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[1.12.x] TRP-Hire (formerly KSI Hiring)


linuxgurugamer

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  • 4 weeks later...
  • 2 weeks later...
  • 4 weeks later...

@linuxgurugamerLittle issue, in common using MKS by @RoverDude, that has an included function alike TRP-Hire:

it's not possible to add "customized traits" (like the one from "Colonist!" mod https://forum.kerbalspaceprogram.com/index.php?/topic/149488-12-colonists/ ) as them are not showing in the hire panel:

W1tJLIQ.png

As visible, no "extra" traits are available, beside having installed "Colonist!" mod trait.

The very same problems come with MKS (as addressed there by me: https://forum.kerbalspaceprogram.com/index.php?/topic/154587-13-modular-kolonization-system-mks/&do=findComment&comment=3272265 ) that take the same function from thesame old hiring mod.

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On 1/19/2018 at 9:20 PM, linuxgurugamer said:

New release, 0.6.8:

  • Added support for various Community Traits
  • Added support for Community Trait Icons

I'm guessing this means I could define my own classes now?

If so, I have one more request on this. (And if you can do this I'll then be seeing if I can talk RoverDude into using this rather than the embedded version in MKS) - could we have a cost multiplier on a per-class level?  So that one class could cost say 75% of the 'base' cost.

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2 hours ago, DStaal said:

I'm guessing this means I could define my own classes now?

If so, I have one more request on this. (And if you can do this I'll then be seeing if I can talk RoverDude into using this rather than the embedded version in MKS) - could we have a cost multiplier on a per-class level?  So that one class could cost say 75% of the 'base' cost.

Roverdudes version is highly customized, i already looked at it

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1 hour ago, linuxgurugamer said:

Roverdudes version is highly customized, i already looked at it

I figured that - but if the stand-alone version were to support mod-defined classes, at lower/higher costs than the standard cost, then it would be doing everything he needs his version for, and more capable in the bargin.  So it might be easier for him to strip it out and no longer have to maintain that codebase.  It's a hope.  :wink:

Either way, I can see those features being useful for a variety of purposes and I could see other colonization-style mods (or even just other mods in general) making use of them.  So whether or not MKS uses it, I could see it becoming an interesting and useful addition to the modded KSP landscape.

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  • 2 weeks later...
50 minutes ago, NomenNescio said:

I'm noticing two things this mod would really benefit from. One is to decide whether a crew member should be a veteran, as in orange suit, and the other is the ability to randomise stupidity and bravery as well as gender. Thoughts?

It always amazes me that people make suggestions about improvements without even looking at the mod as it now is.

You currently have the following options:

Is the kerbal Fearless?

Is the Kerbal orange suite?

And of course, the gender can be random

Randomizing the courage and stupidity is a possibility, but please, download the mod, try it out BEFORE you ask me to make changes which are already there

 

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8 hours ago, linuxgurugamer said:

It always amazes me that people make suggestions about improvements without even looking at the mod as it now is.

You currently have the following options:

Is the kerbal Fearless?

Is the Kerbal orange suite?

And of course, the gender can be random

Randomizing the courage and stupidity is a possibility, but please, download the mod, try it out BEFORE you ask me to make changes which are already there

 

I'm sorry, I've been using the mod for a while, but I must have spaced out on the veteran option. My bad.

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  • 1 month later...
28 minutes ago, flart said:

Yes, It is 0.6.8.1-beta

Ok, I'll look at it some more

Actually, it looks like it's getting those directly from KSP, so I'll have to add some code to interpret them.  They aren't localized when I get them from KSP

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8 minutes ago, linuxgurugamer said:

#TRPHire_Pilot = Pilot
#TRPHire_Engineer = Engineer
#TRPHire_Scientist = Scientist


These strings already in the stock (for every language) and had used in the mod. Can you use it?

#autoLOC_500101 = Pilot
#autoLOC_500103 = Engineer
#autoLOC_500105 = Scientist

 

Edited by flart
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Yup, thanks

How about the following, can you do translations for them (or point me :

 

  • Colonist
  • Geologist
  • Miner
  • Mechanic
  • Technician
  • Biologist
  • Farmer
  • Medic
  • Quartermaster
  • Kolonist
  • Scout

 

Here is the code you can update:


		#TRPHire_Settings_Colonist = Colonist
		#TRPHire_Settings_Geologist = Geologist
		#TRPHire_Settings_Miner = Miner
		#TRPHire_Settings_Mechanic = Mechanic
		#TRPHire_Settings_Technician = Technician
		#TRPHire_Settings_Biologist = Biologist
		#TRPHire_Settings_Farmer = Farmer
		#TRPHire_Settings_Medic = Medic
		#TRPHire_Settings_Quartermaster = Quartermaster
		#TRPHire_Settings_Kolonist = Kolonist
		#TRPHire_Settings_Scout = Scout

 

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30 minutes ago, linuxgurugamer said:

You can test with this, this has the localization code: https://www.dropbox.com/s/b1gxguzssw29i1y/TRP-Hire-0.6.8.1-beta2.zip?dl=0

ok, works.

 

Spoiler

    #TRPHire_Settings_Colonist = Колонист
    #TRPHire_Settings_Geologist = Геолог
    #TRPHire_Settings_Miner = Шахтер
    #TRPHire_Settings_Mechanic = Механик
    #TRPHire_Settings_Technician = Техник
    #TRPHire_Settings_Biologist = Биолог
    #TRPHire_Settings_Farmer = Фермер
    #TRPHire_Settings_Medic = Медик
    #TRPHire_Settings_Quartermaster = Квартермейстер 
    #TRPHire_Settings_Kolonist = Колонист //  if needs to differ from "Colonist", then «Керлонист»
    #TRPHire_Settings_Scout = Разведчик

 

 

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