linuxgurugamer Posted July 12, 2019 Author Share Posted July 12, 2019 The KerbelSorter mod is very old, and as of now won't even compile against the current version of KSP. It's going to need a lot of work, and maybe just a major rewrite to get it working. I don't have time for that now, maybe in a few weeks, but no promises Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 26, 2019 Author Share Posted July 26, 2019 New release, 0.6.9.4 Added InstallChecker Updated AssemblyVersion.tt Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 11, 2019 Author Share Posted November 11, 2019 New release, 0.6.10 Updated for KSP 1.8 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2019 Author Share Posted December 21, 2019 New release, 0.6.10.1 Moved initialization of basecolor into Awake() Quote Link to comment Share on other sites More sharing options...
betony1 Posted April 8, 2020 Share Posted April 8, 2020 Thank you for keeping this mod, and all your other mods up to date, I love this mod! Quote Link to comment Share on other sites More sharing options...
bunjatec Posted July 10, 2020 Share Posted July 10, 2020 Just a quick question, is 0.6.10.1 working fine on ksp 1.9.x? Oh and thanks Linux guru gamer. you seem to have taken on most of my favourite mods.. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 10, 2020 Share Posted July 10, 2020 5 minutes ago, bunjatec said: Just a quick question, is 0.6.10.1 working fine on ksp 1.9.x? Oh and thanks Linux guru gamer. you seem to have taken on most of my favourite mods.. I've been using it without problems in 1.9.1 Quote Link to comment Share on other sites More sharing options...
bunjatec Posted July 10, 2020 Share Posted July 10, 2020 That's awesome.. just reached the part of my career that needs more crew.. Quote Link to comment Share on other sites More sharing options...
Nantares Posted August 3, 2020 Share Posted August 3, 2020 I using 0.6.10.0 and it still work on KSP 1.10 and I use this mod and Texture Replacer mod to built a custom kerbal Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 26, 2020 Share Posted December 26, 2020 (edited) Hi @linuxgurugamer Is there any known reason for this bug on GUI? Or can it be the result of playing with this mod on 1.11 ? If none, should we look into log files and dig it up to see if there is a conflict with one of the many mods I installed? SCREEN SHOT (sorry can't use imgur directly right now) Edited December 26, 2020 by Jiraiyah Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 26, 2020 Author Share Posted December 26, 2020 2 hours ago, Jiraiyah said: Hi @linuxgurugamer Is there any known reason for this bug on GUI? Or can it be the result of playing with this mod on 1.11 ? If none, should we look into log files and dig it up to see if there is a conflict with one of the many mods I installed? SCREEN SHOT (sorry can't use imgur directly right now) Are you referring to the two places where text overlaps? Would be very helpful if you installed it on a clean install and see what happens there. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 26, 2020 Share Posted December 26, 2020 (edited) 3 hours ago, linuxgurugamer said: Are you referring to the two places where text overlaps? Would be very helpful if you installed it on a clean install and see what happens there. I found the reproducing steps, vanilla + trp, every thing is ok. Add USI stuff to the game data (will give us more kerbal types and skills) the UI for TRP will break as the picture I have sent. Looks like some how when the skill type buttons goes beyond the vanilla (first row) it breaks the UI. Edited December 26, 2020 by Jiraiyah Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 26, 2020 Author Share Posted December 26, 2020 2 hours ago, Jiraiyah said: I found the reproducing steps, vanilla + trp, every thing is ok. Add USI stuff to the game data (will give us more kerbal types and skills) the UI for TRP will break as the picture I have sent. Looks like some how when the skill type buttons goes beyond the vanilla (first row) it breaks the UI. USI has its own version of TRP-Hire, you cannot mix the two. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 19, 2021 Share Posted January 19, 2021 @linuxgurugamer using this in 1.10 discovered that the courage/stupidity sliders don't respect my choices on Kerbal hiring. I tried to hire a pilot that was 66 courage and 33 stupid with the badass flag, and the pilot I got did not fit that and when I checked their stats in the persistent file it was .66 courage and .60 dumb badS = false. I'm using Severedsolo's mods 'Name Generator' and 'Earn Your Stripes' to create custom kerbal names, and allow kerbals to become veterans, instead of just Jeb Bill Bob, and Val. Name Generator is a bit old, so I'm wondering if maybe that could have some conflict with this mod that's causing it to go off the rails? Earn your stripes might have something to do with blocking the badS state, but I don't think I remember it doing that before? I could be way off the mark too, and it's something else giving me grief, including just user error somehow, but I thought I'd ask to see if you see anything. I'm going to include the log and my save game persistent file for this I don't know if seeing the persistent file will help in any way, I know I'm using entirely too many mods for you to load it in a game, but I don't know if there's any useful information from this mod that gets saved in the persistent file you need. The affected kerbal was Ma Olson. Thanks for your time and any help. https://www.dropbox.com/s/o969fs7ygd7ryev/Log for hiring Kerbals.log?dl=0 https://www.dropbox.com/s/zwqfikm998m7cxv/persistent for hiring kerbals.sfs?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2021 Author Share Posted January 20, 2021 New release, 0.6.10.2 Fixed bulkhire check to be greater than 1 instead of greater than 0. This was affecting the individual kerbals' stats Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 28, 2021 Share Posted January 28, 2021 i wish it could be random for all, instead of selecting 1 gender, courage and stupidity and just give a mixed bag of everything at the same levels Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 6, 2021 Author Share Posted August 6, 2021 New release, 0.6.10.3 Renamed DLL for CKAN compatibility Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
Dr. Boo Posted August 7, 2021 Share Posted August 7, 2021 I have hundred of different of type of Kerbals, Captain, Commodores, Yeoman, Colonists, even Prostitutes. But I have to create them by hand, Wish your mod would support more kinds than just three. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 7, 2021 Author Share Posted August 7, 2021 8 minutes ago, Dr. Boo said: I have hundred of different of type of Kerbals, Captain, Commodores, Yeoman, Colonists, even Prostitutes. But I have to create them by hand, Wish your mod would support more kinds than just three. No, sorry. This was just a rewrite of the original way of getting new kerbals Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted August 11, 2021 Share Posted August 11, 2021 Thank You , got no use for Scientists in my playthrough , this saves me from killing them Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 17, 2021 Author Share Posted November 17, 2021 New release, 0.6.11 Thanks to @yalov for these changes and updates Add a checkbox for Stupidity and Courage. In the disabled state, Stupidity and Courage are random new year discount is 2 days on the start and on the end of the year put kerbal names inside GUILayout remove "The" from the name of the rock several discounts one per line Quote Link to comment Share on other sites More sharing options...
flart Posted November 21, 2021 Share Posted November 21, 2021 New version is not on the CKAN, @HebaruSan Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted November 21, 2021 Share Posted November 21, 2021 5 minutes ago, flart said: New version is not on the CKAN, @HebaruSan That's because it's not on SpaceDock either. https://spacedock.info/mod/777/TRP-Hire#changelog Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 21, 2021 Author Share Posted November 21, 2021 Just added to Spacedock, sorry for the delay Quote Link to comment Share on other sites More sharing options...
Errol Posted Sunday at 01:05 PM Share Posted Sunday at 01:05 PM Seems like the " Is Kerbal Quality Specified " option is not working for me. Hired kerbals just have the values that the sliders are set at. Log: https://www.dropbox.com/scl/fi/cokkehfuy6tqaz9ckximx/KSP.log?rlkey=nmsy0c031ogg4mfuj63i7zlng&dl=0 Quote Link to comment Share on other sites More sharing options...
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