• Content Count

  • Joined

  • Last visited

Community Reputation

1,046 Excellent


About Kerbas_ad_astra

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ...Well, don't keep me waiting, I wanna see it! I'm not inclined to change the controller, but if it's technologically straightforward, I might add an 'advanced' controller to take advantage of it.
  2. By throttleable, are you talking about a pre-baked thrust profile (SSSRBs, etc.) or on-demand mid-flight adjustment (what XT Landertrons used to have, but no longer do)?
  3. That video was probably made with one of XanderTek's old releases, which throttled the landertrons. Nice for a soft landing, but also cheating considering these are SRBs. Since late 2015, the landertrons will fire at full-thrust; they will automatically cut out when they calculate that they're about to start rising again, but given the granularity of the timing and the simplicity of the calculations, unfortunately there's usually at least a little bit of a hiccup and a drop at the end. I've found I get the best results (in testing at least) with a TWR of about 3.
  4. A few months ago, I asked @timmers_uk and @Rodhern (who unfortunately had not logged in for over a year, nor since) for permission to resurrect this mod when CLS was updated for KSP 1.8+. Timmers granted me permission, and now that @micha has updated CLS, it's time to bring back KeepFit: It's not just a straight recompiling, though -- I've changed the core logic so that, instead of updating e.g. the long-term G-loading once every three minutes (and always starting from zero, even at launch), the mod now tracks each exposure interval as a rolling average which is initialized to local gravity when a vessel is loaded.
  5. KeepFit A Kerbal In-mission Fitness Degradation and Gee Loading Addon Features All Kerbals have a fitness level. Each capsule has a defined 'activity level' describing the comfort, room, and built-in fitness capabilities for crew in flight. All Kerbal fitness levels go up or down based on their opportunities for exercise (which functions in the background, not just on the active vessel). A living space can be cramped (losing 5% fitness per day), comfy (-1%/day), neutral (0%/day), or exercising (+1%/day). Unfortunately the stock game does not have any parts that are suitable for exercising (check out some mods with centrifuges for that), but Kerbals will also exercise while they are at the Space Center or are landed on a planet with at least 0.05 G's of gravity. You can track your astronauts' fitness in a "Truly Ugly" (timmers' words...) roster. Fitness affects a Kerbal's tolerance for gee-loading, as does the duration of exposure. A 100% fit Kerbal can tolerate up to 40 G's for one second, but only 20 G's for up to five seconds, 15 G's for one minute, and 10 G's for five minutes. Their tolerance degrades to 50% of those values at zero fitness. If you're not up for the risk of killing Kerbals, you can change a setting so the game will just gripe at you if your crew exceeds any of those thresholds. By default, KeepFit assumes that a vessel is cramped (unless it's landed on a world with sufficient gravity), but you can write a Module Manager patch to add this module to any crew part to change that: // slightly better @PART[mk2LanderCabin] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } // even more palatable @PART[cupola] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } } You can also specify that a capsule is CRAMPED or EXERCISING. KeepFit comes with a large library of config files for many popular (or formerly popular) mods, including the Near Future pack, Umbra Space Industries, and more. Dependencies KeepFit depends on ModuleManager to add the KeepFitPartModule to parts. Recommended addons Connected Living Spaces lets Kerbals take advantage of the best quarters in the space accessible to them. (You can enable this option without CLS, but using CLS makes it feel a little less cheaty by requiring that there must be a "short-sleeves" path to the exercise space.) Download and install GitHub From there, just unzip the KeepFit folder into your GameData directory. Please let me know in the forum thread or on the GitHub issue tracker if you find any issues! Version history and changelog, 02016 Oct 30 Final release by timmers_uk, for KSP 1.2.0, 02017 Nov 2 Final release by Rodhern, for KSP 1.3.1, 02020 Mar 16 Recompiled for KSP 1.9.1 and CLS Changed Kerbal icons so that their background colors reflects the text colors. Internal logic reworked. G-loading is now tracked as rolling averages which update once a second. Roadmap There are some remnants of hooks into the (now-defunct) G-Effects mod that could stand to be removed. There's also a lot of modern mod infrastructure that could be implemented (ToolbarController, ClickThroughBlocker, build automation, internationalization, and so on), and probably loads of other cruft that could stand to be removed. I'm not inclined to be picky about pull requests. Eventually, it might be cool to add some kind of space-limitation effect (e.g. only so many Kerbals can take advantage of an exercise space with a given number of seats) or the like, but at that point you're probably better off using a more involved mod, like Kerbal Health. Credits Many thanks to timmers_uk and Rodhern for accepting my pull requests before, and huge thanks to timmers for letting me adopt it! And also many thanks to micha for adopting CLS -- KeepFit just isn't the same without it! License KeepFit (v0.13+) is copyright 2020 Kerbas_ad_astra and released under the MIT License. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  6. And so of course it's only after I make a release that I discover I'd made an error sixteen months ago (caught while I was verifying that the Mk1 Cargo Bay mod works in KSP 1.9 -- it does, BTW). 1.15.1, 02020 03 15 "Nattering Nodes of Negativism" Fixed node orientation on Mk1 pod, and also adjusted node height slightly.
  7. I've been lurching my way to KSP 1.9, updating parts along the way as-needed... 1.15.0, 02020 03 15 "I Prefer The Real Revamp" Adapted to new models in KSP 1.9 (Skipper, Mainsail, Thumper)
  8. That fixed it -- CommNetManager 1.1.0 and your ESLD 1.3 (freshly installed, none of Booot's stuff carried over) works properly.
  9. Warping is fine, but something's not right with your BeaconCommNet implementation. To test it, I cheated a beacon with an RA-100 dish out to Bop and one to Minmus, and activated both relays. The RA-100 has a 55% signal quality to Kerbin on its own from Bop; if the beacon comm network is functioning, it will connect through the Minmus beacon for 100% signal quality, but that wasn't happening. When I replaced your BeaconCommNet.dll with the BeaconCommNet.dll and CommNetManagerAPI.dll from DBooots's 1.8 release, the network functionality started working properly.
  10. Happy Pi Day! Your wish is my command: 0.1.1 "A Mod Of A Different Color" (02020 Mar 14) Added controls to change background color (also made default background color lighter) Re-enabled Procedural Fairings mod support Verified functional in KSP 1.9.1
  11. It allows ships with active beacons to act as if there is zero range between them, for communications purposes. Sort of like the hyperpulse generators from BattleTech. No idea if/how this interacts with RemoteTech (zero lag?), but I suppose that's what CommNet Manager is supposed to help with.
  12. No, it's not just patches. It was before (models were all-rights-reserved), but after I got Orion's permission, I (with @linuxgurugamer's help) merged the patches in and bundled it all together. Is it not working for KSP 1.9? I haven't had the chance to check yet.
  13. I haven't changed how models are textured at all. A few parts got some proportions adjusted, like a couple of engine fairings, but that was in the set of changes made for KSP 1.6.
  14. You should probably use SMURFF or Realism Overhaul to make the parts perform more like real rocket parts (i.e. better than stock) so that rocket construction is merely "challenging" rather than "an exercise in futility", but the parts will work just fine (are there any parts that just don't work in RSS?).