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Newbie with Questions on Ship/Rocket Design (Control wise) & more


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My first question is where can I get a list of the default parts? (So I’m able to use the correct name for the part without having to swap between game & my posting that I’m writing.)

I have a Heavy Lift Rocket using the Mk II (the 3 Man) Capsule with a Cargo Bay like the Space Shuttle. In the Cargo Bay I have a small spacecraft made with MK I (1 Man) Capsule attached to the Cargo Bay using the Docking Ports. I have no problems launching it, However when I transferred a Kerbal from the MK II or undock the MK I lose the control of the Larger MK II.

2) I’m just wondering how are players launched a Command Module (Main Ship) and a Lunar Lander at the same time?

3) Can you use 2 MechJebs on 2 Different Vehicles within 1 Launch Vehicle?

Thanks,

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Ok, i'll have a stab at this. You can only control one craft at a time, this is a limitation of the engine. the [ and ] keys can be used to switch to any other craft within 2.5 km, providing it has a pilot or active probe core.

Otherwise u can switch using the map and right clicking on the craft u want to switch too.

As for default parts, other than the game, I can only think of the wiki. If you google KSP wiki it should come up. I think, may be wrong, that since a patch the game only automatically adds one pilot to a rocket. You may need to add more crew using the crew tab when building the rocket. This way you won't need to send a kerbal to the mk1 capsule.

Usually launched at the same time, by being connected via docking ports so it counts as one ship when launched. Then undock them in space at the place they want too.

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1) The wiki has a list of parts: http://wiki.kerbalspaceprogram.com/wiki/Parts

2) There is a variety of ways to launch a capsule/lunar lander at the same time. Truly, if you just search for "KSP Apollo style lander" in Google Image searcher, you'll see a ton of examples.

3) Yes. A single craft can have multiple MechJeb modules attached. If you have one module on a lander, and one on a command module, both craft will have MJ functionality when decoupled. If one of your ships does not have MJ on it, then when it gets decoupled it will not have MJ options available to it.

Any capsule type module must have at least one kerbal onboard to remain controllable (or a probe core attached). So you shouldn't be losing control of the Mk2 if you still have guys in it. That might be a bug or some other problem which we would need more details/pictures of to help you out.

Cheers,

~Claw

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