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Hire and Fire


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Hi Guys,

is there a way to fire your Kerbonauts since 0.22?

Sometimes I am so unsatisfied with the flying Skills of my Kerbals that I tend to kick them out of the company. But I figured out that it is no such feature yet implemented.

Do I really have to rewrite the CFG's and delete Kerbals manually once hired?

In 0.21 I had built a Base and landed it at the southpole, renamed it into "Exile" and "stored" all my unwanted Kerbals there.

Please tell me there is a more human way to get rid of them.

:)

Edited by MalfunctionM1Ke
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South pole station, that's funny. That actually happened.

I dont think training is fully implemented. You might want to suggest firing now, while they are still designing training.

EDIT: Excellent video in your Sig, thanks!

Edited by Dogface
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You could:

- Send them to deep space in a trajectory outside of the solar system, For science of course! It would cost some money but well.

- Make them try some new design and have them killed (make sure in your save file you have MissingCrewsRespawn = False)

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You could:

- Send them to deep space in a trajectory outside of the solar system, For science of course! It would cost some money but well.

- Make them try some new design and have them killed (make sure in your save file you have MissingCrewsRespawn = False)

Permadeath should becoma a Settings option. Like "No Permadeath", "Only kill the Rookies", "All Kerbals have to die" :)

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