RosterManager CKAN

A mod that adds a new level of gameplay to KSP. Manage many new facets of your kerbals careers. Currently in Alpha, with new features being added.

License: CC-BY-NC-SA 4.0

Game Version: 1.12.3

Downloads: 12,880

Authors: Papa_Joe, Jplrepo

Mod Website: Forum Thread

Followers: 47

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

Roster Manager enhances your kerbal roster experience.

With the work I've been doing on Ship Manifest, and the recent breakthrough in renaming and changing the professions of our beloved kerbals, along with the recent mods that actively manage kerbal professions via other means, I decided to breakout the Roster portion of Ship Manifest and expand it into a new Plugin. Since Ship Manifest essentially deals with Flight operations on a vessel, the Roster Feature always felt like an "afterthought". It was part of the original Crew Manifest, which I used as a basis for Ship Manifest over a year ago, but now with the way Ship Manifest has evolved, it makes more and more sense to separate and expand on this feature.

I've already got a working shell running with the base functionality of the Roster in Ship Manifest as my starting point.

However, this plugin will not end up looking like a rehash of that. This initial post will be updated as more info and definition is added.

Features:

  • Roster list - From the Roster list, you can select the kerbal to manage - Implemented

  • Attributes - This section allows you to change the kerbal's attributes, like in Ship manifest, but more control and no limit on which vessel. Will be affected by realism...

  • Records (career file) - This is where all management functions will reside. In the personnel file we can manage:

o Salaries - Kerbals don't work for free, so some cost for each kerbal should exist. We will pay a salary to each kerbal on the roster, on a Monthly/ yearly basis, (configurable). Salaries can be adjusted for realism and playablility. Salaries are per kerbal. Salaries should increase based on Training, Experience, Achievements, Medals, etc (once implemented) Minimum salary should be based on the kerbals experience stats as well. Paying above minimum wage should influence medical/phsyc stats.- partially Implemented (only available in career mode games)

o Stats Editing - Editing stats. You can change the Primary profession, name, and other properties of your kerbal. - Implemented

o Notes - A simple editor that allows you to add notes to your kerbal - Partially Implemented, currently only one note per kerbal

  • Training- Training is a means to increase your kerba's experience through training. Training can consist of time spent away from flight learning specific tasks, or via Simulations such as in HoloDeck mod. - Not fully implemented. Can be set manually only.

  • Cross Training (multi Profession) It will be possible to maintain multiple professions. Through training and flights, you can increase a specific profession by selecting that profession for a given flight.

o Experience - Experience is gained thru flights. With RM, experience can also be gained thru training on specific tasks and thru Simulator training using HoloDeck. Training will increase the experience level of your Kerbals in the profession for which the training occurs. - Not fully implemented. Can be set manually only.

o Flight / Simulation Log - Flight history and Simulation history will be stored in your Kerbal’s personnel file

-Vessel flown

-Dates of filght

-Results

-Accomplishments

o Crew Performance - Crews that stay together fly better together. It will be possible to improve the performance of a given crew through training and Simulations performed together. Kerbals with more time together will perform better on a given flight. - Not yet implemented.

o Accomplishments/Achievements - using Other addons, accomplishments can be gathered and added to your Kerbal's personnel file. - Not yet implemented.

o Medals - Medals for significant achievements can be earned. Integrate to Final Frontier mod - Not implemented.

o Medical / Psych - Your Kerbal's abilities can be impacted by their medical condition and “sanity". While no “insane" kerbals are possible, (no suicides, sorry), their mental state will impact their skills. Things like time in space alone, traumatic events like crash landings and such can affect their abilities for certain periods of time. - Not implemented

  • Recruitment/Termination - It will be possible to hire/fire Kerbals. Fired Kerbals will be removed from the game permanently (Will impact the game save).- Implemented.

  • Scheduling - It will be possible to “schedule" kerbal crews and crew rotations, vacations, have impacts to crew due to illness, and medical issues.- Not implemented

  • Settings

o Reputation/Currency

o Realism

o Scheduling

o Recruitment / Termination

  • Persistence - This Mod will change the game save. (Expect big changes here when KSP 1.1 comes) - implemented

I'll be placing this in a PDF on the GITHUB site I will be creating to make it easier to read..

The Idea behind this mod is to extend the Kerbal experience, provide some control, and provide an ecosystem around them. I intend to leverage the available mods around this theme, and attempt to maintain compatibility as much as possible.

At the moment I'm looking at leveraging and compatibility with CrewQueue, HoloDeck, KerbalStats and other mods.

Suggestions and comments are welcomed.Your thoughts/suggestions are welcome.

If you can think of a better Name for the Mod, I'm certainly up for discussion on that as well...

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