EAS-1 External Command Seat
|EAS-1 External Command Seat|
| Command pod by |
Kerlington Model Rockets and Paper Products Inc
|Max. Temp.||1200 K|
|Impact Tolerance||6 m/s|
The EAS-1 External Command Seat is a Command Module for one Kerbal crew member during their mission. Unlike all others, this module is not a capsule, but a seat that can, for example, be attached to rovers. Thus it has no interior, integrated SAS module, or electrical storage capabilities, and can not have a pilot in it when the mission starts.
A seated Kerbal adds 50 kg (0.09375 tons) of mass to a vessel and may cause problems when steering small rockets or rovers.
This module is designed for rovers but can also be used to control any other kind of vessel. It is also a convenient way for robotic vessels to ferry kerbonauts around.
To prepare it to control a vessel, move a Kerbal from a manned command pod into the seat by putting him on EVA, moving him close to the seat, and right-clicking it. As long as a Kerbal is sitting in the seat, it provides full command-module functionality, with the exception of doing crew reports (an EVA report can be conducted, however).
Vessels that are solely controlled by a seat must get a pilot from somewhere. Two ways to get one exist:
- Launching just a manned command pod, putting the pilot on an EVA, walking him out of the launchpad area, and then launching the vessel with the seat.
- Adding a crewed, detachable command pod to the vessel.
|“|| The EAS-1 External Command Seat provides all the controls needed to fully operate a spacecraft, just like a command pod, but without such needless frivolities as "pressurized interiors", or "seat belts". It's bare-bones, pedal-to-the-metal efficiency at its finest.
— Kerlington Model Rockets and Paper Products Inc
- Despite being a Command Pod, it cannot be a craft's central part because it can only be attached radially.
- Unlike other Command Pods, boarding the seat with a Kerbal will not refill the Pack Fuel of the Kerbal's EVA suit.
- Unlike other Command Pods, the seat can not store the results of science activities. All experiments carried by a kerbonaut remain with the kerbonaut.
- Moderate torques, such as the pilot's helmet colliding with another object, can be enough to unseat the pilot.
- High airspeeds (650 m/s or more at sea level on Kerbin) are not a problem for a kerbonaut in a seat -- but the kerbonaut adds a noticeable amount of drag to the craft.
- If a Kerbal is on the seat while the ship impacts, if this impact is not too rough, he can "die" but can be brought back to life by recovering ship.
- Initial Release