Parts contained in mod:
-ZO2 Main System: the core of the life-support. Without this, the other parts are useless. Any ship can contain only one of these, or it will explode right on launch. (This is deliberate).
-ZO2 Small Ext. Tank: to augment the capacity of the main tank/system.
-ZO2 Large Ext. Tank: to augment the capacity of the main tank/system. By a lot.
-ZO2 Solar Panel: In space, the only way to power the ZO2 recyclers and keep your crew alive... If you want to...
-ZO2 Extractor: A Laser Drill for extended Munar Missions. They are NOT landing gear! Do not land on them or they will explode!
Current mod features (short):
-The crew needs ZO2 to survive outside the Atmosphere.
-Solar Panels recharge ZO2.
-Ext. tanks increase the capacity of ZO2 aboard the ship (it can go longer without solar power).
-Laser drills mine materials so the crew can get ZO2 without soler power if the ship is landed. V will lower/raise the drills into position.
-It is possible to overload the engines using ZO2 to get out of sticky situations. Hold O to do this. However, there are risks and if consumes Fuel and ZO2 fast.
Current mod features (detailed):
-ZO2 mechanic: In the atmosphere, the main system can scoop in ZO2. Once you leave it, only the solar panels can provide energy go "generate" ZO2.
-Solar panels are fragile and add weight, but the more of them, the faster the ZO2 renererates.
-Solar panels depend on the Sun, so they only work in sunlight.
-The crew can sufficate. If they are "smart" enough, they will react to this, being kerbal, by screaming. They also turn blue.
-When sufficating, the crewmembers die one by one. More dead kerbals=less ZO2 consumption.
-If the main ZO2 level drops below 10%, Timewarp will reset to 1x to give the player a chance to react.
-The ZO2 system was designed by kerbals, so it has a reverse switch. Holding the "o" key will went all ZO2 from the cabin and direct all ZO2 to increase thrust.
This is risky however. Thrust is increased by 50%, Fuel consumption by 100%, Heat generation is also increased and there is a distinct chance of engine faileure.
Use in emergency only! ...Or to torture your kerbals Pressing "o" at 0 throtthe has no risk of engine failiure.
A failed engine will not explode, it will simply shut down for good, so the player has a chance to salvage the situation.
-Use Laser Drills to survive the Munar night (minimum 2 drills to keep all 3 Kerbonauts alive). Press "V" to lower/raise them. They will stop at the appropriate position automatically and start mining.
-Ejecting the main ZO2 system outside the Atmosphere will kill the crew.
-If all members of the crew are killed, ship control is lost.
Known bugs:
-Solar eclipses sometimes make the panels turn on/off when going into/coming out of an eclipse (not severe)