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− | {{:Astronaut Complex/Box}}
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− | The '''Astronaut Complex''' at [[Kerbal Space Center]] provides a listing of all current [[kerbonaut]]s and the option to hire [[kerbal]]s who wish to become kerbonauts and fire existing ones.
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− | In case of [[career|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.
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− | == Interface ==
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− | [[File:Astronaut Complex menu.jpg|thumb|left|The Astronaut Complex's hiring system]]
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− | Two panels overlay a background depicting the Complex's interior, which changes depending on the building's level.
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− | The left panel lists [[Kerbal]] '''Applicants''' who can be hired. They can be hired by clicking on the green check-mark ({{mark|yes}}) appears hovering the arrow on them. Kerbalkind provides an inexhaustible supply of applicants, though exiting and reentering the Astronaut Complex may be necessary.
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− | 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 [[Game Difficulty|setting]] to make lost crew remain dead ('''''K.I.A.''''').
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− | 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 [[Kerbonaut#Personality Traits|personality traits]] have no real effect on gameplay{{check version||1.0.2}}. 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.
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− | In career mode, hiring applicants requires [[Funds]], at a quadratically-increasing rate for each additional hire. The formula for hiring cost is 150n<sup>2</sup>+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.
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− | == Appearance ==
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− | 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]].
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− | {{SpoilerBox|description=Fun to discover on your own|content=
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− | *Toilets are visible in the Astronaut Complex when it is destroyed.
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− | *In the level 2 Astronaut Complex, a laptop running Kerbal Space program is visible in the background.
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− | }}
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− | == Levels ==
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− | *'''Level 1''': Free
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− | **Capacity: 5 active Kerbals
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− | **Kerbals can only disembark on [[Kerbin]]
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− | *'''Level 2''': {{mark|fund}}112,500
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− | **Capacity: 12 active Kerbals
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− | **Kerbals can perform [[EVA]]s
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− | **Kerbals on EVA can place [[Extend-o-matic_Series_A1_Deployable_Flag|flag]]s
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− | *'''Level 3''': {{mark|fund}}485,000
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− | **Capacity: Unlimited active Kerbals
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− | == Biomes ==
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− | *'''Level 1''': the Astronaut Complex and Flag Pole are available as structure biomes.
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− | *'''Level 2''': the Astronaut Complex becomes an area biome.
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− | *'''Level 3''': no changes.
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− | Notes: structure biomes must be in contact with a [[craft]] to be accessed.
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− | == Changes ==
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− | ;[[0.25]]
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− | *New [[List of easter eggs|easter egg]]
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− | ;[[0.22]]
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− | * Background image and ambient sounds added
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− | * Border connected to roads and other borders.
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− | ;[[0.21]]
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− | * Initial release
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− | {{Kerbal Space Center}}
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