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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485


Nereid

KSP 1.1.0  

853 members have voted

  1. 1. Is FinalFrontier working in KSP 1.1.0?

    • Yes
      275
    • No
      66
    • It doesn't matter; this poll was just created to remove the outdated old one...
      541


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I think what's being asked for in respect to roles is already implemented. But if you want it to be fleshed out a bit more...

Roles.png

The Command, Chief and Qualified level ribbons are already there. I have to take my daughter off to a doctors appointment in a sec, but I'll put the Specialist and Senior ribbons up when we get back home.

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I think what's being asked for in respect to roles is already implemented. But if you want it to be fleshed out a bit more...

http://www.polymath.com.au/temp/Roles.png

The Command, Chief and Qualified level ribbons are already there. I have to take my daughter off to a doctors appointment in a sec, but I'll put the Specialist and Senior ribbons up when we get back home.

Those look great! If there was a way to replace custom ribbons that have already been given, I would be made very happy!

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This is a great idea. For some reason when I used it, it seemed like the windows would sporadically jump around a bit, until they would eventually get knocked off the visible screen area.... Which meant they were gone forever. :(

Anyone else seen anything like this?

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This is a great idea. For some reason when I used it, it seemed like the windows would sporadically jump around a bit, until they would eventually get knocked off the visible screen area.... Which meant they were gone forever. :(

Anyone else seen anything like this?

Noted. ALT-CLT-F will reset window positions in the next release. Delete the FinalFrontier.dat in GameData if this happens until then. It stores the window positions.

...maybe in time for the 0.3.8 release? Need text Nereid?

I don't know if there's a way to replace ribbons without editing the halloffame file...

Text is always welcome. :)

Edited by Nereid
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Noted. ALT-CLT-F will reset window positions in the next release. Delete the FinalFrontier.dat in GameData if this happens until then. It stores the window positions.)

Thanks! I ended up re-installing because I decided to start a new game anyway. Love this mod!

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Uploaded 0.3.8 on Spaceport

new features:

  • four new ribbons for sustained g-force
  • permadeath is back (but has to be enabled in the config window; not persistent yet; has to be enabled every start until persistence is done)
  • the displayed ribbons in the hall of fame will expand on mouse hover up to a max of 60 ribbons; can be disabled in the config (not persistent yet)
  • LEFTCTRL-LEFTALT-F will reset all window positions to its defaults
  • increased readability for ribbon tooltips

I don't have enough time to test the persistence for permadeath/autoexpand until friday or weekend. So didn't implemented this in 0.3.8.

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Text for Specialist and Senior ribbons:

Specialist

Awarded for developing and demonstrating specialist aptitude in field activities for the Kerbal Space Program.

Senior

Awarded for leadership, significant experience and outstanding technical aptitude in field activities for the Kerbal Space Program.

...I saw that you shortened my text for the Qualified ribbons and used the same text for all 3, so I did the same for these.

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Your non-persistent permadeath code doesn't conflict with the setting that's already in the (save game) persistence file, does it?

? Have I already done this in the code? Well, it was way to late for me yesterday. And I had totally forgotten to add something for the config file (I should do a more generic approach without extra code for each setting). To test the single bool attribute is not the problem but adding this will change the file structure. And I haven't tested if this will end well for users with the old FinalFrontier.dat. It should work, but there's a running gag here for using the words "it should work": most often those are other words for "it's probably totally broken, but I don't want to tell". ;)

But to answer your question: no, it should not conflict.

Edited by Nereid
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? Have I already done this in the code?

No, I gathered that much given that you said it wasn't persistent. ;) I've always turned off permadeath in the persistent.sfs file for each save manually, and just wanted to make sure your permadeath setting isn't (or wasn't) going to override the main one. Based on the quick test I ran last night that isn't the case.

But to answer your question: no, it should not conflict.

Danke.

By the way, your plugin seems to work perfectly well with 128 crews. I /might/ hit 256 once I import all of the crews from my old test saves, but I've yet to decide if I even want to bother with that. (They certainly won't get ribbons and whatnot for what they did in said test saves as I have no records of who did what when. Aside from the dead (who'll get InterSidera) and those I knowingly stranded on the Mun and/or Duna, of course.) The Astronaut Complex might start to cough at that point anyway. Strange edge case, I know, but....

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No, I gathered that much given that you said it wasn't persistent. ;) I've always turned off permadeath in the persistent.sfs file for each save manually, and just wanted to make sure your permadeath setting isn't (or wasn't) going to override the main one. Based on the quick test I ran last night that isn't the case.

Ah, now I understand. Well, the permadeath option in FF will enable (!) permadeath each game start (or launch, or switching to a vessel fro space center), if activated. It wont do anything if its disabled. But it loses the information if its enabled currently. Thinking again, this doesn't belong to the FF config file. I should read it from the game save file instead. Currently its not read. But activating it once and save (!) the game will enable permadeath (there is no way back in FF currently).

It works but will be reworked in the next release.

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I was actually wondering about how we're supposed to use the specialization ribbons. "Engineer" and "Scientist" are pretty self-explanatory, but what exactly was "Operations" supposed to mean? I've been using it to flag kerbals who fill a piloting role, but I'm not sure that's the original intent.

EDIT: aha, they were first proposed earlier on this thread:

(3) Qualified - Mission Scientist : For having the necessary skills and knowledge, attained a higher degree in a relevant scientific discipline, and completing the space mission training program, and thereby qualified to conduct advanced scientific research as a member of the Kerbal Space Program;

(4) Qualified - Mission Operations : For having the necessary skills and knowledge, and completing the space mission training program, and thereby qualified to manage control, life support and navigational equipment aboard a craft as a member of the Kerbal Space Program;

(5) Qualified - Mission Engineering : For having the necessary skills and knowledge, and completing the space mission training program, and thereby qualified to manage engines, power, fuel, electrical, mechanical, and computing, communications equipment, as well as to conduct repairs inside craft and in EVA as a member of the Kerbal Space Program.

Edited by Starstrider42
Others might want the official answer, too
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I was actually wondering about how we're supposed to use the specialization ribbons. "Engineer" and "Scientist" are pretty self-explanatory, but what exactly was "Operations" supposed to mean? I've been using it to flag kerbals who fill a piloting role, but I'm not sure that's the original intent.

While it's for normal flight and not spaceflight, here's a job spec that somewhat explains the role of a Flight Operations Specialist.

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The ranking... I'm still thinking about it. Perhaps we can create an optional Plugin for this that keep track of ranks.

Regarding the suits: Changing the suits in FF would be no problem. Again an optional plugin would be the best solution. Thought about displaying the ribbons ingame on a space suit? ;)

Well, I still have to migrate FF from my internal SVN to an external version control system...

I haven't been feeling very well this week so sorry for late reply. Yes I have thought of putting the ribbons on suits but the space available is small or limited. I'm sure we can work something out! I'm sure you have lots to do but if / when you are ready let me know and we will talk further :D

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Starstrider42 just told my about a bug of some kind in FF. Well it's not a bug in my opinion, but he is right in some way, so I just want to ask if I should change it:

Some ribbons replace others in FF. There is the 120 second to orbit ribbon, which replaces the 150 seconds to orbit ribbon for example. Well, thats not a problem for this kind of ribbon, but there are other.

The "planting flag" ribbon replacing the "EVA on ground" ribbon, because you need to be on EVA to plant a flag. Fine too.... but there is a problem. What if somebody goes on a very low orbit around Minmus, does an EVA and accomplish to land his kerbal directly and is planting a flag then? He will get the plant flag ribbon with all the decorations for EVA on ground and landing on ground - but he has not really landed (a spacecraft).

Ok, another more simple example: If someone does an EVA directly before launch, he gets the "EVA on ground" ribbon. Thats the same ribbon as the "landing on kerbin" ribbon but with two orbs on the left, but technically he wasn't landed on kerbin.

That's the way its supposed to be, because I don't wanted too many ribbons with very similar meanings (planting a flag is only a special EVA on ground most of the time). But sometimes you could get the subsequent ribbon without all conditions met for the preceding ribbon. Technically spoken the preceding ribbons are not awarded and if I would change this they wont magically appear.

Question is now: Should I change this? This will create some more ribbons in the display for each kerbal. In real life some award will be given even without the preceeding first, so it's not a big issue in my opinion.

Personaly I prefer the way it is.

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In general, I don't think you should change the way ribbons replace others. Except maybe that flag planting ribbon - To me that feels like a separate action from just a simple EVA.

Or you could do both. On the main FF window you could show only the highest levels of each type of ribbon (ex: If a kerbal has both 150s to orbit and 120s to orbit, only show 120s to orbit). Then on the "Decoration Board" show all of the ribbons, superseded, duplicate, whatever. You still keep the data to build that list in the halloffame.ksp file, so the data isn't lost.

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Question is now: Should I change this? This will create some more ribbons in the display for each kerbal. In real life some award will be given even without the preceeding first, so it's not a big issue in my opinion.

Personaly I prefer the way it is.

No need for a change. If you're hopping out of a lowflying spacecraft to land on Minmus with a jetpack, I think that counts as landing. The game might not technically allow for that to be detected, but I think you still get credit for it if you manage to plant a flag without a spaceship

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No need for a change. If you're hopping out of a lowflying spacecraft to land on Minmus with a jetpack, I think that counts as landing. The game might not technically allow for that to be detected, but I think you still get credit for it if you manage to plant a flag without a spaceship

And it honestly deserves it's own ribbon for being completely badass. :)

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