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Change default crew members


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Hey there :)

I got disappointed by Jebs flying skills, he tends to do crazy stuff instead of going for the goal of the actual mission. So I want to give Val a chance but Jeb keeps climbing into every rocket.

I wonder if it is possible to change the default crew members which are automatically placed into a pod/cockpit so I don't have to change the pilot manually everytime?
Killing Jeb or sending him on a endless mission is not an option :P If it is not possible in a stock game, a mod solution would be fine as well :)

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Sadly the stock game does not have such an option. It will remember the current ship who you put in the command pod in the VAB, but only in the VAB (it won't remember that if you exit the VAB and then launch the craft from the launch pad directly) and it frequently re-forgets it :/

As for mods, I've never tried it but Crew R&R may just be your thing.

 

 

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3 minutes ago, 4x4cheesecake said:

This one looks perfect, thanks :)

Apparently my request posts for "no crew" aren't in that thread.  They must have been in the Star Mods thread for it... which I can't find.

This is for KSP 1.3.1, but I can't image @Snark changed how the config file works.

My config in the spoiler:

Spoiler

// This ModuleManager config enables the BetterCrewAssignment mod by tagging
// parts that require particular types of crew assignments.
//
// There are two types of modules which the mod provides, ModuleCrewAssignment
// and ModuleCrewRequirement.
//
// ModuleCrewAssignment is used on crewable parts. Its defaultAssignment field
// indicates what type of kerbal should be assigned to the slots in the part.
// Allowable values include a specific name (e.g. "Jebediah Kerman"), profession
// (e.g. "Pilot"), or kerbal type (e.g. "Crew", "Tourist"). Also allowable is
// "Empty", meaning "please leave the slot empty upon launch."  The assignment
// can include multiple values separated by "|" as a delimiter, to represent
// if-else semantics; for example, "Scientist | Crew" would mean "assign a
// scientist if available, otherwise assign any crew".
//
// ModuleCrewRequirement is used on NON-crewable parts that need a particular
// profession to operate them. Including this on a part is a signal to the mod
// that "please include at least one of the specified profession on the ship
// upon launch". The "importance" field provides relative priority, to decide
// who wins in case of a conflict (e.g. if there's only one open crew slot on
// the vessel, and one part wants a scientist but a different part wants an
// engineer).
//
// Here's a summary of how this file has been set up:
// 1. Try to crew all command modules.
// 2. Science labs should only be staffed by scientists.
// 3. Non-rerunnable science experiments (e.g. mystery goo) would like a scientist.
// 4. Resource converters & drills want an engineer.
//
// All other crewable parts are left empty by default (e.g. passenger cabins).
//
// If you want to change the behavior of the mod (e.g. if you prefer to crew
// passenger cabins by default, or whatever), just add your own ModuleManager
// config to decorate parts with ModuleCrewAssignment and/or ModuleCrewRequirement
// as desired.
 
// We want to fill all command modules
@PART[*]:HAS[@MODULE[ModuleCommand]:HAS[~minimumCrew[0]]] {
    MODULE {
        name = ModuleCrewAssignment
        defaultAssignment = Empty
    }
}
 
// Science labs are only for scientists
@PART[*]:HAS[@MODULE[ModuleScienceLab]] {
    MODULE {
        name = ModuleCrewAssignment
        defaultAssignment = Scientist | Empty
    }
}
 
// All other crewed parts are empty by default
@PART[*]:HAS[!MODULE[ModuleCrewAssignment],#CrewCapacity[*]] {
    MODULE {
        name = ModuleCrewAssignment
        defaultAssignment = Empty
    }
}
 
// Science experiments that aren't rerunnable want a scientist.
@PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[~rerunnable[True]]] {
    MODULE {
        name = ModuleCrewRequirement
        profession = Scientist
        importance = 1
    }
}
 
 
// Parts that need an engineer.
 
@PART[*]:HAS[@MODULE[ModuleResourceConverter]] {
    MODULE {
        name = ModuleCrewRequirement
        profession = Engineer
        importance = 2
    }
}
 
@PART[*]:HAS[@MODULE[ModuleResourceHarvester]] {
    MODULE {
        name = ModuleCrewRequirement
        profession = Engineer
        importance = 2
    }
}
 
@PART[*]:HAS[@MODULE[ModuleAsteroidDrill]] {
    MODULE {
        name = ModuleCrewRequirement
        profession = Engineer
        importance = 2
    }
}
 
 
// Repairable things need an engineer, but at a lower priority than
// everything above (including scientists for non-rerunnable stuff).
// (Thanks to HebaruSan in the KSP forums for the suggestion of adding this.)
 
@PART[*]:HAS[@MODULE[ModuleParachute]] {
    MODULE {
        name = ModuleCrewRequirement
        profession = Engineer
        minimumLevel = 1
        importance = 0
    }
}
 
@PART[*]:HAS[@MODULE[ModuleWheelBase]:HAS[#wheelType[LEG]]] {
    MODULE {
        name = ModuleCrewRequirement
        profession = Engineer
        minimumLevel = 2
        importance = 0
    }
}
 
@PART[*]:HAS[@MODULE[ModuleWheelBase]:HAS[#wheelType[MOTORIZED]]] {
    MODULE {
        name = ModuleCrewRequirement
        profession = Engineer
        minimumLevel = 3
        importance = 0
    }
}

 

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3 minutes ago, Geonovast said:

Apparently my request posts for "no crew" aren't in that thread.  They must have been in the Star Mods thread for it... which I can't find.

It's totally fine, I don't need a 'no crew' option, just a different default crew assingment.

This is actually the important feature:

Quote

It remembers your assignments, so that the next time you launch that ship, it will try to do the same thing.  (No more discovering, *after* you're in orbit, that your gosh-darn rescue ship filled up all the slots and you've got nowhere to put the stranded kerbal!)

Anyway, thanks for the config, it will be helpful if I decide to change something later on :)

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44 minutes ago, Mahnarch said:

Send Jeb, in a rover from the runway, on a picnic over to the KSC monolith.

Tell him he has to stay there for an extended time... for Science™!

Well, I like to play with life support and I don't want to deal with a grumpy Jeb, sitting in the back of a rover, complaining about beeing hungry, thirsty and asking when he will arrive ;)

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4 hours ago, 4x4cheesecake said:

Well, I like to play with life support and I don't want to deal with a grumpy Jeb, sitting in the back of a rover, complaining about beeing hungry, thirsty and asking when he will arrive

"Don't make me flip this rover over, because I will!"

 

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