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Show kerbal job-title on icon?


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I quite like the idea of different-coloured helmets for the three specialisations. Red, blue and yellow for command, science and engineering. Or with red and yellow switched if you prefer Jim Kerman to Jean-Luc Kerman ;) You'd then see who did what from the IVA views.
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The thing that irks me is not knowing the specialization of the sorry sots that need to be rescued. I wish there was some way to tell what they were before getting them in the rescue craft so I don't get anymore worthless pilots.

Anybody know a way to tell? I f5 (for safety) before launch, then when I get them in the craft I check in the tracking screen. If it's a pilot, I insta f9.


Oh, and I also think it would be a good idea if some rescues were on the surface. Edited by Aethon
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[quote name='Aethon']The thing that irks me is not knowing the specialization of the sorry sots that need to be rescued. I wish there was some way to tell what they were before getting them in the rescue craft so I don't get anymore worthless pilots.

Anybody know a way to tell? I f5 (for safety) before launch, then when I get them in the craft I check in the tracking screen. If it's a pilot, I insta f9.


Oh, and I also think it would be a good idea if some rescues were on the surface.[/QUOTE]

I prefer it that way. Why should their specialization be a factor in deciding if they get rescued?
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On 11/27/2015, 12:18:52, Reactordrone said:


Some of them are, but it's more rare than orbital rescues.

Yes,  I see that now.  I got my first surface rescue contract yesterday.

 

@ Alshain.   If we know the name of the astronaut, why not the specialization?  Pilots are useless after probe cores are unlocked.  Every rescue raises the price of hiring a new 'naut in the lounge.

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Aethon,

Well... Pilots have more skillz than most probe cores (not much value), but they can also give crew reports, EVA reports, collect surface samples, move science reports, and plant flags. Probe cores don't do any of that.

Alshain,

 The specialization of the Kerbal would *definitely* have an impact on whether or not I rescue them if I know beforehand. I like to keep a balanced roster and I never hire Kerbals. I hate going to all the trouble to rescue a Kerbal only to find out that I can't use them.

Best,

-Slashy

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51 minutes ago, GoSlash27 said:

 The specialization of the Kerbal would *definitely* have an impact on whether or not I rescue them if I know beforehand. I like to keep a balanced roster and I never hire Kerbals. I hate going to all the trouble to rescue a Kerbal only to find out that I can't use them.

I use the Custom Barn Kit (http://forum.kerbalspaceprogram.com/index.php?/topic/109027-105-custom-barn-kit-113-november-16th-no-instruction-leaflet-edition/) to fix the price of hiring Kerbals at a reasonably low number  Given that newly hired Kerbals have no skills or experience, it's ridiculous to pay more than the cost of a Jool mothership for one of them, and I hate the luck-of-the-draw thing with rescues.  I find it far more realistic to pay a small, constant fee for each and assume that's what I pay the pressgang to shanghai some landlubber, or the warden to buy them out of prison :sticktongue:

@FlyingPete, it used to be you could use Texture Replacer and various texture packs for space suits to color-code your Kerbals.  You probably still can.  But it required you to set it up manually outside the game, creating a folder for each Kerbal and putting the suit textures you wanted for him in there.  By now there might be a mod that would automate that process, I just don't know.

 

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1 minute ago, Geschosskopf said:

I use the Custom Barn Kit (http://forum.kerbalspaceprogram.com/index.php?/topic/109027-105-custom-barn-kit-113-november-16th-no-instruction-leaflet-edition/) to fix the price of hiring Kerbals at a reasonably low number  Given that newly hired Kerbals have no skills or experience, it's ridiculous to pay more than the cost of a Jool mothership for one of them, and I hate the luck-of-the-draw thing with rescues.  I find it far more realistic to pay a small, constant fee for each and assume that's what I pay the pressgang to shanghai some landlubber, or the warden to buy them out of prison :sticktongue:

Geschosskopf,

 I agree with all of that. The real break in the system is that Kerbal applicants are essentially unemployable. Why break the bank hiring a newbie when you can turn a handsome profit rescuing experienced kerbals instead? There's no reason to ever hire an applicant the way it's set up.

1 minute ago, Geschosskopf said:

 

 

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It would be good to have a randomly-generated range of applicants with differing levels of initial experience, with a hiring price to match. So a Level 3 scientist would cost more to hire than a newbie straight from Kerbal University, but you wouldn't need to send him on as many training flights.

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On 27.11.2015, 02:51:31, Aethon said:

Anybody know a way to tell?

Correct me if I'm wrong, but I think you can check them in your Astronaut Complex under assigned crew after accepting the contract. (at least in 1.0.4 you could)
Sure, if it's a pilot (or whatever you don't like) you'd still have to either accept the penalty for declining od let that poor guy wait forever, but I guess that's better than sendig a ship...

Edit: Just checked, still works in 1.0.5.

Edited by Orbin
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Weird.  Orbins' post is now gone.  How is that possible?  Well he/ she answered my question.  After the contract is accepted you can check the rescuees' job title under assigned in the astronaut complex.

 

Never mind.  It's still there.

Edited by Aethon
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