Difference between revisions of "Command module"
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− | A '''command module''', '''cockpit''', '''command pod''' or | + | A '''command module''', '''cockpit''', '''command pod''' ,or '''probe core''' is a part which allows 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 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, everything which allows | + | Various names are used for this type of part. The term command module is, in general, everything which 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 cores but usually are called command modules as well. |
== 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. Probe command modules consume [[electric charge]] and cease to function when the energy of the vessel is depleted. Manned command pods do not operate similar to probe command modules when missing a crew, and do not drain any electric charge. | + | 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. Probe command modules consume [[electric charge]] and cease to function when the energy of the vessel is depleted. Manned command pods do not operate in similar fashion to probe command modules when missing a crew, and do not drain any electric charge. |
− | All command modules provide torque for control and have [[SAS]] except for the command seat which has neither | + | All command modules provide torque for control and have [[SAS]] except for the command seat, which has neither. Prior to the redesign in {{Version|0.21}} the modules do not have ASAS functionality, which is similar to the SAS. Since then, only the manned modules have had sufficient torque. Torque is generated using [[reaction wheel]]s which drain additional power to operate them. |
− | 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. | + | 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 == | == 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 crew | + | 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 [[EVA]]s. |
Each command pod which can be manned and except the seat has a small amount of [[monopropellant]] on board to allow refilling EVA suits. | Each command pod which can be manned and except the seat has a small amount of [[monopropellant]] on board to allow refilling EVA suits. | ||
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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. | 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 | + | == List of Command Modules == |
− | There are sixteen different modules in the game. Four of them are crew pods designed for use with rockets, three are cockpits designed for [[plane]]s, seven are probe modules designed for unmanned probes, 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, except for the [[EAS-1 External Command Seat]] which uniquely cannot have crew assigned to it at launch, create or store science reports, or be the first part of a craft. | + | There are sixteen different command modules in the game. Four of them are crew pods designed for use with rockets, three are cockpits designed for [[plane]]s, seven are probe modules designed for unmanned probes, 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, except for the [[EAS-1 External Command Seat]] which uniquely cannot have crew assigned to it at launch, create or store science reports, or be the first part of a craft. |
The [[PPD-10 Hitchhiker Storage Container]], although a manned module, is not a command module and cannot be used to control a craft even if it is occupied. | The [[PPD-10 Hitchhiker Storage Container]], although a manned module, is not a command module and cannot be used to control a craft even if it is occupied. |
Revision as of 23:19, 13 December 2014
A command module, cockpit, command pod ,or probe core is a part which allows 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 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, everything which 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.
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. Probe command modules consume electric charge and cease to function when the energy of the vessel is depleted. Manned command pods do not operate in similar fashion to probe command modules when missing a crew, and do not drain any electric charge.
All command modules provide torque for control and have SAS except for the command seat, which has neither. Prior to the redesign in version 0.21 the modules do not have ASAS functionality, which is similar to the SAS. Since then, only the manned modules have had sufficient torque. Torque is generated using reaction wheels which drain additional power to operate them.
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 sixteen different command modules in the game. Four of them are crew pods designed for use with rockets, three are cockpits designed for planes, seven are probe modules designed for unmanned probes, 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, except for the EAS-1 External Command Seat which uniquely cannot have crew assigned to it at launch, create or store science reports, or be the first part of a craft.
The PPD-10 Hitchhiker Storage Container, although a manned module, is not a command module and cannot be used to control a craft even if it is 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) |
20 | 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.