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They're not absolutely necessary, since kerbals can use their jetpacks, but they are convenient. They will be handy for when kerbals are transferred to and fro the lander module. Ladders: For kerbals to crawl around on.Parachutes: Parachutes do need to be attached to the command pod.SAS (stability augmentation system) needs electricity to work. Maybe it's a bug," but more likely the craft simply ran out of electrical power. When one first starts playing KSP, it usually happens that the craft will suddenly lose attitude control, and the player will say, "hey, craft won't respond to my keypresses. Various instruments need electrical charge to operate, and a battery is good for those times where the sunlight is obstructed. Put it anywhere on the command/service module (it doesn't even need to go on the command pod itself, just somewhere on the command pod side of the science payload). Battery: You can use any battery just use a lower tech one if you haven't unlocked this one.Docking port: This will eventually dock with one of the two science payload's docking ports, together with whatever is left of the lander.The science payload is a little tricky, since it gets shuffled between the two it starts out on the lander module, and is later to be transferred to the command module. This consists of the two parts really, the lander module and the command/service module. Why land two kerbals on the Mun instead of just one? Maybe to keep each other company? Or maybe two kerbals on the Mun make for better images for threads like these. On the other hand, if you can rendezvous and dock with another ship in orbit, you can do pretty much anything in KSP. If you are just starting out in KSP, a rendezvous with another ship in orbit, followed by docking, is one of the more advanced aspects of KSP.
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