Difference between revisions of "Command module"

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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 [[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. 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. 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 unmanned command modules have [[SAS]] except for the [[Probodobodyne Stayputnik]]. The probe cores have different level of [[direction selector|direction holding]] ability.
 
{{directions available|cm=yes}}
 
On manned modules stability assist is only by [[kerbonaut]]s available which are pilots. The direction holding capabilities depend then on the [[experience]] of the most experienced kerbonaut.
 
 
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.
 
 
== 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 [[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.
 
 
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 nineteen different command modules in the game. Four of them are crew pods designed for use with rockets, five are cockpits designed for [[plane]]s, seven 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, 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.
 
 
{{Stats Table Command Pods}}
 
 
[[Category:Command modules| ]]
 

Revision as of 17:54, 17 March 2017