DStaal Posted February 15, 2017 Share Posted February 15, 2017 49 minutes ago, HunterForce said: I considered using just scientists but my roster is 19 out of 12 from rescue missions and I only have 1 (Bob) Scientist. Is there anyway to either disable the new specializations since they aren't necessary? Whats the best solution to this? Note that if you have the funds, you can hire them directly from the Kolonization window - whichever specialty you want. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 15, 2017 Share Posted February 15, 2017 Just now, RoverDude said: Multiple professions would be a no-go just based on how KSP works. Thaught so, np. I assume changing a Kerbal's profession might just make sense if returned to Kerbin otherwise it might mess-up with any existent work that is calculated while in duty, right? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 15, 2017 Author Share Posted February 15, 2017 To be honest, given how it works currently, and the low cost, you might as well just dismiss and hire what you want. And anything that had a cheaper path would have to be carefully balanced as to not game the system. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 15, 2017 Share Posted February 15, 2017 (edited) 3 minutes ago, RoverDude said: To be honest, given how it works currently, and the low cost, you might as well just dismiss and hire what you want. And anything that had a cheaper path would have to be carefully balanced as to not game the system. I personally just hoped to do something more with professions that are basiclly in duty somewhere on Duna or what, then give him/her additional skills there so you don't have to fly more Kerbals there and have an Engineer instead Mechanic in that specific base. But that's fair enough, seriously Edited February 15, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
HunterForce Posted February 15, 2017 Share Posted February 15, 2017 I haven't checked in a long time since I always just farm rescues at the start but isn't each hire at least 90k? That's not all that cheap. Plus it basically negates at least half the reason for even doing rescue missions. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 15, 2017 Author Share Posted February 15, 2017 The cost for non-specialists is more like 10K... Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 15, 2017 Share Posted February 15, 2017 3 minutes ago, RoverDude said: The cost for non-specialists is more like 10K... and a random is like 1k, no big deal too considering you get eng/sci/pilot 's aswell if you hit the random button. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 15, 2017 Author Share Posted February 15, 2017 Just now, LatiMacciato said: and a random is like 1k, no big deal too considering you get eng/sci/pilot 's aswell if you hit the random button. Random is being deprecated. No more cheap pilots, etc. (that was a bug) Quote Link to comment Share on other sites More sharing options...
HunterForce Posted February 15, 2017 Share Posted February 15, 2017 2 minutes ago, RoverDude said: The cost for non-specialists is more like 10K... Ah. Like I said I haven't actually hired anyone since rescue missions came out lol. A retrain feature would be amazing but that's besides the point. You mods are the best there are! I would kiss you if I ever met you for the construction ports alone. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 15, 2017 Share Posted February 15, 2017 Just now, RoverDude said: Random is being deprecated. No more cheap pilots, etc. (that was a bug) awh ok. *sends the cheap-looking Specialists back home* .. good to know Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 15, 2017 Author Share Posted February 15, 2017 They are cheap for a reason In a lot of cases, they are going to be a lot more cost effective (and just as good) as a specialist. ..or in some cases better, like farmers and kolonists. Quote Link to comment Share on other sites More sharing options...
HunterForce Posted February 15, 2017 Share Posted February 15, 2017 1 hour ago, RoverDude said: The cost for non-specialists is more like 10K... What am I missing? Because I know there's something I'm over-looking. "Next Hire: 460,500" Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 15, 2017 Share Posted February 15, 2017 (edited) 5 minutes ago, HunterForce said: What am I missing? Because I know there's something I'm over-looking. "Next Hire: 460,500" check out the Kolony-button which opens the Dashboard (preferribly in KSC view) --> Recruit Kolonists Edited February 15, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
HunterForce Posted February 15, 2017 Share Posted February 15, 2017 (edited) 17 minutes ago, LatiMacciato said: check out the Dashboard --> Recriut Kolonists I'm really sorry. I'm completely missing something. Dashboard? Its probably something really obvious and I'm being stupid.... Edit: Nvm found it lol. As expected I am an idiot,,, Edited February 15, 2017 by HunterForce Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 15, 2017 Share Posted February 15, 2017 11 minutes ago, HunterForce said: I'm really sorry. I'm completely missing something. Dashboard? Its probably something really obvious and I'm being stupid.... I hope this one helps too Spoiler Quote Link to comment Share on other sites More sharing options...
Omnipius Posted February 15, 2017 Share Posted February 15, 2017 @RoverDude: I know that this issue has been raised several times, but would there be any chance of making it so that EnrichedUranium and DepletedFuel can be pulled from PL (though still not pushed) as a soft-deprecation of nuclear PL storage? I think this would be a good idea for at least for a few versions so folks have a chance to build and fill local storage with everything that had been dumped to PL. Also, could you explain your rationale for requiring a hard-dock to transfer machinery? I get that maintenance will auto-distribute it to converters locally, but why make it impossible to load a shipping kontainer without a direct connection? Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted February 15, 2017 Share Posted February 15, 2017 5 hours ago, RoverDude said: There will be an update to how the AC works in the next patch KSP patch is what you mean I assume? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted February 15, 2017 Share Posted February 15, 2017 25 minutes ago, Liquid5n0w said: KSP patch is what you mean I assume? No he's overriding the stock behaviour so we can hire all professions from the AC. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 15, 2017 Author Share Posted February 15, 2017 4 hours ago, Omnipius said: @RoverDude: I know that this issue has been raised several times, but would there be any chance of making it so that EnrichedUranium and DepletedFuel can be pulled from PL (though still not pushed) as a soft-deprecation of nuclear PL storage? I think this would be a good idea for at least for a few versions so folks have a chance to build and fill local storage with everything that had been dumped to PL. Also, could you explain your rationale for requiring a hard-dock to transfer machinery? I get that maintenance will auto-distribute it to converters locally, but why make it impossible to load a shipping kontainer without a direct connection? Building separate pull/push lists would be more code which means more work and more potential bugs. And given how small nuke storage is, if you have a large amount in PS, it's going to be a very very long time before you can use it all. As noted earlier in the thread, Machinery will be allowed to be transferred via PL. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 15, 2017 Share Posted February 15, 2017 Could the vesselType=Base tags on the Kerbitat modules, hubs and airlock be removed, by any chance? They are not designed just for bases, but Kerbitats especially are a must on all interplanetary ships and stations with LS installed-and renaming all my stations from Base back to Station every time something docks with them is getting very irksome (This is just a couple of cfg lines, so will PR this one if you want). Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 15, 2017 Author Share Posted February 15, 2017 1 minute ago, voicey99 said: Could the vesselType=Base tags on the Kerbitat modules, hubs and airlock be removed, by any chance? They are not designed just for bases, but Kerbitats especially are a must on all interplanetary ships and stations with LS installed-and renaming all my stations from Base back to Station every time something docks with them is getting very irksome (This is just a couple of cfg lines, so will PR this one if you want). Would need to test it out to prevent unintended consequences. Because then I am going to have folks complaining the other way (i.e. their bases keep turning into ships...) Unrelated, baked a modified version of @TheReadPanda 's TRP-Hire mod into MKS since he graciously granted me permission to use his stuff Made it keep the same options, etc. so if you are not using MKS, you should use TRP. If you are, then you will no longer need TRP as the functionality is rolled in with the same flexibility and defaults. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted February 15, 2017 Share Posted February 15, 2017 25 minutes ago, RoverDude said: Would need to test it out to prevent unintended consequences. Because then I am going to have folks complaining the other way (i.e. their bases keep turning into ships...) Unrelated, baked a modified version of @TheReadPanda 's TRP-Hire mod into MKS since he graciously granted me permission to use his stuff Made it keep the same options, etc. so if you are not using MKS, you should use TRP. If you are, then you will no longer need TRP as the functionality is rolled in with the same flexibility and defaults. So much awesomeness Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 15, 2017 Share Posted February 15, 2017 1 hour ago, RoverDude said: Would need to test it out to prevent unintended consequences. Because then I am going to have folks complaining the other way (i.e. their bases keep turning into ships...) Unrelated, baked a modified version of @TheReadPanda 's TRP-Hire mod into MKS since he graciously granted me permission to use his stuff Made it keep the same options, etc. so if you are not using MKS, you should use TRP. If you are, then you will no longer need TRP as the functionality is rolled in with the same flexibility and defaults. Nice! Is that list static or dynamic? (If I have other professions, will they show up?) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 15, 2017 Author Share Posted February 15, 2017 It is static. If someone tosses a GitHub issue I will add making it dynamic to the list. Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 15, 2017 Share Posted February 15, 2017 17 minutes ago, RoverDude said: It is static. If someone tosses a GitHub issue I will add making it dynamic to the list. Would that be better to roll that into TRP-Hire at that point? (Or is that still even being worked on? - last post was from October saying there were some glitches but it worked.) Quote Link to comment Share on other sites More sharing options...
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