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KSP2 Release Notes
Posts posted by Caerfinon
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@SergeantBlueforce You're the first person to ever mention it, and it never really came up in game play.
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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.
- 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.
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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] )
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@SergeantBlueforce mistake on my part. If you use stock kerbal astronaut complex they will appear there. If you use either TRP-Hire or MKS mods they will not.
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I didn't start the fire... It was always burning.
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Present and accounted for
Note: If you post my name 3 times in a row I materialize in your house and raid your kitchen for "nibblies". Just sayin'
Calling @Lisias
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It's a bit early but he is.
Perhaps @Aviator01 will fly in as well.
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@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.
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The clicks must flow
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A little late, but I just flew in from vacation and boy are my arms tired...
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10 minutes ago, kerbiloid said:
It reads my posts as a training set, and is going to post under kerbiloid nickname everywhere around...
Forgive me, people!!!
The singularity approaches more rapidly than I imagined
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@ColdJ that's pretty awesome!
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This parrot... (choose all that apply)
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KSP2 development is now being done by Schrödinger’s Cat.... Just open the box to determine the status.
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2 hours ago, Infinite Aerospace said:
Did this ever get JNSQ support?
I never did get around to converting it to JNSQ. It is possible to do, but would require creating and repositioning some KK sites and then updating their naming and location data in the Groups.cfg file. Once that it done, the contracts should run normally.
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@Grenartia It is fixed now on CKAN.
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@HebaruSan thanks, you're the best.
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@Grenartia I've posted to the CKAN thread about it.
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The mod CountryDoggo's Random KK Bits is no longer available from CKAN or Spacedock. It is listed as required for my mod Kerbin Side Remastered - The Life Aquatic . Could you remove it from the list of required mods?
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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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You could only use the phone at the house of Alexander Graham Bell, and the only person you could call was Thomas Augustus Watson.
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And a hearty ahoy in return!
While the bad gateways are at bay I summon @Lisias
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Sigh no more, gamers, sigh no more,
They were deceivers ever,
One foot in sea and one on shore,
To one thing constant never.
Then sigh not so, but let them go,
And be you blithe and bonny,
Converting all your sounds of woe
Into Hey, nonny nonny.- Shakespeare Kerman, Much Ado About KSP2 - Act 2, scene 3
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Nicely done! Huzzah!
Guess Who Will Reply Next?
in Forum Games!
Posted
No interruption at all...
Ou est @ColdJ ?