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Multi job title kerbals


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I think it would be nice if there could be kerbals wit two designations like pilot/ scientist. Or it's already possible to do that when you are editing kerbals. Was wondering because the astronauts today can have multiple  majors in reality so it was just a thought.

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That would be realistic, sure,  but a balancing nightmare. You theoretically could run a base with a single scientist/engineer, running the lab and boosting mining as well. Also, it removes the complexity of interplanetary missions. Hard choice between pilot and engineer for a small manned mission to Duna? Who cares? Have a fusion! The point is, it would be easy to run complex missions that would take crews of two at the least with one kerbal, lightening your payload and possible life support. 

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2 hours ago, Buzz light fear said:

It would be cool  to have pilot engineer combos and pilot scientist combo or scientist engineer combo would be great. Could someone try modifying a kerbal to se if it is possible.

It is (at least in previous versions).  You can edit (I think) the traits.cfg file and create new "classes", like a Test Pilot that combines the abilities of the Pilot and Engineer classes.  They'll even show up in the roster as possible candidates.

I like the idea, but I think any multiclass Kerbals should be extremely rare and expensive, or possibly even limited to the original group.

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3 hours ago, otblock said:

That would be realistic, sure,  but a balancing nightmare. You theoretically could run a base with a single scientist/engineer, running the lab and boosting mining as well. Also, it removes the complexity of interplanetary missions. Hard choice between pilot and engineer for a small manned mission to Duna? Who cares? Have a fusion! The point is, it would be easy to run complex missions that would take crews of two at the least with one kerbal, lightening your payload and possible life support. 

Won't be a balancing issue if second skill would a true secondary skill.
For example a pilot with scientist as secondary skill won't get the same benefits as the primary skill when Kerbals level up.
Secondary skilled scientist could for example reset an experiment, but won't be able to be a scientist on board the processing lab.

In the current situation it is very unrealistic when doing a apollo style mission to Mun and obviously you want your best pilot for the lander, but if the kerbal that stays behind in the orbital vessel isn't a pilot, you won't be able to use SAS.
( must be hard to flip that switch for an engineer. )

 

 

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4 hours ago, razark said:

It is (at least in previous versions).  You can edit (I think) the traits.cfg file and create new "classes", like a Test Pilot that combines the abilities of the Pilot and Engineer classes.  They'll even show up in the roster as possible candidates.

I like the idea, but I think any multiclass Kerbals should be extremely rare and expensive, or possibly even limited to the original group.

Could you show me hom to do that like in a video or screen shots. You also make a good point about the rarity that they should be. Or maybe have variable levels for each of those traits like 75% pilot 25% engineer and 0% scientist 

Edited by Buzz light fear
Lack of information
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Standard disclaimers apply.*
 

Navigate to <KSP>\GameData\Squad\Experience

You'll find the file traits.cfg there.  Open it with notepad or another text editor.

Inside, you'll find stuff like:

EXPERIENCE_TRAIT
{
	name = Pilot
	title = Pilot
	desc = Pilots provide assistance in flying the vessel.

	EFFECT
	{
		name = AutopilotSkill
	}
}

EXPERIENCE_TRAIT
{
	name = Engineer
	title = Engineer
	desc = Engineers are capable of repairing broken parts, if at all possible.

	EFFECT
	{
		name = RepairSkill
	}
}

 

You will see an EXPERIENCE_TRAIT block for each class, Pilot, Engineer, Scientist, Tourist.  The fields inside are
name: This is the internal identifier, meaning you won't see it.  It needs to be unique.
title: This is the text that appears in the game.  It's what you see.
desc: This is the text that appears in game to describe the class.

EFFECT: These blocks assign the abilities that Kerbals have.  The Scientist class has three of these blocks, two of which also contain level modifiers.

 

In my file, I've defined a Test Pilot class as such:

EXPERIENCE_TRAIT
{
	name = TestPilot
	title = Test Pilot
	desc = Test Pilots are just awesome.

	EFFECT
	{
		name = AutopilotSkill
	}

	EFFECT
	{
		name = RepairSkill
	}
}

Notice it has the EFFECT sections from both the Pilot and Engineer classes.

 

In game:

Note: Some mods are installed here.
 

 

*DISCLAIMER:
Use with caution, always make backups, know what you're doing, make sure you've got the right file, standard text and data rates may apply, see a doctor if the condition does not improve or worsens. Warranty void if tamper-proof seal is broken, do not drive or operate heavy machinery while modding files, not for internal use, product will be hot after heating.  Valid only at participating locations, some swelling may occur. One coupon per customer per visit.  Offer void except where prohibited by law. Some drowsiness may result. Always discuss any changes with your doctor before reading disclaimers.

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2 hours ago, razark said:

Standard disclaimers apply.*
 

Navigate to <KSP>\GameData\Squad\Experience

You'll find the file traits.cfg there.  Open it with notepad or another text editor.

Inside, you'll find stuff like:


EXPERIENCE_TRAIT
{
	name = Pilot
	title = Pilot
	desc = Pilots provide assistance in flying the vessel.

	EFFECT
	{
		name = AutopilotSkill
	}
}

EXPERIENCE_TRAIT
{
	name = Engineer
	title = Engineer
	desc = Engineers are capable of repairing broken parts, if at all possible.

	EFFECT
	{
		name = RepairSkill
	}
}

 

You will see an EXPERIENCE_TRAIT block for each class, Pilot, Engineer, Scientist, Tourist.  The fields inside are
name: This is the internal identifier, meaning you won't see it.  It needs to be unique.
title: This is the text that appears in the game.  It's what you see.
desc: This is the text that appears in game to describe the class.

EFFECT: These blocks assign the abilities that Kerbals have.  The Scientist class has three of these blocks, two of which also contain level modifiers.

 

In my file, I've defined a Test Pilot class as such:


EXPERIENCE_TRAIT
{
	name = TestPilot
	title = Test Pilot
	desc = Test Pilots are just awesome.

	EFFECT
	{
		name = AutopilotSkill
	}

	EFFECT
	{
		name = RepairSkill
	}
}

Notice it has the EFFECT sections from both the Pilot and Engineer classes.

 

In game:

Note: Some mods are installed here.
 

 

*DISCLAIMER:
Use with caution, always make backups, know what you're doing, make sure you've got the right file, standard text and data rates may apply, see a doctor if the condition does not improve or worsens. Warranty void if tamper-proof seal is broken, do not drive or operate heavy machinery while modding files, not for internal use, product will be hot after heating.  Valid only at participating locations, some swelling may occur. One coupon per customer per visit.  Offer void except where prohibited by law. Some drowsiness may result. Always discuss any changes with your doctor before reading disclaimers.

Thanks sou you can make your own pilot types and versions I have to try that. Have you tried it just curious to know if their were any issues.

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48 minutes ago, Buzz light fear said:

Have you tried it just curious to know if their were any issues.

I haven't seen any issues, but I've only briefly tested it in an earlier version.

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Or, you know, make this the tier 4/5 skills.  

Pilots are pilots. By current nomenclature, Karbal scientists and engineers are basically what NASA calls "payload specialists"... they do one thing and do it well.  Maybe when they get to tier 4 and tier 5, they can graduate to "mission specialist" and become scientist/engineers.  

For the tier 4/5 you could have pilots become mission commanders, which would let them be pilot/engineers or pilot/scientists.  Or vice-versa.

 

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I like the concept of 'test pilot' as a pilot/engineer hybrid, and extending this concept to other classes could be a good feature especially for the orange suits who could all be dual skilled.   Jeb could be pilot/engineer, Val a pilot/scientist, Bill an engineer/pilot  and Bob a scientist/engineer. Maybe other recruits could 'earn' an orange suit by reaching the top of their default class and level 3 in a second.

For this to work well the skill system would of course need to be tweaked a bit, but that's probably needed anyway. 

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On May 27, 2016 at 6:54 AM, pandaman said:

I like the concept of 'test pilot' as a pilot/engineer hybrid, and extending this concept to other classes could be a good feature especially for the orange suits who could all be dual skilled.   Jeb could be pilot/engineer, Val a pilot/scientist, Bill an engineer/pilot  and Bob a scientist/engineer. Maybe other recruits could 'earn' an orange suit by reaching the top of their default class and level 3 in a second.

For this to work well the skill system would of course need to be tweaked a bit, but that's probably needed anyway. 

Speaking of test pilots are there any egector seat mods for kerbal

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On 27.5.2016 at 6:56 AM, JJE64 said:

Or, you know, make this the tier 4/5 skills.  

Pilots are pilots. By current nomenclature, Karbal scientists and engineers are basically what NASA calls "payload specialists"... they do one thing and do it well.  Maybe when they get to tier 4 and tier 5, they can graduate to "mission specialist" and become scientist/engineers.  

For the tier 4/5 you could have pilots become mission commanders, which would let them be pilot/engineers or pilot/scientists.  Or vice-versa.

 

Very good idea and pretty balanced. make it more important to get the 4 and 5 stars. 

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Good thinking I should have thought of that myself great idea thinking I should have thought of that myself maybe squad will hire us if the idea is good enough I just need to find a way to make it work with coding. Thanks for the imput magnemoe.

Edited by Buzz light fear
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On May 31, 2016 at 6:08 AM, magnemoe said:

Very good idea and pretty balanced. make it more important to get the 4 and 5 stars. 

 

I like the idea of making it an 4 or 5 star thing but how would the computer decide if it was to be engineer or scientist. Could it depend on what they did in the mission to get that star or just randomly assigned to be their second title. I want opinions.

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On May 26, 2016 at 3:51 PM, Buzz light fear said:

I think it would be nice if there could be kerbals wit two designations like pilot/ scientist. Or it's already possible to do that when you are editing kerbals. Was wondering because the astronauts today can have multiple  majors in reality so it was just a thought.

I think this removes the whole aspect of bringing a team

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11 hours ago, Buzz light fear said:

Why bring a team wea all play ksp it is a solitary game you don't need teammates 

Team as in different Kerbals not players.

This brings in the factors of: 

"Which is the best commander for this mission"

"Which role can I sacrifice"

If you had mutli-job title Kerbals this dilemma wouldn't happen.

 

 

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I have to say I'm too against this idea. As we've seen, kerbonauts aren't exactly the brightest bunch, and while there is that pesky matter of Pilot levels 4 and 5 being empty, it makes sense that the eggheads and wrench monkeys are kept away from the controls.

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"I wish my cleric had all the fighter skills so he could use swords and wear plate armor"

"And we could have the thief also cast all the mage spells"

"Yeah, this game would be way better!"

(In fairness, as a mod, sure, but not in stock)

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  • 3 months later...
On May 26, 2016 at 7:47 PM, razark said:

Standard disclaimers apply.*
 

Navigate to <KSP>\GameData\Squad\Experience

You'll find the file traits.cfg there.  Open it with notepad or another text editor.

Inside, you'll find stuff like:


EXPERIENCE_TRAIT
{
	name = Pilot
	title = Pilot
	desc = Pilots provide assistance in flying the vessel.

	EFFECT
	{
		name = AutopilotSkill
	}
}

EXPERIENCE_TRAIT
{
	name = Engineer
	title = Engineer
	desc = Engineers are capable of repairing broken parts, if at all possible.

	EFFECT
	{
		name = RepairSkill
	}
}

 

You will see an EXPERIENCE_TRAIT block for each class, Pilot, Engineer, Scientist, Tourist.  The fields inside are
name: This is the internal identifier, meaning you won't see it.  It needs to be unique.
title: This is the text that appears in the game.  It's what you see.
desc: This is the text that appears in game to describe the class.

EFFECT: These blocks assign the abilities that Kerbals have.  The Scientist class has three of these blocks, two of which also contain level modifiers.

 

In my file, I've defined a Test Pilot class as such:


EXPERIENCE_TRAIT
{
	name = TestPilot
	title = Test Pilot
	desc = Test Pilots are just awesome.

	EFFECT
	{
		name = AutopilotSkill
	}

	EFFECT
	{
		name = RepairSkill
	}
}

Notice it has the EFFECT sections from both the Pilot and Engineer classes.

 

In game:

Note: Some mods are installed here.
 

Thanks for the code I will try this myself later

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