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im_sparticus

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    Bottle Rocketeer
  1. Forgive my ignorance, but what exactly does Quantum Struts do? I assume it is something to do with struts, but I don't see in the thread any description or link back to the original thread where there might have been a description. Is it different than DMagic's EVA Struts?
  2. With KerbalStuff gone (I loved that site and what it offered as a curse free repository of mods), is there a release of this available? GitHub doesn't have a release that I can see.
  3. I don't know that it's this wonderful mod or not, but with your latest release my kerbals sometimes don't get experience for their missions. This is especially (perhaps exclusively) true when I recover them from the Tracking Station. Do you see any way this might be related to this mod? Your issues pre 1.5.3 are the closest I've found in mods I use. It is also very possible this is related to KSP crashes where I didn't restart the system afterward. If it doesn't sound likely and isn't repeatable then don't worry about it.
  4. Completing a station around mun with a contract for a similar station around Kerbin requires fulfilling the Kerbin one first (unless ou park for less than 10 seconds). That's not so bad, but if I complete and launch a station to Ike only upon arrival to find it completed a contract on Kerbin and is unusable for the contract at Ike I'd be a little unhappy. Perhaps "run a test" once the contract is complete so as to avoid unintentionally fulfilling one en route to another. (Obviously not an issue for satellite contracts, those orbits are never unintentional.)
  5. I understand there is a better than good chance that whatever function Squad is doing will be beyond my bility to figure out. If it's more advanced than back-of-the-envelope math then I'm gonna fail; if it's a full on 32 bit hash (which is so simple for a computer it actually can be faster than 8 bit to process), I'm out of my league. I get that, but I like to poke things (not jelly fish, that's just sad, but maybe a gentle poke to a sea anemone) and try to figure them out. So 2 more pokes: 1. "Kerman" matters, so whatever it is isn't too customized to KSP since everyone is a Kerman and they could have ignored it but don't. 2. Repetition and order matter ("aaaaa" is different from "aaaaaa" and "aabaaaaa" is different from "abaaaaaa" and "aaaabaaa") So we know it isn't simple addition/multiplication where order is arbitrary, nor is it based on a single character in the name (3rd letter from the front or whatever). It isn't simply the remainder after division (otherwise consecutive numbers would cycle), and if it is a made-to-order hash table they didn't choose to ignore "Kerman" in it.
  6. The ribbon issue is fixed as far as I can tell. My gameplay today has had an odd experience glitch, however. It might have nothing to do with the new FF release, but about 1/3 my kerbals didn't get their 1xp from a flight, and none got orbital xp. Even on the same ship, some got xp and others didn't. Just strange. I have several other mods, and 2 others updated today as well, but if this isn't unique to me you at least have some feedback on it. By the way, a fix (2 really) for a mod while I sleep, Nereid you're amazing. Thanks.
  7. So in an attempt at science I hired a bunch of kerbals and gave them simple names like "a" "A" "1" etc. I found no discernible patterns except that case matters. Some consecutive letters and numbers have the same profession (a-c are all engineers, P-R are all scientists, as are 1-4). Sometimes adding a second/third letter or number makes a change, other times it does not (which I was expecting, but I had hoped the same letter would effect the same change and that is not what I experienced). In short, whatever Squad programed here is more complex than A=1, B=2, etc. with scientist = ("name" modulo 3)=3 and pilot = ("name" modulo 3)=1.
  8. I'm using Final Frontier version 6.1-604, and have been loving it since I found it early last year. Since noone has reported any issues since your hotfix it could be me, but my kerbals are losing their ribons when I switch between ships before they land. It has affected science, contract, heavy vehicle launch and docking (including first docking around the Mun) ribons for me. This is a great plugin, although it has encouraged me in some less efficient craft designs so that I can get 5 or 7 kerbals with 1st orbit or whatnot. Thank you for putting it out there, and for continuing to improve it.
  9. Specializations are assigned by the name of your kerbal. It looks to be hardcoded, so you have to tweak the name (which doesn't work for Bill, Bob, or Jeb since then they lose orange suits and immortality). http://forum.kerbalspaceprogram.com/threads/103745-Editing-the-traits-abilities-%28pilot-scientist-engineer%29-of-the-Kerbals?p=1626349&viewfull=1#post1626349
  10. If initials fail to reliably change traits, what about the Sr. Jr. III, IV, IX suffixes? On that note, has anyone tried simplifying things down to naming their kerbals 1, 2, 3 (and if those are all the same specialty, adding in 4-0)? Once we get a number=specialty we can work on cracking the code for letters=number, then it's just a matter of how the various letters combine (is Bob Kerman B+o+b+K+e+r+m+a+n modulo 3, or maybe B+o+b-(K+e+r+m+a+n) modulo 3, or something else entirely). Is Jebediah Kerman XXIX still a pilot?
  11. Would something as simple as Jr., III, IV change the name? Then my kerbal can be the same guy, it just turns out he's from a long line of Billy-Bobski Kermans? Has anyone had luck with such an approach?
  12. Since "Firing" in stock just returns a kerbal to the applicant pool, this is still a preferred mod for me. I don't want to have to wade through dumb cowards I already fired to find a possible hire, but would prefer to not have to terminate them instead. Anyway, thank you for this mod, I loved it in .25.
  13. I have been a longtime forum lurker, and add-on user. I finally registered so I could bump this thread and ask Uzza about .90 compatibility for this very useful little mod. Even without the add-on support, being able to limit my part catalog was what opened up those massive part mods to me. Any chance of this being updated?
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