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Found 6 results

  1. I think this would be pretty cool for a bit of added role play. So I'm sure many of us have built support vehicles for the KSC, plane taxi's, crew transport vehicles even launch towers and such, but there not really useful. Now if we where able to, say, drive up to the astronaut complex and then have the ability to select Kerbals to load on/off said vehicle then drive them around the KSC say to a plane on the runway/rocket on launchpad to load them up, I think that we could see some really cool functional support items, like a scalable launch tower that takes Kerbals to the pod door, or airstairs for example. Obviously we could still play as normal and completely ignore the feature if we so choose, I just think It could add some more useful role-play options for those who want it. Just an idea, feel free to shoot me down if its not tenable I know very little about coding and such. There's probably some sort of Mod that does something similar, alas i'm on ps4.
  2. MaxwellsDemon

    Kerbal Personnel Administration

    I am curious as to whether anyone has done a mod that increases the information available in the Astronaut Complex... say, provides an individual mission history for each active Kerbal, or something of that nature? I've tried to search the forums, but perhaps the search terms I've been using aren't specific enough to get me a useful result...
  3. Hi guys, I love my savegame and I do not want to lose this !!! I noticed tonight that when I go in the Astronaut Complex, I cannot quit that screen anymore. So I read around and there was few threads about firing kerbal that would lead to this, but it was not the case in my game ... did not fire anyone. I looked at the output.txt log file and the last sentence after being stuck is this. I have put in bold the method that seem to crash my Astonaut Complex exit. Anyone knows what the heck is wrong here? Let me know if I need to post something else, any help would be really appreciated here.
  4. What happens when I rescue more Kerbals than my astronaut complex is rated to hold? I'm at my max of 12, and I have three or four rescue contracts underway... Do I get to keep them if I bring them down, or must I upgrade my facility to keep them? I don't want to lose valuable engineers/scientists this way. -Khorso
  5. 1.0.5. I'm allowed to collect surface samples without the Astronaut Complex. I do have the Lv. 2 RnD. Derp?
  6. KSP version:, Windows 32-bit, not run through Steam Playing a career game, I needed to hire more pilots. I upgrade my astronaut complex to level 2 and go inside. (See first image) I select the pilot from the list, and I lose ALL my funds! (See second image) Savefile, just in case: Output Log: DxDiag output: I believe this game was created and saved after updating the game to the current version above.