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[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!


johnqevil

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Just a thought about how salaries are calculated: does it do a regular (daily?) check on the Kerbals in your roster, then pay them pro-rata when the payday comes up? Or does it check their status once when the payday arrives and pays them for the quarter? If the later, is there a loophole where you could fire your kerbals just before payday and rehire them after?

If there's no easy work-around, what about making their pay get calculated and deducted weekly, or even daily, with an option to toggle on or off the payment notification message? I think I like the idea of them having daily pay. Seems very...Kerbally. They get sent home with their chocolate coins or whatever funds are at the end of each day. And when Jeb's on a mission they put his pay in a piggy bank. XD

Maybe have the pay period toggleable between daily, weekly, monthly, quarterly and yearly?

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Just did a test: on day 60 I fired Bob and hired Mitney and Macmal, then fast-forwarded until pay day.

Bob got his full pay (1065). Mitney and Macmal weren't in the list. I fast-forwarded again to the next pay period: it was still paying Bob, and not paying Mitney and Macmal.

So, something's not quite right.

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Just did a test: on day 60 I fired Bob and hired Mitney and Macmal, then fast-forwarded until pay day.

Bob got his full pay (1065). Mitney and Macmal weren't in the list. I fast-forwarded again to the next pay period: it was still paying Bob, and not paying Mitney and Macmal.

So, something's not quite right.

I think I just figured out what it was, too. Testing now.

EDIT: Yep, that was it. New version incoming.

Edited by johnqevil
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I know this is a tall order, but your excellent mod opens up the possibility for something I would like a lot: Make it possible to spend both time and money to train your kerbals. Right now the only way for them to become good at what they do is through sending them on missions, which kind of defeats the purpose of an astronaut training complex. Kerbals should be prepared to handel a lot of situations.

Basically what I'm suggesting is that kerbals can be put into training(making them unavailable for missions), and after a certain time they get experience. The higher their level the more the training costs, and the longer it takes. Since they get paid more during training, the player has to decide whether he's willing to send green crew or cough up the money and invest the time to send kerbals out. I think It would be a good idea to set a cap for the amount of exp the kerbals can earn this way.

Well, just thought I write this, I have no idea how hard it would be to implement it(I'm guessing hard, but your mod seems to go in that direction anyway), and I'm not the least bit qualified to do this myself.

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I know this is a tall order, but your excellent mod opens up the possibility for something I would like a lot: Make it possible to spend both time and money to train your kerbals. Right now the only way for them to become good at what they do is through sending them on missions, which kind of defeats the purpose of an astronaut training complex. Kerbals should be prepared to handel a lot of situations.

Basically what I'm suggesting is that kerbals can be put into training(making them unavailable for missions), and after a certain time they get experience. The higher their level the more the training costs, and the longer it takes. Since they get paid more during training, the player has to decide whether he's willing to send green crew or cough up the money and invest the time to send kerbals out. I think It would be a good idea to set a cap for the amount of exp the kerbals can earn this way.

Well, just thought I write this, I have no idea how hard it would be to implement it(I'm guessing hard, but your mod seems to go in that direction anyway), and I'm not the least bit qualified to do this myself.

Well now that I got the RosterStatus bug squished, this shouldn't be too hard. Makes sense too, really.

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Yaaay! :D As a reward, can I make a feature request? The ability to set figures higher than 3 digits in the payroll window/define my own period for finance calculations :) It's cool if not doable, but it'd be amazeballs if it was there.

Your request is now next on my list, now that the last major bug (that I know of) has been taken care of.

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I assume this is not backward compatible with 0.25? Still waiting for a few of my major mods to get updated before I move to 0.90...

I haven't tested it on anything but 0.90, but AFAIK none of what this works with was modified between 0.25 and now. Once we get the xp stuff in though, THEN it'll be an issue.

It shouldn't break anything if you try it.

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"Received Funding" refers to the additional funding you get based on your reputation. The range (currently) is 10000 - 1000000 per year, or 2500 - 250000 per quarter.

Ah okay. that explains why its always a tiny amount. I start all my careers in superhard mode, barely any funds, and my reputation buried as far into the negative as it will go, and set the rewards in the difficulty to lower than hard mode. {No one on my kerbin believes in the space program, till we prove it can work!} Lol.

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EvilCorp Presents Kerbanomics: Kerbal Payroll and Loans

Pay your Kerbals a fair wage, based on their years of experience!

Get periodic funding for not murdering your employees!

Running out of money? Need a boost for that next mission? Take out a payday loan and shoot for the stars*!

*Variable APR, starting at a low, low 1500% or one kneecap per year.

This mod is interesting and I am intrigued and curiously, anxious in how you are going to implent the "collections" code.

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Nice mod, and was put to very good use in my latest launch to upgrade the Tracking Center first :)

One idea, though: Could you try to detect whether Kerbal Alarm Clock is installed, and if so, add an alert for the next loan payment? I seem to remember that TriggerAu even wanted to create an API for this...

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Small report, I have noticed the mod will, very rarely not subtract funds for kerbal paydays, and when It does, it also does not give out the additional funds it says it does. other than that, awesome mod.

That sounds like the interval is landing at EXACTLY the wrong spot. It's a good thing the interval code is in the middle of an overhaul :D.

- - - Updated - - -

Nice mod, and was put to very good use in my latest launch to upgrade the Tracking Center first :)

One idea, though: Could you try to detect whether Kerbal Alarm Clock is installed, and if so, add an alert for the next loan payment? I seem to remember that TriggerAu even wanted to create an API for this...

I like the idea, adding it to the todo list. I use KAC myself.

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Love this mod so far :D just loaded it into the save. Definitely something that's currently missing in the base games career mode to flesh it out.

Random idea: What about the possibility of Kerbal retirement? (after so many years kerbals can retire, and receive a pension?)

Also along the same lines, what about a a death benefit ? (lump sum paid out to families in the case of a poor kerbal deaths) I check the release notes to see if this might be in already but didnt see anything

Those may be out of scope for the mod, just thought id throw them out there. Awesome work!

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Love this mod so far :D just loaded it into the save. Definitely something that's currently missing in the base games career mode to flesh it out.

Random idea: What about the possibility of Kerbal retirement? (after so many years kerbals can retire, and receive a pension?)

Also along the same lines, what about a a death benefit ? (lump sum paid out to families in the case of a poor kerbal deaths) I check the release notes to see if this might be in already but didnt see anything

Those may be out of scope for the mod, just thought id throw them out there. Awesome work!

I wonder how many "accidental" deaths that would result in :)

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