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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.
    5 KB (798 words) - 18:16, 28 January 2021
  • | 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:
    4 KB (670 words) - 20:35, 9 February 2023
  • ...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.
    3 KB (438 words) - 23:55, 16 July 2021
  • ...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

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