Difference between revisions of "Astronaut Complex"
m (→Appearance: Formatting) |
(Added biome info (and the level 3 upgrade cost needs fixing)) |
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**Capacity: 5 active Kerbals | **Capacity: 5 active Kerbals | ||
**Kerbals can only disembark on [[Kerbin]] | **Kerbals can only disembark on [[Kerbin]] | ||
− | *'''Level 2''': {{mark|fund}} | + | *'''Level 2''': {{mark|fund}}112,500 |
**Capacity: 12 active Kerbals | **Capacity: 12 active Kerbals | ||
**Kerbals can perform [[EVA]]s | **Kerbals can perform [[EVA]]s | ||
**Kerbals on EVA can place [[Extend-o-matic_Series_A1_Deployable_Flag|flag]]s | **Kerbals on EVA can place [[Extend-o-matic_Series_A1_Deployable_Flag|flag]]s | ||
− | *'''Level 3''': {{mark|fund}} | + | *'''Level 3''': {{mark|fund}}485,000 |
**Capacity: Unlimited active Kerbals | **Capacity: Unlimited active Kerbals | ||
+ | |||
+ | == Biomes == | ||
+ | *'''Level 1''': the Astronaut Complex and Flag Pole are available as structure biomes. | ||
+ | *'''Level 2''': the Astronaut Complex becomes an area biome. | ||
+ | *'''Level 3''': no changes. | ||
+ | |||
+ | Notes: structure biomes must be in contact with a [[craft]] to be accessed. | ||
== Changes == | == Changes == |
Revision as of 14:29, 9 February 2016
Astronaut Complex KSC building | ||||||
Level 3
| ||||||
Location | Kerbin | |||||
Kerbal Space Center | ||||||
Altitude | 67 m | |||||
Since version | 0.21 |
The Astronaut Complex at Kerbal Space Center provides a listing of all current kerbonauts and the option to hire kerbals who wish to become kerbonauts and fire existing ones.
In case of career game mode the maximal number of the hired kerbonauts depends on the level of the building. The basic level allows only 5 kerbonauts, upgraded to the second level allows 12, and allows kerbonauts to go on EVA. The fully upgraded building has no capacity limit.
Contents
Interface
Two panels overlay a background depicting the Complex's interior, which changes depending on the building's level.
The left panel lists Kerbal Applicants who can be hired. They can be hired by clicking on the green check-mark (✓) appears hovering the arrow on them. Kerbalkind provides an inexhaustible supply of applicants, though exiting and reentering the Astronaut Complex may be necessary.
The right panel shows hired kerbonauts listed in three tabs. The first tab lists hired personnel Available for missions. It is possible to to fire kerbonauts without terminating them by clicking on the red x on each one's bar. The second lists crew Assigned to current missions with the craft or EVA status. The last lists kerbonauts Lost during a mission; by default, lost crew are Missing In Action and will reappear after a time, but there is a setting to make lost crew remain dead (K.I.A.).
On the Applicants list meters show each Kerbal's level of Courage and Stupidity; they also have a hidden flag that determines if they're a “badass”. However, these personality traits have no real effect on gameplay[outdated]. These traits are still visible on the poping up (hovering on the bar) window of the hired ones. The hired kerbal's experience, level, and skills are shown on these tabs, which do have gameplay effects.
In career mode, hiring applicants requires Funds, at a quadratically-increasing rate for each additional hire. The formula for hiring cost is 150n2+12350n, for the nth hire. Note that the Original four are already hired by default, so n begins at 5. Depending on the upgrade level only a certain number of kerbonauts can be hired, but kerbonauts rescued will still join the roster even if the limit is reached.
Appearance
The Astronaut Complex's is a single, roughly six-storey tall building constructed symmetrically as a westward facing semi-circle with a small extension in the middle of its east side. Its front lawn to the west is highly manicured and focused on a flagpole.
- Toilets are visible in the Astronaut Complex when it is destroyed.
- In the level 2 Astronaut Complex, a laptop running Kerbal Space program is visible in the background.
Levels
- Level 1: Free
- Capacity: 5 active Kerbals
- Kerbals can only disembark on Kerbin
- Level 2: 112,500
- Level 3: 485,000
- Capacity: Unlimited active Kerbals
Biomes
- Level 1: the Astronaut Complex and Flag Pole are available as structure biomes.
- Level 2: the Astronaut Complex becomes an area biome.
- Level 3: no changes.
Notes: structure biomes must be in contact with a craft to be accessed.
Changes
- New easter egg
- Background image and ambient sounds added
- Border connected to roads and other borders.
- Initial release