Follow this link to see a full Imgur album of many of the parts;
What it does
1.25m probe core The ultimate in mod integration for small vessels. Allows for "chips" to be attached that can have any number of gadget modules from other mods. Unfortunately the required factory form for all these modules makes it less than aero dynamic. With this in mind the outer radius is actually 1.23451m, not 1.25, and parts clipping & surface attachment are allowed. This way you can stash it inside a structural part. Stock structural will work fine but for access to your chips I recommend using either Service Compartments or Procedural Fairings Chip Each chip can hold the code for a different mod's particular gadget. Only chips for mods you have installed will be loaded. Their weight is negligable so the COM of your vessel wont be thrown off. Core Features
Integrated Radiator If you are running KSP Interstellar, the radiator has the same stats as the small radial radiator. Chip Slots 13 slots using the size 0 attachment node Integrated RTGs If you are running KSP Interstellar, RTGs will also slowly generate waste heat. The integrated radiator will disperse most, but not all of this. Hard Drives This -UNMANNED- probe has hard drives for experiment storage. Using Ship Manifest, you can transfer science to this part from your experiments. Chip Features
B9: Info Drive Squad (stock): accelerometer, barometer, gravitometer Firespitter: move craft gadget, trim gadget Kerbal Engineer (KER): build engineer, flight engineer Kerbal Operating System (kOS) MechJeb Remote Tech 2: SPU, antenna-integrator KSP Interstellar: super computer TT-NeverUnload - (Seriously though, with the advent of 0.24, this is critical for vessel recovery) ScanSat: MapTraq I.D. Skillfull Weapons & Damage: FOF Tag Kerbal Attachment System (KAS)
Each chip can be picked up and placed while on EVA with the use of the KAS plugin. Unfortunately nodes are not useable while on EVA so the collision mesh for the core extends all the way into each slot. Just stick'em in as close as you can. Texture Switcher
Each Chip now has two texture switchers. The first changes the color of the circuit board, the second changes the label stenciled on the covering. You can now get boards in red, blue, green, and grey as well as labels for control, info, and sensors. Basic Chip
I've included a chip that does nothing at all except allow pickup and suck power. Feel free to use this as a starting point for your own chips if theres something I've left out. Then, if you could upload or let me know in the comments, after reviewing it I'll include it in the next release. Mod Support
Kerbal Inventory System Graphotron Tarsier Space Technology B9 Firespitter Kerbal Engineer Kerbal Operating System MechJeb Remote Tech KSP Interstellar (probably outdated) TT-NeverUnload (certainly outdated) ScanSat I.D. Skillfull Weapons & Damage (probably outdated) Chips:
By original author: Accelerometer - Stock experiment in new form factor Barometer - Stock experiment in new form factor Gravitometer - Stock experiment in new form factor FS trim - FireSpitter trim module RemoteTech antenna kOS module B9 info module SuperComputer - Some KSP Interstellar stuff ScanSat tracking module KerbalEngineer build module KerbalEngineer flight module MechJeb core Some outdated stuff By micha030201: Battery Graphotron graph plotter TST hard drive Science Storage - in case you don't have TST Advanced SAS Basic SAS Science processing computer - uncrewed lab Stock antenna Dependencies
FireSpitter plugin - for texture switchers ModuleManager - for mod configs
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.