Hello everyone, I’ve finally
gotten around to recording this I’ll be showing what the various
knobs and switches do on the MK1-2 IVA First things first, to jump
into IVA, press the C key Switch between Kerbal
positions with the V key Usually we’ll play without the HUD,
you can turn it off with the F2 key We’ll leave it on for
demonstration purposes For starters, we’ll want to
hit the instrument lights button We can see the effect of this
button on the various instruments There are also two knobs to
control internal lighting here Flight Deck for the sides, Cabin
Flood Light for the overhead lamp These are simple on/off
toggles, they can’t be adjusted External lights can be
controlled with this button The use of this button is identical to
pressing the lights action group button Landing gear controls
are located here As we have no valid wheels or
airbrakes, the brake button will do nothing But its use is identical to the
brakes action group button Our manual/auto
gear control is here When set to manual, we can operate any valid
landing gear with the button on the right When landing gear is retracted,
we can enable auto control This will cause the landing gear to autodeploy
when crossing the 2k meter threshold However you can still
control them manually Usage of the landing gear button is identical
to the landing gear action group button The altitude and warning
system is located here The GPWS button enables the
ground proximity warning system, giving us tones when we
are near the ground and falling AVAS will give us altitude
callouts at varible intervals High G will warn us
during excessive G force Slope will warn us if our landing
site’s terrain angle is too steep Tumble will warn us if
our craft starts tipping over We can set at what altitude our
alarm will sound at with this knob The display is in meters Parachute controls are located here The safe to deploy lamp is self-explanatory When the lamp is on, we can
activate parachutes with this button Identical to if we staged
into our parachutes Pressing the button primes the chutes to
open when vertical movement is detected Once the chutes are open, they can be
cut prematurely with the cut chute button The arm chute switch is only available
when playing with the Real Chutes mod Which we don’t have installed at the moment The engine mode
switch is located here Which is used for dual mode
engines such as the RAPIER engine We only have a Skipper rocket
engine which only has one mode If we were using a RAPIER, we can
switch between air breathing and LF/OX mode Our engine’s thrust
limiter is located here Let’s fire up the engine to
demonstrate the thrust limiter By default our engine
will be set to 100% But we can vary our
engine’s thrust in 5% intervals We’ll turn on infinite propellent to
see the effect of the thrust limiter knob When limited, at 35% throttle we can see out thrust
to weight ratio change as we operate the knob TWR and max TWR
are displayed here The same information
is displayed here When our TWR reaches above 1.0, it means we are
generating enough thrust for our vessel to take off We can use this button in an emergency,
to quickly disable the thrust limiter Our abort switch is here Its function is identical
to the abort action button General engine
controls are located here The engine on/off
master switch is here With similar function to when
we would stage into our engines Engine gimbals can be locked
and freed with this button Gimbals let us angle our thrust direction
according to our rotational inputs When locked, our engines will be locked in
place and only thrust in their fixed position Full/cut throttle
controls are located here We can also manually adjust
throttle with the physical lever And like before, we can quickly
reset our thrust limit with this button A basic timer is located here On/off and mode switch controls 1: Mission elapsed time 2. Universal time 3. Time to apoasis 4. Time to periapsis 5. ETA to node 6. Warp multiplier While warping, the
WARP lamp will light up The final mode is a special mode
that works alongside Kerbal Alarm Clock We will add a quick ten minute alarm Which will then sync with the timer We get a KAC label to indicate this Once the alarm is deleted, our timer resets Staging controls
are located here This switch fires our next stage,
same as if we pressed space bar This lamp will indicate the percentage
of fuel left in the current stage We will turn infinite
propellent off to demonstrate We can lock our
stages with this button To avoid mishaps SAS controls are located here The speed mode selector to
toggle between orbit/surface/target Its function is identical to the speed
mode button on the regular navball SAS enable/disable
button is located here Identical to the SAS
button on the navball RCS enable/disable Likewise, identical
to its navball button Precision control mode can
be toggled with this button We can use the translation
controls to demonstrate this function Under normal mode,
inputs are instant and sudden Under precise mode, movement
is scaled and slightly delayed SAS orientation can be set here Identical to the SAS
orientation buttons on the navball Unset target and remove maneuver
node buttons are located here We can set a target
to demonstrate this With a target set,
the button lights up The same is true for the
clear maneuver node button A second timer is located here,
along with our action groups Identical to hitting the
1-0 keys on our keyboard We’ve placed a fuel drain
valve on AG1 to demonstrate Let’s turn infinite
propellent back on Manually hitting the 1 key Commnet status is located here Showing our signal
strength back to KSC The indicator is identical to
the bar indicator on the warp UI The annunciator
panel is located here Containing warning and alarm
systems for various vessel systems Lamps that trip the master alarm
can be clicked to stop the master alarm The resources
panel is located here Listing amount of resources
left, deltaV available and flow rate Let’s disable infinite propellent
to look at the flow rate indicator The reserves
switch is located here Right now we have this
cylindrical tank set to reserve mode Once toggled, the tank is then set off
reserve mode and added to our resources Once unlocked, tanks can
not be re-locked with this switch However, it can be done manually
by using the tank’s right click menu The emergency power
generator is located here Closely related to the
electrical system readout here The EPG will let us trade monopropellent
in exchange for electric charge Let’s use up some electric
charge to demonstrate We can see our total
electrical flow with this display Let’s try the EPG now There is a second
electrical panel located here From here we can enable
any onboard fuel cells Like this one We are now trading liquid
fuel for electrical charge Our solar panels
can be controlled here These lamps will light up once
our solar panels are fully extended We have a power
source readout here Letting us view the specific electrical
output between our various generators The very useless and cosmetic
voice comm panel is here PTT will simply cause
chatterer to chatter This complicated panel of
switches does absolutely nothing The vessel recovery
button is located here Identical to pressing recover
vessel in the altitude UI The Mechjeb control
panel is located here Letting us control the ascent
guidance and SASS functions in Mechjeb Our current ascent altitude
is currently set manually And we can use these
rocker switches to change it First let’s set the counter to Kerbin’s
atmospheric height with the Get Atmos Height button We can then set the ascent autopilot to that
specific height with Set Launch Altitude We can add or
subtract units like this Let’s set the launch altitude to 140kms Likewise we can set our
launch inclination here With these buttons we can quickly
retrieve our AP and PE altitude As well as the same values
for whatever we have targeted Let’s try picking a
target to demonstrate When in orbit, we can let Mechjeb plot
an automatic encounter with our target… …using the hohmann transfer button The SASS block is located here To disable any Mechjeb input,
we can use the A/P off button When a valid maneuver is present, we can let
Mechjeb handle it with the Exec Mnvr button We can force Mechjeb to
maintain roll with these buttons The sideslip/angle of attack
indicator is located here This is the Gforce display, which
shows the angle between local airflow… …and our vessel’s longitudinal axis Taking off with the chutes primed should
let us see the instrument’s functionality As the vessel rotates against airflow,
we can see the red dot move in response That solar panel was just
one day away from retiring Our undock switch
is located here Flipping this switch while
docked will separate both vessels A dedicated MET/UT
clock is located here Atmospheric data
can be found here With the more important readouts being mach
number, equivalent airspeed and terminal velocity Drag readouts can be found here Atmospheric pressure is also
listed as a percentage here Environmental
temperatures are listed here Engine and pod temperatures, and status
of pod thermal shielding and ablator amount Equivalent to this amount Lastly we have a
video feed button here To control the gain mode
for any mounted cameras The left seat is basically the
same controls as the right seat AG controls are
switches instead of buttons The lower deck seat
has limited controls But includes the mod
enabled/disabled panel We can also go on
EVA from this hatch We will take a look at
MFD pages in the future

Kerbal Space Program 1.9 – ASET IVA, Switches, and You
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15 thoughts on “Kerbal Space Program 1.9 – ASET IVA, Switches, and You

  • March 10, 2020 at 2:53 pm

    360p gang here

  • March 10, 2020 at 3:08 pm

    You won't speak huh ? Shy ? Thanks for the tuto

  • March 10, 2020 at 3:17 pm

    Why arent using the ASET landing gear as well.

  • March 10, 2020 at 3:18 pm

    You got me back into KSP, appreciate it, got yourself a like and sub mate

  • March 10, 2020 at 3:48 pm

    Great, but can you change the sound files of that annoying ass voice. Just asking for when I download this ๐Ÿ˜‚

  • March 10, 2020 at 5:45 pm

    god I love these videos

  • March 10, 2020 at 6:05 pm

    Wow very good! Explanatory, congratulations on your work, are there any more complete pods like this? I noticed that other pods have less control.

  • March 10, 2020 at 6:24 pm


  • March 10, 2020 at 7:46 pm

    This is gold. I'm so glad I found this channel. Can't wait for MFD video. Thank you!!!

  • March 11, 2020 at 12:24 am

    Played Orbiter 2010 and hoped KSP had those amazing MFDs and buttons orbiter had. And here we are, the dream became true thanks to you! great job mate ๐Ÿ™‚

  • March 11, 2020 at 7:44 am

    What's the music you're using?

  • March 11, 2020 at 11:55 am

    When you enable GPWS, the tones you say it enables (and that start playing at that moment) are something I never noticed :p I always thought it was more like, a master-switch for avas and all the other stuff too. edit: ah, I see. it was unfortunately timed music :p

  • March 12, 2020 at 1:11 am

    @Vulcan what is the background songs

  • March 12, 2020 at 7:05 am

    Imagine a VR IVA mod

  • March 14, 2020 at 9:15 pm

    do you need de iva extension


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