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garwel

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  1. Yes, I think I found that bug. I want to fix another issue before I publish a new release though. In the mean time, you can download this DLL and replace with it the one in GameData\KerbalHealth folder. Tell me if you encounter the issue again.
  2. The best way is to start by training them at KSC to the maximum. The training screen in the Editor and the status monitor in the KSC/flight scene show you the more or less accurate prediction when the training should end for each kerbal. The duration depends on how familiar they are already with respective parts and on their intelligence (or rather, stupidity) stats. You may disable the latter in the settings, then they will all take the same time to train. For especially challenging missions, you may indeed have some initial training in the orbit of Kerbin or at its moons. The training speed depends on the science modifier in the relevant situation, so the more challenging it is, the faster they train.
  3. @Syczek Could you share the whole log (not in the post, of course, use some cloud service)? Maybe sharing the save file will also help.
  4. And here is the hot fix: Kerbal Health 1.6.8 Fixed freezes on some radstorms (the problem was due to an error in handling numeric strings) Download here
  5. Today marks 7 years since Kerbal Health's original release, so I decided, why not make a small, long overdue update? Kerbal Health 1.6.7 Added: Support for RemoteTech's connected state, at last (as requested by @Syczek) Download here
  6. Kerbal Health 1.6.6 Added: Detailed quirk information (click ? next to the list of kerbal's quirks in Health Monitor) Added: Agoraphobic and Carefree quirks Changed: Kerbals now have a chance to acquire quirks when they first appear in game (i.e. at level 0). When you load your save for the first time after updating, the existing kerbals may acquire quirks (including bad ones), so be careful. Changed: Max number of quirks is now 5 by default instead of 2. Only affects new games. Changed: EVA factor now drains 18 HP/day instead of 8 Updated: BDB patch Improved: Some optimization and refactoring Fixed: Some factors weren't correctly affected by quirks, conditions etc. Fixed: Unstable quirk didn't affect panic attack chance Fixed: Syntax error in the MKS patch Fixed: CLS-related NRE Fixed: Minor memory leaks due to not releasing some event handlers Download here
  7. Can you make that doc publicly accessible?
  8. Thanks for catching this bug. I'll fix it in the next release, which I hope to post soon. The location of your logs depends on your OS and probably whether it's a Steam install. In the case of Windows + Steam, you can find it in the main game folder (something like C:\Program Files\Steam\steamapps\common\Kerbal Space Program) as KSP.log. I think that the problem in issue #169 should be fixed in the next release, although I haven't been able to reproduce it.
  9. It doesn't look like Kerbal Health's errors. Judging by the namespace (LifeSupport), a life support mod that you are using causes the errors. As to the multiple stars radiation, I haven't played with those mods and I don't know how they are configured exactly. The thing is, KH's native radiation calculations depend on the distance from the main star. I think in multi-star mods, it's either the invisible barycenter (in this case, you may see that radiation grows as you get closer to it and not to actual stars) or one of the stars (then the others won't produce any radiation unless they have special configuration). I guess, if you also use Kerbalism and revert to its calculations, it may work better. But you are welcome to test and see what works and what doesn't. In worst-case scenario you can just disable radiation in Kerbal Health.
  10. Depends on what you want to do. Some things, like default settings, conditions, quirks etc. can be changed with simple MM patches. They are provided in the cfg file. But if you mean actually directly altering the mechanics or adding new health factors, it can only be done using reflection and/or Harmony patches. I never quite got around to making a handy API, but at least tried to expose most things as public and extendable classes.
  11. Can you share the entire log as a file? And please place such long fragments of text under spoiler tags or share them elsewhere.
  12. Thanks for letting me know, will take a look.
  13. There were some issues with the integration, and I tinkered with it recently, so I probably broke something there (or maybe CLS got updated). Will check it.
  14. I suspect that merely fixing the existing bugs and improving performance (two highest-priority tasks the devs have mentioned) will take at least 3-4 months. Then each step in the roadmap will probably take about 6 months, so that the game will be more or less feature-complete in 2025 or 2026. I also wouldn't be surprised if some of the features wouldn't be implemented in the end (e.g. multiplayer, which requires massive changes to the game). It sounds pessimistic, but remember how many times the initial release has been postponed. I just hope the development won't be abandoned before the game is solid.
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