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About garwel

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    stranded in orbit for 2835 hours

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  1. I'm not sure it is due to Trajectories, but I noticed that, after updating it, some mods started having issues with GUI. E.g. SCANsat doesn't show the map and KER has problems showing HUD. I wonder if anyone else has seen it too and what can be done about it. The output log is here.
  2. I have an issue with KER and some other mods (I'm crossposting there). In flight, the HUD2 panel doesn't show up. All other KER UI elements seem to be ok. I think it happened after I updated Trajectories, but I'm not sure. Here is the log.
  3. I've encountered a GUI issue with SCANsat (as well as some other mods where I'm crossposting this). The SCANsat big map doesn't show in Map View and, in Flight View, the box where the map is supposed to be is white (buttons etc. are shown ok). I think it happened after I updated Trajectories, but I'm not really sure. The output log is here.
  4. SSPX built-in patch is quite alright. Maybe not exactly what I'd make it, but very playable.
  5. [1.3.1] Kopernicus (Release 6) - Feb. 14

    This is what happened to Minmus highlands after the Kopernicus update. I'm considering leaving it as is.
  6. I also saw in your screenshot that it gives them titles like Capt, PhD, etc. Or is it another mod?
  7. No, actually I need the output_log.txt. It is where all debug logging is made. PS: Does GPP rename the kerbals only once (when they are hired) or does it keep renaming them throughout the game?
  8. Are you sure it' the correct output log (the former one)? I don't see Kerbal Health mentioned there at all.
  9. Can you attach the output log? I included a handler for kerbal renaming in 1.0, but it doesn't seem to work in this case.
  10. Kerbalism has an ecosystem of its own and I frankly have no idea what's there under the hood. But I think that simulating the complicated magnetic topology in KH is going to be very bad for performance. This is why I restricted it to just a few pretty simple zones.
  11. SSTU and Tundra Exploration patches shouldn't be hard. I'll look at them when I have a free minute. I do have plans for more radiation stuff, but you'll have to wait for v.1.3 at least. One of the things I'm going to do is add individual settings for planets and moons (so that Duna has a weaker magnetic field and Jool its own radiation, for example). But I want it to be both realistic and "lore-friendly", so it may take some calculations.
  12. No. You can stabilize (and even regain, to some extent) health by using Recuperation mechanics provided by some parts. Check out the OP and the wiki for details.
  13. Well, since it's not really repeatable there is little I can do. Did you say that the second attempt worked ok? Besides, it's better to enable debug mode in the mod settings for such tests. It may make the game slower, but it logs loads more data. You can then disable it whenever you want.
  14. SpaceX Discussion Thread

    So, does it mean they are testing a new method of landing the first stage, in the ocean instead of on a barge?
  15. I've just published a pre-release of a bug fix (which is going to be v1.1.1). Busy as I am with my real life these days, I haven't been able to test it yet. Will appreciate if you guys check it out and let me know if the fixes work (and no new bugs are introduced). Download it here.