linuxgurugamer Posted November 19, 2017 Author Share Posted November 19, 2017 New release, 0.6.5: Fixed compatibility with Kopernicus , thanks @Galileo for reporting and @Sigma88 for providing a better fix than what I had Fixed error where a kerbal could be hired even if there weren't enough funds Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 16, 2017 Author Share Posted December 16, 2017 New release, 0.6.7 Updated orbital.cs with updated code from @yalov's dev branch, improves eclipse calculation code Fixed calculation of location to use ScaledSpace.LocalToScaledSpace Split localization into individual files Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 16, 2017 Share Posted December 16, 2017 Wrong thread? Per the July 16 post, should this be over here -> ?? Maybe Mods need to lock this? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2017 Author Share Posted December 28, 2017 New release, 0.6.7.1 Veteran Cost Modifier (Orange Suit) Showing Kerbals' Names. Update comment in orbital.cs Quote Link to comment Share on other sites More sharing options...
Araym Posted January 19, 2018 Share Posted January 19, 2018 @linuxgurugamerLittle issue, in common using MKS by @RoverDude, that has an included function alike TRP-Hire: it's not possible to add "customized traits" (like the one from "Colonist!" mod https://forum.kerbalspaceprogram.com/index.php?/topic/149488-12-colonists/ ) as them are not showing in the hire panel: As visible, no "extra" traits are available, beside having installed "Colonist!" mod trait. The very same problems come with MKS (as addressed there by me: https://forum.kerbalspaceprogram.com/index.php?/topic/154587-13-modular-kolonization-system-mks/&do=findComment&comment=3272265 ) that take the same function from thesame old hiring mod. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2018 Author Share Posted January 20, 2018 New release, 0.6.8: Added support for various Community Traits Added support for Community Trait Icons Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 21, 2018 Share Posted January 21, 2018 On 1/19/2018 at 9:20 PM, linuxgurugamer said: New release, 0.6.8: Added support for various Community Traits Added support for Community Trait Icons I'm guessing this means I could define my own classes now? If so, I have one more request on this. (And if you can do this I'll then be seeing if I can talk RoverDude into using this rather than the embedded version in MKS) - could we have a cost multiplier on a per-class level? So that one class could cost say 75% of the 'base' cost. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 21, 2018 Author Share Posted January 21, 2018 2 hours ago, DStaal said: I'm guessing this means I could define my own classes now? If so, I have one more request on this. (And if you can do this I'll then be seeing if I can talk RoverDude into using this rather than the embedded version in MKS) - could we have a cost multiplier on a per-class level? So that one class could cost say 75% of the 'base' cost. Roverdudes version is highly customized, i already looked at it Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 21, 2018 Share Posted January 21, 2018 1 hour ago, linuxgurugamer said: Roverdudes version is highly customized, i already looked at it I figured that - but if the stand-alone version were to support mod-defined classes, at lower/higher costs than the standard cost, then it would be doing everything he needs his version for, and more capable in the bargin. So it might be easier for him to strip it out and no longer have to maintain that codebase. It's a hope. Either way, I can see those features being useful for a variety of purposes and I could see other colonization-style mods (or even just other mods in general) making use of them. So whether or not MKS uses it, I could see it becoming an interesting and useful addition to the modded KSP landscape. Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted January 30, 2018 Share Posted January 30, 2018 I'm noticing two things this mod would really benefit from. One is to decide whether a crew member should be a veteran, as in orange suit, and the other is the ability to randomise stupidity and bravery as well as gender. Thoughts? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 30, 2018 Author Share Posted January 30, 2018 50 minutes ago, NomenNescio said: I'm noticing two things this mod would really benefit from. One is to decide whether a crew member should be a veteran, as in orange suit, and the other is the ability to randomise stupidity and bravery as well as gender. Thoughts? It always amazes me that people make suggestions about improvements without even looking at the mod as it now is. You currently have the following options: Is the kerbal Fearless? Is the Kerbal orange suite? And of course, the gender can be random Randomizing the courage and stupidity is a possibility, but please, download the mod, try it out BEFORE you ask me to make changes which are already there Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted January 31, 2018 Share Posted January 31, 2018 8 hours ago, linuxgurugamer said: It always amazes me that people make suggestions about improvements without even looking at the mod as it now is. You currently have the following options: Is the kerbal Fearless? Is the Kerbal orange suite? And of course, the gender can be random Randomizing the courage and stupidity is a possibility, but please, download the mod, try it out BEFORE you ask me to make changes which are already there I'm sorry, I've been using the mod for a while, but I must have spaced out on the veteran option. My bad. Quote Link to comment Share on other sites More sharing options...
flart Posted March 2, 2018 Share Posted March 2, 2018 On 20.01.2018 at 5:20 AM, linuxgurugamer said: New release, 0.6.8: Added support for various Community Traits Community Traits are unlocalized Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2018 Author Share Posted March 2, 2018 6 hours ago, flart said: Community Traits are unlocalized Please be a bit more specific, I'm not sure what I'm looking for Actually, try this: https://www.dropbox.com/s/249vk4p5voqfqob/TRP-Hire-0.6.8.1-beta.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
flart Posted March 2, 2018 Share Posted March 2, 2018 41 minutes ago, linuxgurugamer said: Please be a bit more specific, I'm not sure what I'm looking for Spoiler Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2018 Author Share Posted March 2, 2018 3 minutes ago, flart said: Reveal hidden contents Did you try the version I posted: https://www.dropbox.com/s/249vk4p5voqfqob/TRP-Hire-0.6.8.1-beta.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
flart Posted March 2, 2018 Share Posted March 2, 2018 1 minute ago, linuxgurugamer said: Did you try the version I posted: Yes, It is 0.6.8.1-beta Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2018 Author Share Posted March 2, 2018 28 minutes ago, flart said: Yes, It is 0.6.8.1-beta Ok, I'll look at it some more Actually, it looks like it's getting those directly from KSP, so I'll have to add some code to interpret them. They aren't localized when I get them from KSP Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2018 Author Share Posted March 2, 2018 @flart If you want to do the Russian, here are what you will need: #TRPHire_Pilot = Pilot #TRPHire_Engineer = Engineer #TRPHire_Scientist = Scientist Quote Link to comment Share on other sites More sharing options...
flart Posted March 2, 2018 Share Posted March 2, 2018 (edited) 8 minutes ago, linuxgurugamer said: #TRPHire_Pilot = Pilot #TRPHire_Engineer = Engineer #TRPHire_Scientist = Scientist These strings already in the stock (for every language) and had used in the mod. Can you use it? #autoLOC_500101 = Pilot #autoLOC_500103 = Engineer #autoLOC_500105 = Scientist Edited March 2, 2018 by flart Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2018 Author Share Posted March 2, 2018 Yup, thanks How about the following, can you do translations for them (or point me : Colonist Geologist Miner Mechanic Technician Biologist Farmer Medic Quartermaster Kolonist Scout Here is the code you can update: #TRPHire_Settings_Colonist = Colonist #TRPHire_Settings_Geologist = Geologist #TRPHire_Settings_Miner = Miner #TRPHire_Settings_Mechanic = Mechanic #TRPHire_Settings_Technician = Technician #TRPHire_Settings_Biologist = Biologist #TRPHire_Settings_Farmer = Farmer #TRPHire_Settings_Medic = Medic #TRPHire_Settings_Quartermaster = Quartermaster #TRPHire_Settings_Kolonist = Kolonist #TRPHire_Settings_Scout = Scout Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2018 Author Share Posted March 2, 2018 You can test with this, this has the localization code: https://www.dropbox.com/s/b1gxguzssw29i1y/TRP-Hire-0.6.8.1-beta2.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
flart Posted March 2, 2018 Share Posted March 2, 2018 30 minutes ago, linuxgurugamer said: You can test with this, this has the localization code: https://www.dropbox.com/s/b1gxguzssw29i1y/TRP-Hire-0.6.8.1-beta2.zip?dl=0 ok, works. Spoiler #TRPHire_Settings_Colonist = Колонист #TRPHire_Settings_Geologist = Геолог #TRPHire_Settings_Miner = Шахтер #TRPHire_Settings_Mechanic = Механик #TRPHire_Settings_Technician = Техник #TRPHire_Settings_Biologist = Биолог #TRPHire_Settings_Farmer = Фермер #TRPHire_Settings_Medic = Медик #TRPHire_Settings_Quartermaster = Квартермейстер #TRPHire_Settings_Kolonist = Колонист // if needs to differ from "Colonist", then «Керлонист» #TRPHire_Settings_Scout = Разведчик Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2018 Author Share Posted March 2, 2018 New release, 0.6.8.1 Fixed localization for Traits Added custom text for traits from the Community Trait Icons @flart Please verify the russian text Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 3, 2018 Author Share Posted March 3, 2018 New release, 0.6.8.2 Removed custom text and added code to use the data in the EXPERIENCE_TRAIT config nodes Quote Link to comment Share on other sites More sharing options...
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