Jetwave Posted August 10, 2014 Share Posted August 10, 2014 (edited) Have you ever wanted to add yourself into the game? Do you think leaving the game every single time you want to create a new kerbal is tedious?Well then this is the mod for you! Kustom Kerbals allows you to add new kerbals to your game, ready to be shot off into space! You can edit all of the features of this kerbal, be it his name, bravery or stupidity, you can change it all! You can even make him a Badassâ„¢ like Jebediah! Once you're done editing your kerbal, click "Kreate" to add him to your available flight crew. Javascript is disabled. View full albumPlease suggest new features here!Planned/Current features:Blue = in latest versionGreen = In next versionYellow = in progress/soonâ„¢Red = planned, but no work doneUI:Hotkey togglePrevent from clicking buildings under WindowToolbar SupportFunctionality:Create new kerbalsSet name, Bravery, Stupidity, and Badassness (is that even a word) of new kerbalsCreate a random kerbal if no stats are enteredUsing TextureReplacer, allow users to choose a suit and head to go with the kerbalEdit existing kerbalsAdd kerbals to ships, if a seat is availableAdd the ability to delete kerbals, without killing them (a.k.a feed them to the kraken)Add a backstory to custom kerbalsOther:Fix displaying Courage and Stupidity as 100% even when it's notRelease date of Version 1.1: Out now! Get it here! Release date of Version 1.2: A few days to a couple of weeks.Version 1.2 will have:-Optional support for Blizzy's toolbar mod.-Creating a new, random kerbal if create is clicked when no parameters are set.-Bugfixes (if bugs arise).-Custom suits and heads using texture replacer-A special surprise provided by Some_Random_Guy Edited August 20, 2014 by Jetwave Changed the upcoming features Link to comment Share on other sites More sharing options...
DuoDex Posted August 11, 2014 Share Posted August 11, 2014 Very cool! Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 11, 2014 Share Posted August 11, 2014 So a new alternative to CrewManifest? Link to comment Share on other sites More sharing options...
montyben101 Posted August 11, 2014 Share Posted August 11, 2014 PLEASE PLEASE add a way to remove kerbals. I've been looking for a mod to do that since I got ksp !!! Link to comment Share on other sites More sharing options...
Stevie_D Posted August 11, 2014 Share Posted August 11, 2014 Press Alt- F12, turn off Kerbal Respawn, then send the ones you dont like on a trip into the sun. Link to comment Share on other sites More sharing options...
montyben101 Posted August 11, 2014 Share Posted August 11, 2014 Press Alt- F12, turn off Kerbal Respawn, then send the ones you dont like on a trip into the sun. No as they will appear in you killed kerbal list, I just want them GONE FOREVER and not in ANY list Link to comment Share on other sites More sharing options...
Stratoroc Posted August 11, 2014 Share Posted August 11, 2014 No as they will appear in you killed kerbal list, I just want them GONE FOREVER and not in ANY listSometimes we only want to fire the kerbals, not kill them. Link to comment Share on other sites More sharing options...
Jetwave Posted August 12, 2014 Author Share Posted August 12, 2014 PLEASE PLEASE add a way to remove kerbals. I've been looking for a mod to do that since I got ksp !!!Sure, I'll look into it. Thanks for the suggestion! Link to comment Share on other sites More sharing options...
Jetwave Posted August 12, 2014 Author Share Posted August 12, 2014 So a new alternative to CrewManifest? You could say that, I guess. Link to comment Share on other sites More sharing options...
Stevie_D Posted August 12, 2014 Share Posted August 12, 2014 I dont think Monty wants to fire them, i think he wants them erased from existence, hehe.But yeah, i welcome any new Crew customization mod. For some reason Crew Manifest always crashes my game, so i can never have it installed. Link to comment Share on other sites More sharing options...
Jetwave Posted August 12, 2014 Author Share Posted August 12, 2014 I dont think Monty wants to fire them, i think he wants them erased from existence, hehe.But yeah, i welcome any new Crew customization mod. For some reason Crew Manifest always crashes my game, so i can never have it installed.I could feed the kerbals to the kraken if you like. Link to comment Share on other sites More sharing options...
DuoDex Posted August 12, 2014 Share Posted August 12, 2014 Yes. The kraken is always hungry. Link to comment Share on other sites More sharing options...
Space_Kraken Posted August 12, 2014 Share Posted August 12, 2014 'Just plug me in Jetwave.' Link to comment Share on other sites More sharing options...
montyben101 Posted August 12, 2014 Share Posted August 12, 2014 Sure, I'll look into it. Thanks for the suggestion! THANK YOU SO MUCH TAKE ALL MY REP But seriously now I can actually do space tourism type stuff, I just hope it works with final frontier Link to comment Share on other sites More sharing options...
Jetwave Posted August 12, 2014 Author Share Posted August 12, 2014 Quick Update: The mod is nearing a V1.0 Beta release, expect it in a couple of days to a week. If that goes well, It'll be on to a full release! Link to comment Share on other sites More sharing options...
Gaalidas Posted August 13, 2014 Share Posted August 13, 2014 Interesting... this has spawned an interest into how exactly a kerbal is supposed to be "canned" so to speak. See, the problem lies in the life expectancy of a kerbal enrolled into the KSP launch rotation. Nearly 90% of the rockets/crafts created by the KSP engineers explode at some point in the launch, and out of those nearly 52% explode on the launchpad... at least of the ones that are actually reported. Paperwork is not a common thing to get out of the people in the launch control division. So, it seems to me that the only way a kerbal can be fired without being killed, an event which would surely be extremely troubling to any kerbal who's devoted the last few minutes of his pathetic life to the furthering of science, is by being put into a defective rocket with no windows and a slight... bugged... navigation system marking Kerbol as something that the kerbal in question would choose to visit, such as a ski resort on Duna (inside joke here in the Kerbal Longevity Research division, aka. KLR). This way, the inevitable death of the "canned" kerbal cannot be legally (at least on Kerbin) traced back to anyone because, technically, the kerbal punched in the destination himself and fired the rocket which, in turn, caused his own death. The evidence of tampered equipment is melted down with the kerbal, and all is peachy.So, in conclusion, no kerbal is ever truly "let go" without meeting an untimely demise. Link to comment Share on other sites More sharing options...
Jetwave Posted August 13, 2014 Author Share Posted August 13, 2014 Version 1.0 is now available! get it in the OP! Link to comment Share on other sites More sharing options...
Jetwave Posted August 16, 2014 Author Share Posted August 16, 2014 Version 1.1 is now available!Changes include:-Fixed kerbals displaying 100% stats-Removed open/close buttons-Added a hotkey toggle-Disabled clicking on space center objects when the window is open Link to comment Share on other sites More sharing options...
Jetwave Posted August 18, 2014 Author Share Posted August 18, 2014 Please vote on this strawpoll and help decide what goes in the next version of Kustom Kerbals! Link to comment Share on other sites More sharing options...
Jetwave Posted August 21, 2014 Author Share Posted August 21, 2014 Notice: work on this mod has been temporarily suspended due to technical difficulties. Version 1.2 may be delayed by up to a week because of this. Link to comment Share on other sites More sharing options...
montyben101 Posted August 22, 2014 Share Posted August 22, 2014 How long will it be before I can fire my kerbals?? I don't want any of this fire them into the sun or put them on an island crapPs: sorry I just get sick of people telling me to do that Link to comment Share on other sites More sharing options...
Jetwave Posted August 23, 2014 Author Share Posted August 23, 2014 1.2 will contain custom heads and suits using TR, editing and deleting kerbals will probably come in 1.3. My file for the mod became corrupted, so that's delayed everything a bit, but 1.2 should be out in a few weeks, after that it'll be about a week or two until 1.3 comes out. no promises tho. Link to comment Share on other sites More sharing options...
RyanRising Posted September 7, 2014 Share Posted September 7, 2014 How long will it be before I can fire my kerbals??I found this mod for that. Link to comment Share on other sites More sharing options...
Vas Posted October 7, 2014 Share Posted October 7, 2014 Yea, it would be nice to fire kerbals and have them end up in a fired page. But anyway.For this mod, I'd like to see a checkbox that lets you randomize the stats of a kerbal. You type in a name, then click Randomize or just have a checkbox that says randomize after it, if checked, it hides the stats or greys them out so you can't click them.I'd also like to see an option to add kerbals to the hiring center, rather than to your roster. That way I can create kerbals for hire but not hire them immediately. Link to comment Share on other sites More sharing options...
CaptainKipard Posted October 7, 2014 Share Posted October 7, 2014 This mod is hybernating guys. OP is no longer developing. Who wants to take over? Link to comment Share on other sites More sharing options...
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