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[1.12.x] Crew R&R - Crew Rest & Rotation


linuxgurugamer

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Just now, Ker Ball One said:

Can find in the description or searching this thread, but does this mod "only" auto fill the first crew-able pod?  Should I expect it to auto-fill into 2nd and 3rd habitats like Mobile Processing Labs?

From the op:
 

Quote
  • The main pod is crewed with the highest-level crew who has least-recently been on a mission, creating a sort of 'crew rotation'.

 

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  • 9 months later...

Greetings LGG!

Thanks again for enriching our game with all the amazing mods that you resurrect and maintain!

I was wondering if it would be possible to add a "Assign Home Base" to a station or ground base that meets criteria (has gravity, spacious and comfortable). 

Most of my operations are being moved to Zegler Station around Minmus, and those Kerbals will not be going back to Kerbin for a long long time, doubly so the ones deploying on deep space operations.  

I'd like to be able to utilize the roster dynamics of this mod, but with a detachment from the Deep Well of Kerbin.

 

Your in Deployed Plasma,

Star*Dagger

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On 1/8/2025 at 5:04 PM, StarDagger said:

Greetings LGG!

Thanks again for enriching our game with all the amazing mods that you resurrect and maintain!

I was wondering if it would be possible to add a "Assign Home Base" to a station or ground base that meets criteria (has gravity, spacious and comfortable). 

Most of my operations are being moved to Zegler Station around Minmus, and those Kerbals will not be going back to Kerbin for a long long time, doubly so the ones deploying on deep space operations.  

I'd like to be able to utilize the roster dynamics of this mod, but with a detachment from the Deep Well of Kerbin.

 

Your in Deployed Plasma,

Star*Dagger

It's an interesting idea.  I'll think about it, but it's not going to be that easy to implement, given the way it works.

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I've written a new feature for myself where recovery distance from KSC gives a bonus/penalty to R&R time. (In my headcannon there's no way a Kerbal isn't ready to go back to space the next day. But I can imagine them getting very distracted on a trip home from halfway around the planet. Plus I need a reason to make mid-tech spaceplanes and lifting bodies in JNSQ.)

Is this something that you'd be interested in LGG? Right now it's very basic, hardcoded and always on. If this is a thing you're like to incorporate I can work on settings / customization and make it respectable.

 

StarDagger: You might want to look at the optional 'Stress' component of the Snacks life support mod. Kerbals on missions build up stress, when totally stressed out they lose all skills. They can remove stress on a ship/station with plenty of living space, big windows, etc. So in your Minmus operations you'd need to bring Kerbals back to the station every so often to recover, and rotate fresh crew to your other ships.

Everything in this mod works based on the KSC part of the game, not vessels / crew in flight. So your feature, while it fits in concept, would be pretty much an entirely new mod to write.

 

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26 minutes ago, klyith said:

I've written a new feature for myself where recovery distance from KSC gives a bonus/penalty to R&R time. (In my headcannon there's no way a Kerbal isn't ready to go back to space the next day. But I can imagine them getting very distracted on a trip home from halfway around the planet. Plus I need a reason to make mid-tech spaceplanes and lifting bodies in JNSQ.)

Is this something that you'd be interested in LGG? Right now it's very basic, hardcoded and always on. If this is a thing you're like to incorporate I can work on settings / customization and make it respectable.

Might be an interesting addition, I'd be happy to look at a PR

 

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