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Caerfinon

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Posts posted by Caerfinon

  1. @SergeantBlueforce 

    1.  Kerbal Traits - A specialized mod would be the best option to hide them. (Which is what TRP-Hire or MKS does [along with changing how recruits are hired] )
      • Another way to deal with the issues is to hire various kerbals and use the debug console to change them into the type you want, or use one of the roster management mods to change them. You could also directly edit the persistent.sfs file roster section and change the applicants, but here be dragons. 
      • In contract configurator, you could  take a look at the  RosterCheck.cfg contract that removes dead Citizens from the roster as a model for a similar contract to removing unwanted live citizen applicants from the astronaut  complex. I don't really recommend this because the game will create new applicants and this might create a lag issue as the auto accept contract would run each time a new undesirable applicant was created.
      • You could edit out the use of the new custom traits altogether and return to using tourists for passengers and pilots for missions requiring parachute drops. This would be a significant number of changes to the contract code for all of the different types of flights currently offered in the latest version of the mod.  Or, revert to version v2.1.1 of the mod prior to the introduction of the new traits.           
    2. For the Let's Start An Airline contract - the progression counter is only set when the initial flight contract is completed. If the contract expires and is not completed it should reappear in the contracts offered. It can only be completed once however.   
  2. @UltraViolet @Nightside The switchover from tourists to other kerbal types was made in version  v2.1.2 of the mod.  Reverting to use v2.1.1 will correct this issue but will also remove other advancements current in v2.1.7

    An alternative is to use a mod that allows you to "manage" your kerbals once hired.  You could hire a service kerbal and then change that kerbal to be an pilot, engineer, or scientist.  This can also be achieved by directly editing the Roster section of the persistent.sfs  file to change the kerbals directly. 

    In my game play I relied on the use of either TRP-Hire or MKS  which replaces the hiring functions of the Astronaut Complex and allows you to choose which type of Kerbal you want to hire rather than choosing from available candidates.  The former only affects the hiring process. the latter adds additional game complexities you may not want to include in your game play. 

    KSRGAP mod is currently not under development and an updated version by me is not planned.  The mod is released under an MIT license and individuals are free to fork my version and make their own versions for their own use or to distribute widely to the community.  

      

     

  3. 3 hours ago, Grenartia said:

    Sorry for necro, but one of this mod's dependencies, CountryDoggo's Random KK Bits, seems to have been vanished from all download sources. 

    @Grenartia No worries. Indeed it has been removed from Spacedock and other sites. Without it the Dive missions can still be completed, but without a large part of the scenery that makes them interesting to do. 

    I have added an Extras.zip to the GitHub repository for release  v2.0.0 of my mod. You can find it at  https://github.com/caerfinon/KerbinSideRemasteredTLA/releases/tag/v2.0.0 

    Follow the instructions in  README.md text file for adding to Kerbal Konstructs FreeStatics  

        

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