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I hearby name my KSP space station the Titanic by AndyA2013-03-07 15:01:16
  so can you have permanent residents by Freakazoid2013-03-07 15:03:55
    Yes. by AndyA 2013-03-07 15:40:12
A couple of changes in recent versions:
Docking ports that let you attach and detach two ships (when attached they become one ship)
You can have multiple control modules in a ship at launch but only the master one has crew.
There are unmanned control modules.

The ship editor still has the irritation that you can't change the main control module in a ship, you have to start the design again if you want to do that. :-( That's why I have no crew up there yet, that will have to be a new ship design.

So I have a standard launcher base which uses an unmanned control module. I then put different stacks of parts on the top ( accommodation, fuel supply, empty re-entry modules etc...) and join them up in orbit.
Once the payload is joined to the station I detach the final lifting stage and it's control module from the station and use the last of it's fuel to de-orbit it.


They also added electricity, if you run out of power you can't steer or control anything so solar panels and enough batteries to get past the night side are a good idea. Plus flood lights are handy if you are trying to dock at night.

I once had a ship that had plenty of fuel left but became unusable because I didn't have any power to deploy the solar panels. Ever since that I've put a ring of fixed panels around the ship, not enough to power any lights or anything but enough to deploy the main panels or start a motor which then outputs power.
[ Reply ]
      Plus the MechJeb plugin is handy by AndyA2013-03-07 15:52:24
      another cool feature by tonyz2013-03-07 16:09:37
        Just don't shut down a single engine by AndyA2013-03-07 16:11:44

 

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