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career mode--rotating crew on stations?


yobeeb

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I kind of wish career mode would assign me missions to recover crew from existing orbital stations and surface outposts. As it is, I feel like there's no incentive ever to bring those kerbals back home.

Thoughts? Is there a mod that does this? Thanks! :)

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I just recently found this mod that looks promising:

Haven’t tried it yet because I don’t have stations or bases in my new career save yet. I previously tried using USI-LS to have incentive for crew rotation and cargo shipments but that added a bit too much micromanagement for my liking.

 

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I like the concept of the Bases and Stations contract pack, but I think it needs tweaking.

I went in and changed the cooldownDuration of the Maintenance Missions to between 90 and 300 days depending on the specific contract. When I first started with it I was getting resupply contracts and rotating crews about once a week for each station. Medical emergencies and evacuations were also way too frequent almost as routine as crew rotation missions.

Last week I had 2 resupply mission contracts at the same time for stations in orbit around both the Mun and Kerbin. I launched a ship capable of fulfilling both, but as soon as it docked at my Kerbin station, the Mun resupply mission failed.

I did learn that when you launch components to be added to a base or station never label the component vessel type as a "base" or "station" or it will start triggering it's own contracts for expansion until it's connected. 

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USI Life Support or MKS (I cannot remember exactly which one it was) gives kerbals habitation and homesickness timers. Depending on the facilities and amount of habitation space on the base/station, they won't want to be there for more than a certain amount of time. I guess that sort of counts as an incentive.

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Yup, Bases and Stations contract pack.   It asks you to rotate crew, send up specialists to fix random issues (that really don't exist), evacuate stations, and medical emergencies.   I had one where our dear friend @Kerbart was suffering a medical emergency, but my scheduled crew rotation was 12 days away, so I told him to float it off, and broght him down with the rest of the crew.

As mentioned, I also do scheduled rotations.   After crewing a station, I'll set a KAC timer for say 120 days, and when that timer runs out, I'll send up a replacement crew, and start a new timer. 

Edited by Gargamel
typos
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19 minutes ago, Gargamel said:

(...)  I had one where out dear friend @Kerbart was suffering a medical emergency, but my scheduled crew rotation was 12 days away, so I told him to float it off, and broght him down with the rest of the crew. (...)

Yes, those were 12 miserable, long, long days...

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14 hours ago, MR L A said:

Yeah, I love that contract pack too! Struggle to play career without it... has contract configurator been updated to 1.51 yet?

I don't believe so, but I am using it on 1.5.1 right now.  Haven't seen any issues so far.  Tourism Plus, B & S Reborn working fine.  My only other contract pack, SCANSat, hasn't produced a contract yet, but that might be because I am too early in my career save right now.

To go with the USI-LS habitation counter, Kerbalism adds a habitation time function and Kerbal Health requires rotations and recovery time for Kerbals with similar habitation space calculation mechanics.

Edited by overkill13
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