Difference between revisions of "Command module"
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− | A '''command module''', '''cockpit''', '''command pod''', or '''probe core''' is | + | 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. |
== Naming == | == Naming == | ||
− | Various names are used for this type of part. The term command module is, in general, | + | 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 [[plane]]s, and command pods normally placed on [[rocket]]s. Crew pods or capsules might be also used instead of a command pod. Command modules which cannot be manned are sometimes called [[Probe#Probe cores|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 == | == 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 even if the vessel is connected to [[CommNet]]. | + | 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 selector|direction holding]] ability. | All unmanned command modules have [[SAS]] except for the [[Probodobodyne Stayputnik]]. The probe cores have different level of [[direction selector|direction holding]] ability. | ||
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== List of command modules == | == List of command modules == | ||
− | There are twenty- | + | 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 [[plane]]s, 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. | 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. |
Latest revision as of 01:06, 17 January 2023
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.
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
Name | Cost | SAS level & capabilities | ||||
---|---|---|---|---|---|---|
0 | 1 | 2 | 3 | |||
Stability Assist () |
Prograde/ Retrograde (/) |
Normal/Radial Hold (/) |
Target Tracking (/) |
Maneuver () | ||
Probodobodyne RoveMate | 800 | Yes | No | No | No | No |
Probodobodyne Stayputnik | 300 | No | No | No | No | No |
Probodobodyne QBE | 360 | Yes | No | No | No | No |
Probodobodyne HECS | 650 | Yes | Yes | No | No | No |
Probodobodyne OKTO | 450 | Yes | No | No | No | No |
Probodobodyne OKTO2 | 1 480 | Yes | Yes | Yes | No | No |
Probodobodyne HECS2 | 7 500 | Yes | Yes | Yes | Yes | Yes |
RC-001S Remote Guidance Unit | 2 250 | Yes | Yes | Yes | Yes | Yes |
RC-L01 Remote Guidance Unit | 3 400 | Yes | Yes | Yes | Yes | Yes |
MK2 Drone Core | 2 700 | Yes | Yes | Yes | Yes | Yes |
MPO Probe | 9 900 | Yes | Yes | Yes | Yes | Yes |
MTM Stage | 21 500 | Yes | Yes | Yes | No | No |
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 | Part | Radial size | Cost () |
Mass (t) |
Max. Temp. (K) |
Tolerance (m/s) |
Tolerance (g) |
Torque (kN · m) |
S.A.S. level |
Required Crew/ Power |
Capacity (⚡) |
---|---|---|---|---|---|---|---|---|---|---|---|
Mk1 Cockpit | Small | 1 250 (1 241) |
1.28 (1.25) |
2 000 (1 100) |
40 | 50 | 10 | [Note 1] | 50 ⚡ 7.5 MP | ||
Mk1 Inline Cockpit | Small | 1 600 (1 591) |
1.03 (1.00) |
2 000 (1 100) |
40 | 50 | 10 | [Note 1] | 50 ⚡ 7.5 MP | ||
Mk2 Cockpit | Mk2 | 3 500 (3 482) |
2.06 (2.00) |
2 500 (1 400) |
45 | 50 | 15 | [Note 1] | + | 150 ⚡ 15 MP | |
Mk2 Inline Cockpit | Mk2 | 3 500 (3 470) |
2.10 (2.00) |
2 500 (1 400) |
45 | 50 | 15 | [Note 1] | + | 150 ⚡ 25 MP | |
Mk3 Cockpit | Mk3, Small | 10 000 (9 880) |
3.90 (3.50) |
2 700 (1 500) |
50 | 50 | 40/40/20[Note 2] | [Note 1] | + | 500 ⚡ 100 MP | |
Mk1 Command Pod | Small, Tiny | 600 (588) |
0.84 (0.80) |
2 200 (1 200) |
14 | 50 | 5 | [Note 1] | 50 ⚡ 10 MP | ||
Mk1-3 Command Pod | Large, Small | 3 800 (3 764) |
2.72 (2.60) |
2 400 (1 400) |
45 | 50 | 15 | [Note 1] | + | 150 ⚡ 30 MP | |
Mk1 Lander Can | Small | 1 500 (1 482) |
0.66 (0.60) |
2 000 (1 000) |
8 | 50 | 3 | [Note 1] | 50 ⚡ 15 MP | ||
Mk2 Lander Can | Large | 3 250 (3 202) |
1.515 (1.355) |
2 000 (1 200) |
8 | 50 | 15 | [Note 1] | + | 100 ⚡ 40 MP | |
PPD-12 Cupola Module | Large, Small | 3 200 (3 188) |
1.80 (1.76) |
2 000 (1 000) |
8 | 50 | 9 | [Note 1] | 200 ⚡ 10 MP | ||
EAS-1 External Command Seat | Radial mounted | 200 | 0.05 | 1 200 | 6 | 50 | — | [Note 1] | — | ||
Probodobodyne RoveMate | Small | 800 | 0.15 | 1 200 | 12 | 50 | — | 0 | 2.4 ⚡/min (144 ⚡/h) |
120 ⚡ | |
Probodobodyne QBE | Tiny | 360 | 0.07 | 1 200 | 15 | 50 | — | 0 | 1.5 ⚡/min (90 ⚡/h) |
5 ⚡ | |
Probodobodyne HECS | Tiny | 650 | 0.1 | 1 200 | 12 | 50 | 0.5 | 1 | 1.5 ⚡/min (90 ⚡/h) |
10 ⚡ | |
Probodobodyne OKTO | Tiny | 450 | 0.1 | 1 200 | 12 | 50 | 0.3 | 0 | 1.2 ⚡/min (72 ⚡/h) |
10 ⚡ | |
Probodobodyne OKTO2 | Tiny | 1 480 | 0.04 | 1 200 | 12 | 50 | — | 2 | 1.8 ⚡/min (108 ⚡/h) |
5 ⚡ | |
Probodobodyne Stayputnik | Tiny | 300 | 0.05 | 1 800 | 12 | 50 | — | — | 1.67 ⚡/min (100 ⚡/h) |
10 ⚡ | |
Probodobodyne HECS2 | Small | 7 500 | 0.2 | 2 000 | 8 | 50 | 10 | 3 | 3.0 ⚡/min (180 ⚡/h) |
1 000 ⚡ | |
RC-001S Remote Guidance Unit | Small | 2 250 | 0.1 | 2 000 | 9 | 50 | 0.5 | 3 | 3.0 ⚡/min (180 ⚡/h) |
15 ⚡ | |
RC-L01 Remote Guidance Unit | Large | 3 400 | 0.5 | 2 000 | 9 | 50 | 1.5 | 3 | 4.8 ⚡/min (288 ⚡/h) |
30 ⚡ | |
MK2 Drone Core | Mk2 | 2 700 | 0.2 | 2 500 | 20 | 50 | 15/3/3[Note 2] | 3 | 3.0 ⚡/min (180 ⚡/h) |
250 ⚡ | |
MPO Probe | Small | 9 900 (9 854) |
0.895 (0.395) |
2 200 | 9 | 50 | 6 | 3 | 3.0 ⚡/min (180 ⚡/h) |
1 000 ⚡ 45 LF 55 O | |
MTM Stage | Small | 21 500 (6 300) |
0.795 (0.415) |
2 200 | 12 | 50 | 12 | 2 | 1.8 ⚡/min (108 ⚡/h) |
4 000 ⚡ 3 800 XE |
- ↑ 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.