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Command Module question :


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So I successfully launched a .. uh.. we'll call it a satellite , into orbit. And I have a PPD-12 Cupola command module on it, the min crew to operate is listed as 1, which I have kerbal in it. How many can it hold as max crew?

Edited by Herbin
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Yep unfortunately they fill every seat and don't leave any room. If you want to pick up your Kerbals and don't want to lug around the hitchhiker module you can use the Mk3 cockpit (shuttle cockpit) or the MK1-2 command module and send one of your kerbals on eva before takeoff. This frees up a slot to retrieve your friend.

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Yep unfortunately they fill every seat and don't leave any room. If you want to pick up your Kerbals and don't want to lug around the hitchhiker module you can use the Mk3 cockpit (shuttle cockpit) or the MK1-2 command module and send one of your kerbals on eva before takeoff. This frees up a slot to retrieve your friend.

With 0.21 you can just launch with only one kerbal on board. If you use the PPD-12 and a Hitchhiker can you will be able to have a pilot and fill the can with whomever needs to be picked up.

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With 0.21 you can just launch with only one kerbal on board. If you use the PPD-12 and a Hitchhiker can you will be able to have a pilot and fill the can with whomever needs to be picked up.

I havent updated yet, and don't plan to until I know the mods that I am using (my own + a few from here) won't break with it. Currently a few of my mods are broken, haven't looked to see if Mechjeb or Quantum strut are working with 0.21 yet.

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I havent updated yet, and don't plan to until I know the mods that I am using (my own + a few from here) won't break with it. Currently a few of my mods are broken, haven't looked to see if Mechjeb or Quantum strut are working with 0.21 yet.

MechJeb is working fine. Quantum Struts freezes your game when you go back to the space centre after a flight, so, not working...

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