 to 120<br />
;{{Version|0.14|}}<br />
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)<br />
* ''(unimplemented)'' Increased the ejection force of Decouplers and Radial Decouplers (too underpowered after the physics fix)<br />
;{{Version|0.13.1|}}<br />
* Removed parent-wise fuel cross-feed from Radial Decouplers. Fuel Lines made that obsolete<br />
;{{Version|0.12|}}<br />
* ''(undocumented)'' Ejection Force decreased from 15 to 5<br />
;{{Version|0.9|}}<br />
* ''(undocumented)'' Radial decouplers can now cross-feed fuel<br />
;{{Version|0.8|}}<br />
* Radial decouplers now have their own module (they used to share modules with the stack decoupler) <br />
* Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away from the ship and not kill the crew every time<br />
;{{Version|0.7.3|}}<br />
* Initial Release<br />
<br />
{{Parts}}</div>Omega