Eh, it says so somewhere in the spaceport page. Should change this at some point... BTW, I'm currently thinking about some changes in the background structure of this mod. Main reasons for that are: 1) It seems that EVA parachutes don't get saved, reloading a Kerbal with a parachute makes him loose the parachute 2) Some people do want to have a parachute on every Kerbal (while others don't) 3) With campaign mode finally coming closer to us, I'd like to implement a parachute upgrade which can be purchased for individual Kerbals, so that you can save your best guys in most situations I'd implement this in a way that the EVA parachute module is present on all Kerbals in a deactivated state, and is activated only when that Kerbal actually has a parachute. This whould probably help solving the "enter a pod with a parachute and it's gone" inconsistency too. Please let me know what you think about this^^ Don't headbang to brutal dubstep for more than 3 hours nonstop. Just don't. You'll have an instant headache everytime you move your head a bit faster than normal. Own experience.