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zyngawow

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Everything posted by zyngawow

  1. Government funding depending on reputation seems like a good idea, but I feel the game is easy enough, at least for me, so I don't really know how to add government funding (or getting paid for satellites) without making it even easier. The white square issue will be fixed soon. There isn't any functionality for the AppLauncher button, so I might as well remove it. It should be fixed by renaming the KEE folder to Payroll.
  2. That's weird. The code is pretty readable: if (crewMember.rosterStatus.Equals(ProtoCrewMember.RosterStatus.Assigned)) { //TAKE FUNDS } else if (crewMember.rosterStatus.Equals(ProtoCrewMember.RosterStatus.Available)) { //TAKE FUNDS }. As you can see, I don't even contemplate the possibility of the kerbal being dead.
  3. Nothing happens (yet). I could detect if other mods are installed to make it easier, or even playable. Or also, make it possible to fire all kerbonauts, or even give some amount of government funds to get you started.
  4. They already get paid double. 10x is too much in my opinion. It is an upcoming feature.
  5. I think Final Frontier just uses KSP's "merits". KSP keeps track of who goes into space first and that sort of things. That means, that integrating it with Final Frontier is just integrating it with KSP.
  6. Yes, the salary is based on whether the kerbal is in flight or not. If in flight, they cost 1200 funds, whereas if they're only recruited, they cost 600 funds per day. I'll add the [0.24] tag to the title, I missed that. By the way, for the next version, the cost of the kerbals will start depending on the kerbals. Dumber kerbals are cheaper, and less dumb kerbals are more expensive. I'll add a benefit to intelligent kerbals soon too.
  7. Sure, it is possible, and might be something neat to have. I would implement it as a type of contract. I myself like to play with a lot of mods, so you can expect me to add support for other mods too.
  8. It's the official name for the currency, I *might* consider changing it if a nice name comes up.
  9. Kerbal Economy Enhancenments The Kerbal economy as I see it is quite lousy, there's not much to it. Sure, you can get contracts and spend funds on rockets, but that isn't all there is to a space agency! This is my first mod, and suggestions are of course welcome. Pull requests are very welcome too. Screenshots (one for now) Features Wages, based on: TACLS's prices Astronaut salaries in real life Percentage of salary spent in food in real life (avg. 15%) Planned features (there's more to come!) You'll need to engineer the parts you research. This means, you'll have to pay funds to unlock them even if you spend the science. You'll have to compensate the family of the kerbals you kill. You'll have to pay to fire kerbals. Reputation will influence research cost. Better reputation means better scientists. Kerbals with merits have higher wages. Merits = first in space, first to the Mun... Download 1.0.0-alpha on KerbalStuff, for KSP 0.24 Support If you have any issues, please report them on GitHub License: GPLv3. Summarised here: https://www.gnu.org/licenses/quick-guide-gplv3.html
  10. Yes, I did indeed. Is there a way I can close the "edit mode" of TreeEdit?
  11. This helped me a lot! A lot of my ships broke because of the huge G forces vanilla parachutes have... Thank you!
  12. Could you please add mroe thorough installation instructions? I keep struggling with it. What I did: · Downloaded the pack · Downloaded all other mods in the required section. · Downloaded some of the extras, utilities and advanced tech. · Installed all mods normally, putting them into GameData. · New game, career mode. · Try to find the tech tree, can't. Do I still need to use TreeEdit? If so, could you please add it to the Required section?
  13. I tried to build a satellite geosyncronous relay network. I used the vanilla antenna (Communotron 16), but my satellites don't comunicate between each other. All of them are in geosyncronous orbit and 120º apart. What could be the problem?
  14. Alright, found the RemoteControl or RemoteCommand are now integrated into Vessels. Still can't controll unmanned ships. Any help, please?
  15. I downloaded RemoteTech2 for playtesting, but I can't controll my ships at all (light stays purple). I added an antenna and I can't find any remotecontrol or remotecommand. It says "not connected".
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