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L18[07:13:23] <Eddi|zuHause> !mission add
You try to reach escape velocity by accumulating rounding errors in
the physics simulation.
L19[07:13:24] <LunchBot> Added mission: You
try to reach escape velocity by accumulating rounding errors in the
physics simulation.
L20[07:13:36] <Eddi|zuHause> !mission
L21[07:13:37] <LunchBot> You spread the
disco fever. The IRC channel doesn't stop talking about the ensuing
hilarity for *days*.
L22[07:14:18] <Althego> better spread the
disco fever then
L23[07:14:21] <Eddi|zuHause> well, that WAS
hilariou.
L24[07:14:23] <Althego> i wantthat
hilarity
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L28[09:35:29] <Funkenstein> ;mission
L29[09:35:30] <LunchBot> Someone mentions
Windows Vista. Unfortunately, they're all facing in opposite
directions.
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L33[11:24:42] <demon> Hello, I started
playing stock-ish KSP1 again in Career Mode.
L34[11:24:42] <demon> I would like an easy
way of distinguishing my crew, specifically who is a Pilot,
Engineer, Scientist.
L35[11:24:42] <demon> I know I can see that
in the Astronaut Complex and in the Crew info while in map mode on
an active vessel.
L36[11:24:42] <demon> Neither of those
options are convenient. I want to see what professions they are
when I click on the command/habbitation module.
L37[11:24:43] <demon> I guess I could
rename all Kerbals and add [P], [E], [S], after their names. But
there must be a better way, automatic way.
L38[11:24:46] <demon> The best would be a
mod to add the profession behind the name in the crew list on the
command/habbitation module.
L39[11:24:49] <demon> Is there a mod that
already does that? Or is there a mod that does a similar
thing?
L40[11:29:26] <Mat2ch> I have no idea, but
you could go through the mods listed in ckan
L41[11:31:27] <demon> Mat2ch: Already tried
that, found couple that allow crew modification, including
renaming. Ex. Ship Manifest. But that does not seem much better
than opening the persistent.sfs file in notepad.
L42[11:34:21] <Mat2ch> yeah, true
L43[11:34:31] <Mat2ch> Not sure if there's
a mod for what you are looking for
L44[11:37:01] <demon> I do not think there
is, but maybe something similar which I could try to modify. Pretty
much any simple mod that changes/adds a text to command module. If
it works with crew, even better.
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L48[12:43:23] <packbart> not sure if it
would work for 1.12 (last release for 1.8)
L49[12:44:08] <packbart> ah, but it only
adds them to the portrait view in flight scene
L50[12:44:33] <packbart> and
congratulations on taking the l33t time spot :)
L51[12:46:30] <packbart> I also color-code
their suits (or rather let the Kerbal Occupation Colors mod do
it)
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L57[14:15:09] <demon> packbart: thanks for
the tip. unfortunately Portrait Stats does not really help me much
(besides some potential code regarding traits/specialization I
might use in case I decide to try to write the mod myself)
L58[14:17:04] <demon> Where I need to know
the specialization most is when I click on hab/command module. So I
can decide which kerbal to transfer where.
L59[14:18:25] <demon> First I started to
write a list of the crew on a piece of paper. But ended up just
renaming all kerbals in my current save to include their
specialization.
L60[14:20:20] <demon> It took a while and I
will have to keep renaming the new recruits. But way better than
going to map mode and back or click through the crew list and hover
in flight scene.
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L63[14:50:14] <packbart> "We'd like to
thank the crew, Pilot #19 Kerman, Engineer #7 Kerman and Scientist
#4 Kerman." :)
L64[14:52:10] <raptop> hrm, given the
format of the save files, changing the names would be a bit more
complicated than a simple regex
L65[14:52:30] <raptop> bonus points if you
re-run it every so often so that the names reflect the levels
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L68[14:53:49] <demon> I went for:
"Jebediah Kerman [P]", Bill Kerman [E], Bob Kerman [S],
etc.
L69[14:57:03] <demon> I just went through
the roster, then took a crew name, then just replaced that name
with my modified version in the whole save file. For applicants it
was only 1 entry. For most just a couple. For Jeb 24 or something
like that.
L70[14:58:21] <demon> A dumb way of doing
it, I know. But faster than trying to write the mod to solve it in
a better way.
L71[15:01:49] <demon> The save file format
does not really make it easy (for me) to do simple regex. I guess I
could write a script to parse the whole thing. But having a mod
that would show the info I want where I want it seems like a better
long term solution.
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L80[17:09:51] <Old_Goad> is there a way the
Kerbals to transfer parts from one craft to another once docked in
orbit.
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L84[17:33:11] <Mat2ch> An engineer should
be able to transport parts
L85[17:33:19] <Mat2ch> But not all
sizes
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L87[17:44:35] <Feniks312> anyone can tell
me how to set avatar pic on forum? ._.
L88[17:45:33] <packbart> Feniks312: on your
profile page picture should be an icon to set it
L90[17:46:42] <Feniks312> umm don't see
anything like this .-.
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L96[18:00:46] <raptop> bah
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L102[19:03:34] <Eddi|zuHause>
!mission
L103[19:03:34] <LunchBot> Orbit Kerbin
with your second launch. Red5 gives you an alternative
version.
L104[19:04:08] <Eddi|zuHause> there's
always some backseat-gaming...
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L125[22:29:27] <Azander> !mission
L126[22:29:27] <LunchBot> You readjust
Eve's mountains' angle of repose. It is immeasurably thick! (about
6 centimeters)
L127[22:41:59] <raptop> that almost makes
sense
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L129[23:30:17] <XXCoder> lol
L130[23:30:26] <XXCoder> ;mission
L131[23:30:27] <LunchBot> You spell
fluorine as "flourine" in the procurement docs.
Unfortunately, there are survivors.
L132[23:30:46] <XXCoder> sounds like lots
suffering