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RCS thrusters built into command pods


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This may be detracting from the spirit of KSP, but doesn't it just make sense to include RCS thrusters as part of some of the command pods, particularly the Mk1 and Mk1-2* pods?

If you assume the Mk1 and Mk1-2 pods as analogs for the Mercury capsule and Apollo CM respectively, they would have several pairs of thrusters for orientation but not translation. Of course, KSP isn't exactly meant to be emulating technology from the '60s, but even the Orion MPCV uses RCS for orientation rather than flywheels, as far as I know. I don't actually know if any crew modules use flywheels.

It shouldn't be too hard to add them in, they only need to be small holes. The Mk1-2 pod even has various holes in it already, for whatever purpose.

This may be frowned upon though because it would mean the pod by itself would only be able to maneuver using a limited amount of built-in monopropellant, so more casual players might find it annoying. Translation or extended thrust time would be provided by external parts.

In summary, I think the reaction wheels should be removed from some command pods and instead include RCS thrusters and monopropellant.

*Why isn't it just called the Mk2 Command Pod?

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If I'm not wrong, the pods do have Monopropellant (as of .23), saving the need to put R.C.S. pods on the ship. However, if the pod is going solo, then it's completely useless, which is why I agree with your statement. It'd be quite cool! :)

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If I'm not wrong, the pods do have Monopropellant (as of .23), saving the need to put R.C.S. pods on the ship. However, if the pod is going solo, then it's completely useless, which is why I agree with your statement. It'd be quite cool! :)

Right, I thought they did have monopropellant, but I wasn't in the game at the time and the wiki is still out of date, so I got confused.

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My thoughts ..

A: as we can now can choose how full we can fill a tank pre launch .

have the same Mk n pod be filled at Build time in the VAB , this way if you want a Dry pod you can have it and save the weight.

B: put in as part of the right click menu a option to toggle mono in the pod . this way you can save the mono for when you cut loose the pod in the end ...

C: Cross feed from near by mono IN to the pod's tank . See B .

If you have the Mono ( ON ) in the pod then after you use up after the aux tanks . If you have the mono in the pod toggled off then you only can SEE the mono in the rest of the ship not in pod ..

D: with this you can guage how much you need for the mission and then save the rest for re-entry ( as at some point I suspect we are gonna have to deal with Heat loads and be required to keep with in very wide reason the blunt end forward ( not as exact as Real space but with in reason ) and this is gonna need RCS at some point .

EDIT . the FASA mod for Merc and Gemini has it " right "

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Actually, this is only logical that it gets included in the stock game. Pay close attention to the detail on the 1-2 Pod. Notice anything?

That's what I was talking about.

All they'd need to do is change the model and texture to reflect something like this:

Dragon-qualification-unit.JPG

Edited by Bobe
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I prefer to place my RCS thrusters where I want them.

Naturally I would place radial thruster blocks if the craft was bigger, for example if I was building an Apollo CSM replica:

n2MdjhYl.png

However, once the command module separates from the service module, it needs a way to orient itself for re-entry. Using flywheels for this purpose just doesn't seem right.

Not every ship needs RCS, but a bit of torque control is always handy. I think the current system is fine. Not everything needs to exactly mirror real life.

That's why I said some of the command pods. In fact, when I said "particularly the Mk1 and Mk1-2 pods", I should have said "only", since it is just these manned pods that should, in my opinion, be using RCS instead of flywheels.

Edited by Bobe
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