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Found 11 results

  1. Kerbals of All Trades (KOAT) This addon will let your kerbals have many more skills than typically given and adds four new kerbal types. Each one is a different merging of skills and abilities. Scientist / Pilot — Engineer / Pilot — Scientist / Engineer — Team Leader These new types will let you go on manned expeditions without the need for excess pod weights. By zer0Kerbal, originally by @Exodus_Solis adopted with express permission and brought to you by KerbSimpleCo See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) TweakScale (twk) Tags config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎
  2. Hi all, I want to gather some stats on PS enhanced edition user experience, it seems we have differing experiences playing the game and I'm trying to piece together the link. Some claim to play without issue and whilst many, if not, the majority get constant crashing and hanging during play. Please fill out if you play on enhanced edition on PS 4 or 5 for that matter. Cheers Ande
  3. If you like to build Stations with Mobile Processing Labs like I do, you need large Numbers of high leveled Scientists. But getting them beyond Level 3 requires Interplanetary Missions which take quite a while and flying Kerbals in bulk to the Mun and Minmus can get quite tiring as well. Besides I don't see much point in having placed a Flag everywhere necessarily making you a better Scientist. For this Reason, severedsolo and Mark Kerbin have made the Kerbal Academy Mod which allows to level up Pilots in Training Courses. So why won't add a secondary way to level up Scientists? As the Final Frontier Mod by Nereid does that, it should be possible to count the Number of Science Points a single Kerbal has researched. This in my Opinion is the most logical Way to count the Experience of a Scientist. So I'd lake to create a mod to do exactly that but my Modding Experience so far is limited to adding functions to parts (Mk 2 Lander Cabin with BonVoyage Controller, Mk 4-1 Pod with Research Lab and a very crude Surface Sample Function in the Drill-O-Matic Junior)
  4. This post is under construction: FTL Download on SpaceDock, Github or Curseforge. Also available on CKAN. FTF Download on SpaceDock, Github or Curseforge. Also available on CKAN. Field Training Lab (FTL) Field Training Facility (FTF) DELETE OLD/EXISTING installations before installing new. Field Training Lab (FTL): Field Training Facility (FTF) : Continuation of Training Lab and Field Training Facility. Originally by @Efour, now continued by zer0Kerbal with support from the community. This mod provides a training system for your kerbalnauts. The New Look: If you want to train your kerbal immediately, you can use this mod. [1.9.1+] Training Laboratory Spacedock - CKAN (Dependency : Module Manager ) This mod provides Training method with consuming Science points. Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level. If your Training Lab is in orbit, Payment will be reduced to half. If your Lab is on other planet, Payment will be reduced to 1/4. You can tweak values with editing .cfg. If you want, you can add this module to other crewed part. It can support up to 8 kerbalnauts. Leveling up 'Immediately' is not realistic? Do you think training needs to consume time? This mod will be answer for you. [1.9.1+] Field Training Facility Spacedock - CKAN (Dependency : Module Manager ) This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training. But, If you place your facility into orbit, It will be 4 times faster. If you place it on other planet, 6 times faster. You can tweak params with .cfg. Not so complex. It consumes 4 EC/sec per kerbal. If you train 2 kerbals, It will drain 8 EC/sec. You will need powerful energy sources. Now then, someone like me will want to use both. Then, just install both of them. Result is shown below. Payment of science point(TL) will be reduced with training experiences(FTF). For example - Just using TL, Level 4 -> Level 5 consumes 640p of Science point. But Level 4(50% with FTF) -> Level 5 consumes just 320p of science point. If 90% with FTF? Just pay 64p of science point or wait some more days. you can get level 5 kerbalnaut. More training means less sci point needed, linearly. These two mod can co-work, It's because I created this thread. If you want one thing, you can install just one mod. If you want co-work of them, you can install both. --- Review by --- Find original thread here.
  5. Welcome To Kerbal Academy's Developement Thread (Marketing) Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions)\ [Kerbal Academy's Github And Wiki] General Super Detailed Future Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (1.3) This is planned for 1.3 but not necessarily going to happen (1.3) This is in testing for 1.3 (1.3) This is ready for 1.3 (1.3) Planned And Required For 1.3 Release (TBD) Planned Feature But Not Currently Worked On Bug-fixing for spelling/grammar errors reported in v1.2.x (1.3) Re-balance Contract Pricing (1.3) Contract pricing will now be generated on new factors such as next kerbal hire cost, contract difficulty and possible experience gained. Add updated logos (1.3) Working on a new flag a logo to replace the older one. Old flag will live on as Legacy Add mission patches (1.3) Mission patch for engineer training Mission patch for pilot training Mission patch for scientist training Kerbalize contract descriptions (1.3) Just want to make the contract descriptions a bit more kerbal and in universe sorta All will improve and add notes to contracts for less confusion Split up all contracts into profession specific ones. This will lead to more contracts and file size, but user friendly-ness will be worth it. (1.3) New mission profiles for Pilot training (1.3) New mission profiles for Engineer training (1.3) New mission profiles for Scientist training (1.3) Design "Stock" Crafts For Use In Contracts (1.3) Light Trainer Aircraft (1.3) For use in pilot bootcamp Mini Science Ground Station (1.3) For use in scientist bootcamp Various Lander Probes (1.3) For use in certain engineer contracts Drill Outpost (1.3) For use in intermediate engineer drill training New Docking/ Rendezvous mission profiles for Pilot training (TBD) No further information at this time Create New Function For CC To Add Kerbals To Roster (TBD) This would be used to make the bootcamp contracts a bit less weird Continue Apologizing For 1.2 (1.3) Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  6. Simple question - Am I reducing the experience my Kerbals can get on a particular flight by having a drone / probe core attached to the vessel? Example - Franwise, an engineer, has landed on the Mun and on Minmus and Planted a Flag on both. Both times were in a vessel with an OKTO2. She has experience in her log for "Plant Flag" but not for "Landed On". I tried landing with SAS turned off but that didn't give her the "Landed On " experience either.
  7. Hello awesome forum-ers, I am not certain if this question belongs here or in support; modded installs, but I thought I would start here in case I am making a simple game-play error (i.e. it's supposed to work like this). I'm in-process with a science sandbox game, having enabled Kerbal Experience in the difficulty settings when starting the save. I have used the Mobile Processing lab (in kerbin orbit) to level-up kerbals who have gone to the mun and/or minmus, but did not get the expected results. For example, one particular kerbal has planted a flag on the mun, planted a flag on minmus, and is currently orbiting kerbin. After leveling up in the lab, her info in the astronaut complex shows: "orbit around kerbin=2, plant flag on mun=4, plant flag on minmus=3". These numbers differ from the wiki (http://wiki.kerbalspaceprogram.com/wiki/Experience), which shows 5xp for mun flag and 6.25 for minmus flag. I'm concerned my XP rewards will continue to be wrong as I head out to other planets. So my question, does the mobile lab not fully level up kerbals? Does Science mode XP work differently? Is there a setting for "experience difficulty" that I didn't catch? Or, is this a sign that a mod is messing with my settings and I should head over to mod support to find out which one? Thanks.
  8. Dear members, being currently in the grind of the crew experience in career mode, one of the best way to get experience is to make a short trip out of Kerbin SOI and come back to Kerbin according to this thread: What is the most efficient way to do such trip? I was considering to burn in the same direction than the orbit of Kerbin to go slightly faster than Kerbin and then burn in retrograde direction once out of Kerbin SOI to let the planet catch up the ship. Is it the right way to do such trip?
  9. Bill, newly annointed Master of Space Engineering, is eager to get to work excavating exotic ores from faraway places. Imagine his excitement when he receives his first mission to the Mun. "Am I going to learn to drill?" he asks. "No. It doesn't work that way. You're going to plant a flag on the Mun." "Why?" "For experience." "Oh, then I'll get to drill?" "No. It doesn't work that way. Next, we'll send you to Duna." "Oh, there's a drilling academy there where I'll learn about drilling?" "No. You'll plant another flag." "Why?" "For more experience." "But I'll already have flag planting experience. I need drilling experience." "Well planting that flag will give you drilling experience." "Oh. OK, then I'll just take a drill with me so I can use my experience after I plant the flag." "Well, no." "Why not?" "Because we need to bring you back to officially log the experience in your record." "Can't I just radio it in?" "No." "So, I'm going to spend a year planting flags so I can get experience in drilling. Without ever touching a drill. For a year." "Or longer. That's right." "Um, that's not what I signed up for." May I humbly suggest that the XP mechanic for engineers be tied to engineering tasks such as actually drilling, repairing and repacking and science experience be tied to things like conducting experiments, manning a lab and surveying planets? Pilots can get XP planting flags because they're kind of stupid anyway and we need to give them something to pin on their chest.
  10. Jeb and crew seems to have topped off at 2.75, we haven't been interplanetary yet. Does an Engineer really need to go to another planet (and back) before he knows how to change a tire?
  11. Given that the upper tiers are not yet filled, it seems pretty clear that Squad intends to revisit Kerbal experience at some point, so I thought we could chat about how to improve the system. While skills have been discussed a few times, how to make pilots more useful etc, I don't think we've talked much about how gaining experience works. I've been playing for some time and I’m not sure even I’m clear about the most efficient way to level kerbals, so I can imagine newer players might be having trouble. A few thoughts: - There are a number of factors leading to experience grind, but one of the biggest to my mind is how and when experience is awarded. I actually think exploration as the principal activity is the simplest, least grindy way of measuring what kerbals have done, but the fact that they only receive XP upon recovery does slow things down. It creates the incentive for repetitive one-off missions rather than building ambitious multi-vessel space programs. For instance a player who sent a kerbal on a Jool-5 would stay level 0 until they returned home to Kerbin. This seems wrong somehow. First, Kerbals ought really to collect experience for each new place they reach as they reach it. They also ought to automatically level up in flight. Not only would this just be clearer to understand and work with, but it would properly reward multi-world missions and missions remounted through stations. - I've mentioned this in regards to science but a nice move might be to differentiate the payouts for different biomes on the same body. The difference needn't be much, 10-50% at most, just enough to make the difference meaningful and encourage players to select landing sites carefully. This could be extended by expanding the world-firsts and Easter-eggs/anomalies into a real system of sites that reward players with rep, funds, science, and/or XP bonuses. I'd personally like to see them made a bit more 'sciency', with mineral formations, geysers, signs of life, etc, but either way giving them real gameplay value could further encourage precision landings and rovers for surface exploration. - Flag planting really ought to be removed from the list of things for which a Kerbal can gain experience. It just ends up being grindy and repetitive in practice. In general, the tasks which will award a kerbal seem a bit finicky. It really could be reduced to Orbit and Landed for each world. When a kerbal was selected in the Astronaut Complex their profile would show a list of each place they had visited with the XP earned for each beside. This way players would have a visual log both of where each crew member had gone, but what they had earned for going there for future reference. If a Kerbal returned to a previously visited body, their landing bonus would only increase if it was in a biome with a higher multiplier. - To balance for this the XP values would need to be reduced. Really a Kerbal who had visited the Mun and Minmus should be at level 2. This might be stretched to level 3 by visiting an asteroid or a few bonus sites. Levels 4 and 5 ought really to require interplanetary missions. - Im sure they plan over time to fill out the upper skill levels. I’ll admit I’d love to see KAS for a level 5 engineer, things like aerocapture and landing site prediction for high level pilots. Im not crazy about the current Mobile Lab setup, but I tend to think higher level scientists should collect more valuable EVA reports and surface samples. It was also suggested that higher level pilots might offer XP bonuses to other crew members, which I like, but would need to be carefully applied to avoid exploits. I haven’t compiled a list of skills, but Im sure others have thoughts on that? - Cosmetically, I'd also love to see different suit colors/stripes/stars indicating a kerbal's discipline and rank. That be neat. What issues have people been having? What fun things do you think kerbals could do?
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