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  • ** This launcher is disliked by most of the community, and it has been criticized for containing ads for KSP2, not being useful, eating R ...relatively serious issue with module loading which could result in missing modules if loading old craft.
    80 KB (12,291 words) - 00:25, 12 January 2023
  • ...e and cost, as well as adding, removing or adjusting [[API:PartModule|part modules]], for example increasing an engine's thrust or adding resource storage cap ...which are nothing more than tree nodes and strings. Parsing is handled by modules that use .cfg files. See KSPField in the API.
    58 KB (8,218 words) - 06:31, 2 January 2022
  • ...t use it at your own risk. For mods that add new parts/modify stock parts, it is recommended to stay away from those and stay as stock as possible, altho ...u keep in space, i.e the functional part of the rocket. All manned command modules fit in this category, while probes can either be a Payload or involved in o
    4 KB (722 words) - 21:15, 18 January 2020
  • ...as it's just a assembly of parts without talking about how to build or use it.}} * [[Command Pod Mk1|Command Pod Mk1]].
    2 KB (326 words) - 20:19, 2 May 2019
  • ...ust|point of action]], i.e. the point where your engines create thrust. If it was, that would be sweet, since we could push the rocket wherever and howev ...balance the broom with the brush up towards the ceiling rather than having it resting on your hand.
    18 KB (3,415 words) - 01:34, 8 August 2019
  • {{:Mk1 Command Pod/Box}} The '''Mk1 Command Pod''' is a [[command module]] capable of housing a single [[Kerbal]] during a mission.
    3 KB (528 words) - 22:53, 16 July 2021
  • ...t parachute available in the game, and does not cost any science points as it is available from the start. ...rms almost identically to an [[Mk2-R Radial-Mount Parachute]], even though it looks a lot bigger when deployed.
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  • | The specs of command modules are: Thrust: 0.4/1; Isp: 100/240 (Atm./Vac.) | If torque isn't uniform across axes, it's displayed in pitch/yaw/roll, respectively.
    256 bytes (34 words) - 10:52, 11 January 2024
  • {{:Command Pod Mk1/Box}} ...[Command Module|modulo di comando]] capace di ospitare un singolo [[Kerbal/it|kerbal]] durante una missione. Il modulo richiama la forma della storica [h
    4 KB (623 words) - 13:08, 19 August 2018
  • ...en was a famous bug and is namesake of other bugs in Kerbal Space Program. It was removed with version 0.17. The bug could be triggered by moving at high ...he spacecraft will be obliterated. The rate of spinning is so extreme that it is impossible to be replicated manually. This is actually a bug with parts
    40 KB (6,809 words) - 02:38, 8 April 2024
  • ...Δv of 600 m/s RCS fuel that is completely restored upon entering a [[command pod]]. An EVA suit can carry 5 units of EVA propellant, and as of the 1.11 ...ion. However, in version 0.25, a system for transferring crew between crew modules on the same ship was added. Left click on the hatch and click the "Transfer
    12 KB (1,998 words) - 00:05, 23 August 2023
  • ...is a standalone SAS module. Visibly designed for the nosecone of aircraft, it functions equally well in the vacuum of space. Simply attach the CH-J3 and it adds automated stability capabilities to [[craft]] otherwise lacking SAS fu
    3 KB (415 words) - 06:09, 24 May 2021
  • The '''Mk1 Cockpit''' is a cockpit-style [[command module]] that is designed to be placed on the nose an airplane or [[spacepl ...rontal node and is less useful for rockets because it's heavier than the [[Command Pod Mk1]].
    2 KB (353 words) - 18:44, 14 August 2021
  • ...t''' is a small [[cockpit]] with a frontal node for attaching other parts. It is one of the two cockpits thus far that can be stack-mounted (in one size) ...[[Mk1 Cockpit]]). They are heavier than traditional command pods (like the Command Pod Mk1), but have higher impact tolerances and better IVA views. While thi
    3 KB (511 words) - 19:16, 14 August 2021
  • ...br. '''IVA''') the player takes control of a [[Kerbal]] within a craft's [[command pod]]. ...there are few possibilities to actually interact with the interior. So far it is possible to:
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  • ...ell as describe how to complete your first launch and return successfully. It will also attempt to introduce various common science and engineering [[ter The main rules for getting an object into space from [[Kerbin]] and keeping it there (which is called achieving a stable orbit) are fairly easy to explain
    30 KB (5,132 words) - 00:52, 27 January 2020
  • ...[[Kerbal]]s. It is designed to have Mk3-sized parts attached to its back. It has the highest impact tolerance of any crew module in the game. ...Docking Port]] can be attached. Its back has a Mk3 shape and size, making it useful for [[Mk3 Fuselage]]s to be attached.
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  • ...craft files from before the update. The pod is replaced by the new [[Mk1-3 Command Pod]]. }} {{:Mk1-2 Command Pod/Box}}
    3 KB (561 words) - 14:44, 13 July 2023
  • The main rules for getting an object into space from [[Kerbin]] and keeping it there (which is called achieving a stable orbit) are fairly easy to explain ...re shaped in a manner that makes it easy to part the air in front and lead it around the rocket. A wide, short "pancake rocket" will experience much more
    29 KB (4,720 words) - 16:56, 22 January 2020
  • ...or them to climb, directly to parts like how it is done with the current [[command module]]s. This will work for any part, not just command pods.
    3 KB (442 words) - 11:00, 13 March 2020
  • ...art with crew seating individually, such as [[command pod]]s, [[habitation modules]] and lander cans, automatically adding crew to fill the first compartment ...upidity]]. There is only the '''Go to Astronaut Complex''' menu available. It takes the user to the [[Astronaut Complex]] interface. Exiting the Astronau
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  • ...tell the current orientation and what the rotation commands will perform. It is similar to the [[w:Artificial horizon|artificial horizon]] used in real- To land on the surface of a planet or other celestial body, it is important to have the reference set to Surface to account for the rotati
    16 KB (2,559 words) - 11:37, 19 July 2018
  • ...Liquid Fuel Engine]] is not a bad choice. However, its huge size can make it tricky to take off from the runway without destroying the engine. ...version 0.23, is your go-to "two in one" solution for all your SSTO needs. It can function as both an air breathing engine in "Air Breathing" mode and a
    13 KB (2,225 words) - 08:01, 14 January 2024
  • ...red to choose a command module before building, there must be at least one command module operational for a ship to be controllable. ...der cans, "Probe" for unmanned probe cores, "Rover" for the EAS-1 External Command Seat, and "Ship" for everything else.
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  • [[File:Mk16-XL Parachute.jpg|thumb|A [[Mk1-2 Command Pod]] hanging on a [[Mk16-XL Parachute]]]] ...s difficult in practice because all craft without [[Command module|command modules]] outside the 2.5 km sphere around the controlled craft while in the a
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  • ...to version [[0.19]], the pad featured a launch tower; this was removed as it served no function while forming an obstacle to very wide vehicles. The [[T If a vehicle remains on the pad blocking it, like an un-launched rocket from an earlier session, a warning pop-up windo
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  • A '''Catastrophic Failure''' is an event that makes it impossible to finish the mission, usually either killing the crew, strandin ...ill start pushing the craft uncontrollably forward, or ramming and tearing it apart.
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  • ...no, I'm not going to quote "one small step" - that sentence is so overused it became meaningless. --> It's time, we will finally do the first manned landing on another celestial bo
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  • ...command module]] housing two [[Kerbal]] crew members during their mission. It has two variants: a cylindrical lander and a rectangular manned rover body. ...eatures two "Rockomax" [[Radial size|size 2]] nodes on the top and bottom, it also features two size 1 nodes on the front and back.
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  • The '''Probodobodyne QBE''' is an unmanned [[command module]] that runs on [[electricity]]. ...est. Despite all this, or perhaps because of it, many engineers have found it to be ideally suited for those 'optional return' missions.
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  • The '''Probodobodyne OKTO''' is an unmanned [[command module]] that runs on [[electricity]]. ...ontrol technology. This small unit can not only receive and relay control, it also provides automatic stabilization assistance, just as a live pilot woul
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  • The '''Probodobodyne Stayputnik''' is an unmanned [[command module]] that runs on [[electricity]]. ...ease to function if the power runs out. The built-in batteries should keep it going for about 10 minutes.
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  • ...'', is a [[resource]] that is needed to operate various parts in the game. It is critical for unmanned spacecraft, which are generally uncontrollable wit ...h the craft is illuminated while in an eclipse. Due to this unreliability, it is recommended to have some energy storage as a buffer when supplying a cra
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  • It has the same length, mass, and fuel capacity as the [[Mk2 Rocket Fuel Fusel ...ommand module]]s to be attached to a Mk2 craft (such as a [[spaceplane]]). It also serves as an attachment point for wings, fins, and landing gear; howev
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  • ...er Can) is a crew container/habitation module that can hold 4 [[Kerbal]]s. It has a 2.5m [[radial size]], and is likely intended for use in [[space stati ...ule]]s, it lacks [[command module]] functionality, and requires a separate command module for control.
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  • ...the space program. funding can also be obtained by mining ore and shipping it back to kerbin. but this will be a investment and will not be very easy. th The easiest first mission is simply “launching” the [[Command Pod Mk1]]. This is similar to the first Mercury and Vostok missions.
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  • ...ecal which points towards the explosive end of the decoupler. The momentum it imparts is defined by the name ''ejection force'' which is given in multipl ...those on the detached section, even if that section is isolated from all [[command module]]s by the decoupling event itself.
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  • ...e and allows the transfer of resources and [[Kerbonaut]] between connected modules. ...aneuvers instead. This mode requires that the craft is fitted with RCS (or it will do nothing).
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  • The '''Probodobodyne OKTO2''' is an unmanned [[command module]] that runs on [[electricity]]. ...mmand module and [[SAS]] functionality. It is the lightest probe core, but it lacks an internal [[reaction wheel]], and has very little [[electric charge
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  • The '''RC-L01 Remote Guidance Unit''' is a [[command module]] built for unmanned [[:Category:Rockomax Conglomerate|Rockomax]]/[[ ...e in a large-diameter stack, the RC-L01 Remote Guidance Unit provides full command module functionality.
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  • The '''Probodobodyne RoveMate''' is an unmanned [[command module]] intended for use as a rover body. ...r most day-dreaming of engineers that the possibilities are endless! While it has a Stability Assistance System, the RoveMate lacks reaction wheels so br
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  • {{Quote|"It's fantastic. I can't say how much this means to all of us."|Robert Cabana|f ...course, I can't do it perfectly, but I am trying my best. Also, I am doing it without any mod parts, but I suggest using the part welder plugin to reduce
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  • ...at the location of whatever component provides it, with no other effects; it gets less effective further from the centre of mass. ...force applied at a distance from the center of mass, at an angle away from it. This is how [[RCS]] produces torque, but any net force can produce torque
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  • ...an-made craft orbiting a [[celestial body]]. The adjective is dropped when it is clear what type of satellite is mentioned. As this tutorial is about sat ...nned [[command module]]s. The [[Probodobodyne Stayputnik]] looks cool, but it has no [[SAS]]. The [[OKTO]] and [[HECS]] have limited SAS capabilities and
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  • ...[[Command Module]] housing one [[Kerbal]] crew member during its mission. It is inspired by the [[w:Cupola (ISS module)|Cupola module]] of the Internati ...of one, while still being lighter than parts with higher crew capacities. It is also quite fragile, has higher [[drag]] than most other parts, and has a
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  • ...ximum of one [[Kerbal]] crew member during its mission. The cockpit in the command module is designed for landing and has a "down" looking window to facilitat ...hoice to utilize as a base part for both a moon or planetary lander. This command module had two large windows, one facing out from the pilot seat and one an
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  • The '''RC-001S Remote Guidance Unit''' is a [[command module]] built for unmanned [[radial size|Size 1]] rockets. ...in a small-diameter stack, the RC-001S Remote Guidance Unit provides full command module functionality with full [[SAS]] control, including all [[direction s
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  • {{:EAS-1 External Command Seat/Box}} [[File:EAS-1 External Command Seat on rocket.jpg|205px|thumb|A Kerbal pilots a ship while seated in the E
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  • To make a new campaign, reference it in the previous campaign's Final Words with "[[" and closing brackets, save ...need to fly using your onboard [[command module]] SAS only). Advanced SAS modules don't exist until the Kerbollo Program during the [[Campaign: Mun Race|Mun
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  • ...nd may be [[fuel transfer|transferred]] around a vessel. Crew containing [[command module]]s also store a small quantity of monopropellant. Stored monopropell ...erbal]]s on [[EVA]]. The jetpack is resupplied when the Kerbonaut enters a command module. As of {{version|1.6}}, this action does not remove any monopropella
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  • ...course, I can't do it perfectly, but I am trying my best. Also, I am doing it without any mod parts. ...reconnaissance space stations over a period of 15 years from 1971 to 1986. It was, on the one hand, designed to carry out long-term research into the pro
    32 KB (5,006 words) - 20:23, 2 May 2019
  • ...had for Skylab, so you'll be experiencing the history that could've been. It also includes the Apollo Block III and Saturn IC (from ''Eyes Turned Skywar ...rnate history project ''Eyes Turned Skyward'' (we highly recommend reading it for ideas to put together your own campaign).
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  • | SAS || [[SAS]] Toggle || T || Toggle all SAS modules on/off [[File:Escape tower.png|thumb|The tower lifts up the [[command pod]] with the ''Abort'' action group]]
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  • The '''Probodobodyne HECS''' is an unmanned [[command module]] that runs on [[electricity]]. ...ly placed near the top of the rocket, the Probodobodyne HECS provides full command module functionality with a [[radial size|tiny]] connector on the top and b
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  • ...both because it is unsuitable for most other mission profiles and because it deliberately resembles an iconic component of the [[w:International Space S ...ccentric orbit, measurements at different altitudes can be taken. However, it can be more efficient to perform these tasks with smaller and more maneuver
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  • L''''Abitacolo Mk1''' è un [[command module/it|modulo di comando]] progettato per essere collocato sul muso di un aeroplan ...za di un nodo frontale ed è meno indicato rispetto a un [[Mk1 Command Pod/it|Modulo di Comando Mk1]] per via del suo peso maggiore.
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  • A '''reaction wheel''' provides torque to a craft and allows it to rotate in space with using only [[electric charge]] and is thus availabl ...ogram.com/entry.php/740 Updated Information on SAS in 0.21.1]”</ref> All command pods and probe bodies provide reaction wheels, except the [[Probodobodyne O
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  • ...exert torque to stop vessel rotation. This torque is not available to the command unit for control authority and is only active when the unit is turned on. Although ASAS says that it does not exert any force, this is not true. Testing shows that ASAS units e
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  • ...oup of [[parts]] including at least one [[command module]]. Inclusion of a command module is the sole difference between craft and [[debris]]. ...d into multiple distinct craft, assuming the separated objects each have a command module. KSP also includes developer-built [[stock craft]] of several types,
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  • When an antenna transmits data to the [[Research and Development]] facility, it consumes an amount of [[electric charge]] for each packet of data. The tran ...on, it will attempt to immediately transmit all data stored in all science modules on the craft. Aborting any transmission of scientific data will destroy any
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  • ...ituation (e.g. EVA report flying over Kerbin's shores) can be stored per [[command pod]]. Science and all related instruments and buildings are made inoperati ...whether the Activity is possible for a given Situation and, if so, whether it differs by '''Biome''' or gives one '''Global''' result for the entire cele
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  • Le trovi a [[Planned features/it|questa pagina]]. Li trovi a [[System Specs/it|questa pagina]].
    15 KB (2,507 words) - 11:40, 15 May 2021
  • * Tweaked some parameters on the SAS to make it more responsive. * It is now possible to assign crew manually to missions before launch, both fro
    69 KB (10,522 words) - 15:21, 7 March 2020
  • * It is now possible to assign crew manually to missions before launch, both fro * Repurposed the old SAS modules are now Reaction Wheel Modules, that apply torque while consuming electricity.
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  • {{:Command Pod Mk1/Box}} Der '''Command Pod Mk1''' ist ein [[command module/de|Kommandomodul]], das Platz für einen [[Kerbal/de|Kerbal]] hat. E
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  • ...e the moons of Jool, as they offer a sizeable distance from Kerbol in case it exploded for reasons yet unknown, and they've put you in charge, so don't s ...rbit, you must conduct experiments with all components & send it to Kerbin command.
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  • ...an restore [[Mystery Goo™ Containment Unit]] and [[SC-9001 Science Jr.]] modules for use, after their results are removed. The lab has a maximum occupancy of two Kerbals. It must contain at least one [[kerbonaut]] in order to process the results of
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  • ...takes it completely or only the crew home again. Not to be confused with [[command module]]s. ...ehicular Activity]] - The point of view of an individual Kerbal inside the command module.
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  • ..... The only name most kerbals knew was The Ark (though Gene wanted to call it the ''KSS Enterprise''). *NOTE: It is highly advised that you install a mod adding more star systems so you'll
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  • *Have landed on the Mün at least once (the more you have landed, the easier it will be for you). ...l want a vehicle that can ferry Kerbonauts to and from the surface. Also, it is wise to design your vehicle with extra fuel in the event of an emergency
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  • {{:Probodobodyne QBE/Box}}Der '''Probodobodyne QBE''' ist ein unbemanntes [[command module/de|Kommandomodul]], welches mit [[electricity|Elektrizität]] betrie {{Quote|QBE is a sturdy, cubic, and relatively lightweight probe core. It also can survive higher heat loads than its counterparts. Its simplistic sh
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  • ...quite functional. They quickly hammered out the following part and spruced it up for all your inline spaceplane cockpit needs!|C7 Aerospace Division [[Category:Command modules/de]]
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  • ...need to fly using your onboard [[command module]] SAS only). Advanced SAS modules don't exist until the Kerbollo Program during the [[Campaign: Mun Race|Mun <li> If an advanced part exists, don't use it if an alternative exists and you can still accomplish your mission. </li>
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  • * When you find the folder GameData, open it ...System]]. The "Squad" folder contains most of the stock parts, like the [[Command Pod Mk1]], or the [[Mobile Processing Lab MPL-LG-2|Mobile Processing Lab]].
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  • ...ort from the Launch Pad" -- just getting you capsule off the pad will move it into a new biome where you can get a new report for fresh Science Points. A
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  • '''Probes''' are [[craft]] whose [[command module]]s have zero crew capacity, modules generally known as “probe cores”. Probes can perform missions and can o Craft controlled by probe cores that include crewed modules lacking command capability (the [[PPD-10 Hitchhiker Storage Container]] or the [[Mobile Pro
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  • | Modular parts mod for building custom service modules. Fully compatible with DMagic Orbital Science, Kerbal Inventory System and ...e game, moving it closer to real-world space operations while often making it more difficult to play in some ways.
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  • This launcher was of my own design. It weighs 281.47t and has a thrust to weight ratio of 2.61. ** 1x [[Mk1-2 Command Pod]] or any other pod (doesn't matter if it is un-manned)
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  • ...d as a sub-assembly(it doesn't have to be a [[command module|probe core]], it can be any [[root part]]). Once the module is complete, pick up the piece y ...counteracted by reaction wheels, command pods, RCS (not recommended since it depletes) and vectored thrust.<br />
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  • ...t technology tree takes over 16000 Science Points to unlock completely, so it is fairly important to ...t's try a short tutorial: design the simplest ship possible, a plain [[Mk1 Command Pod]]
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  • == STOCK MODULES == ...le increases the CPU workload and reduces FPS and Physics. All 0.90 stock modules are now included.
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  • La '''Conserve d'atterrissage Mk1''' est un [[Command module/fr|module de commande]] qui peut contenir un [[Kerbal/fr|Kerbal]] pe ...u train d'atterrissage. Il a également la masse la plus basse de tous les modules de commande habités du jeu et est donc utile dans les situations où beauc
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  • ...roying it in a crash and terminating it in the [[Tracking Station]]). Also it is the only way to return [[kerbonaut]]s to the [[Astronaut Complex]]. ...ving the mouse over the altimeter will reveal a "Recover" button; clicking it will return to the [[Space Center]] and display what was recovered.
    3 KB (441 words) - 00:39, 17 September 2023
  • Die '''RC-001S Remote Guidance Unit''' ist ein [[command module/de|Kommandomodul]] die für unbemannte Satelliten oder Raketen der G ...ments everywhere, the RGU not only allows for control of unmanned rockets, it's also equipped with its own reaction wheels and is totally hypoallergenic.
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  • * Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources. * Command Seat part for Kerbals on EVA.
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  • Il '''RoveMate Probodobodyne''' è un [[command module/it|modulo di comando]] senza equipaggio destinato ad essere utilizzato come co Il '''RoveMate Probodobodyne''' contiene una [[electric charge/it|carica elettrica]] di 120 unità e offre grandi superfici piane per un faci
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  • If a vehicle remains on the pad blocking it, like an un-launched rocket from an earlier session, a warning pop-up windo ...the currently highlighted ship and displays any saved vehicle description. It also provides an option to change the current mission [[Flag (Image)|flag]]
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  • * Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources. * Command Seat part for Kerbals on EVA.
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  • {{:Mk1-2 Command Pod/Box}} '''Mk1-2 Command Pod'''は[[Kerbal/ja|Kerbal]]3人が搭乗可能な[[Command Module|司令モジュール]]である。
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  • The '''Probodobodyne OKTO2''' is an unmanned [[command module]] that runs on [[electricity]]. ...decreases the area where other parts could placed on radially. As of 0.19, it is the lightest probe core.
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  • The '''RC-001S Remote Guidance Unit''' is a [[command module]] built for unmanned [[radial size|Size 1]] rockets. ...in a small-diameter stack, the RC-001S Remote Guidance Unit provides full command module functionality and SAS torque.
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  • The '''RC-L01 Remote Guidance Unit''' is a [[command module]] built for unmanned [[:Category:Rockomax Conglomerate|Rockomax]]/[[ ...e in a large-diameter stack, the RC-L01 Remote Guidance Unit provides full command module functionality.
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  • ...it conventionally is placed at the front of a set of Mk2 parts. Otherwise it is alike with the standard [[Mk2 Inline Cockpit]], featuring the same radia * One of the displays has a k-OS crash screen on it, which is almost identical to one shown by Microsoft Windows 95.
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  • ...al size|"size" or "radial size"]] of a part) do you want the module to be. It should be noted that only a part's displayed mass and lift properties (you ...because either there is no node to attach it to (if it requires nodes), or it is currently "clipping" (colliding) with a previously placed part. If symme
    51 KB (7,784 words) - 13:50, 14 March 2020
  • ...as the person who sent you the file! Otherwise try using the last version it worked on. ...you switch focus to a craft that has that particular part (at which point it may explode or simply fall apart).
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  • The MK2 Drone Core is an unmanned [[command module]] for the Mk2 [[radial size]] that runs on [[electricity]]. ...nsive research and testing to improve the safety factor of next-generation modules for their Mk2 series, engineers at C7 Aerospace got fed up with having to c
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  • ...d information on each subject. This manual is '''NOT''' a walkthrough, but it will provide the fundamentals needed to play [[KSP]] in its entirety. ...al size|"size" or "radial size"]] of a part) do you want the module to be. It should be noted that only a part's displayed mass and lift properties (you
    49 KB (8,180 words) - 11:41, 25 May 2019
  • The '''MK2 Crew Cabin''' is a crew container that can hold 4 [[Kerbal]]s. It is Mk2 sized and is meant to be used in spaceplanes. ...dule]]s, it lacks [[command module]] functionality and requires a separate command module for control.
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  • ...ts. It is one of the two cockpits that can be stack-mounted (in one size). It has a flat plane with a hatch instead of a nose cone unlike other cockpits. ...quite functional. They quickly hammered out the following part and spruced it up for all your inline spaceplane cockpit needs!
    2 KB (271 words) - 03:28, 26 January 2024
  • It is the long variant of the [[Mk2 to 1.25m Adapter]]. It has the same length, mass, and fuel capacity as the [[Mk2 Rocket Fuel Fusel ...ommand module]]s to be attached to a Mk2 craft (such as a [[spaceplane]]). It also serves as an attachment point for wings, fins, and landing gear; howev
    2 KB (286 words) - 21:31, 30 July 2021

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