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garwel

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Everything posted by garwel

  1. TBH, I never really thought of that. You can see all your completed (and failed) contracts in stock, so I never had a need to add this functionality to the mod. But maybe someday I'll do it.
  2. Space Age 1.3.7 Compiled for KSP 1.12.4 Improved: No longer saving unused vessels data Improved: Optimized some loops to be a bit faster Changed: Updated metadata to require KSP 1.12 Fixed: Error in the log and possible memory leak when leaving scene Download here
  3. Thanks! Actually, I've already fixed it in the dev branch, but been too lazy... er, busy to release the update yet.
  4. Great idea! I've been using hacks (like manually entering the burn duration time) for my scripts, and now I can automate this part. A few more requests, if I may: - suicide burn ETA & delta V - TWR - heating data (e.g. critical part's temperature)
  5. Kerbal Health 1.6.2 Various under-the-hood optimizations (caching of some frequently used values, switching from double to float fields, using more efficient loops etc.) Added: Showing conditions the kerbal had before they died of poor health Fixed: Incorrect calculation of training levels in Editor Fixed: Missing localization of Training Complete message Fixed: NRE when CLS is missing Download here
  6. The real choice is whether you want Kerbalism or Kerbal Health to show radiation effects; you should then disable the other mod's radiation features (you may of course keep both, but then you'll double your worries). If you keep Kerbal Health's, IIRC, both Shielding and RadShield will be taken into account for shielding calculations, even when the raw (outside the spaceship) radiation data is taken from Kerbalism. If you choose to keep Kerbalism's radiation only, I think RadShield will be ignored. Well, you may assume that your kerbals always have a connection home and just set the Isolation factor to 0. I don't think there is any other option.
  7. I'm having an issue with the latest KCT version. After updating, the KCT dialog window doesn't show up in KSC and I get a full log of KeyNotFoundException. I suspect it may be due to a conflict with HETTN (which was also recently updated). The log: https://file.io/2De1zrJve4YZ
  8. Yes, it's quite likely and even, to a degree, intended. After all, when you give up on your obligations, you can at last chill out.
  9. Thanks for reporting this. This bug was due to Connected factor disappearance which prevented correct load of kerbals who were currently on a mission and had this factor active. As a result, these kerbals were re-registered as new ones; their health, accumulated doses, quirks and training levels were reset. This is fixed in the new release. Kerbal Health 1.6.1 Fixed: Error when loading pre-1.6 versions of Kerbal Health with kerbals on assignment, which caused their health, radiation and other stats to reset Download here
  10. Kerbal Health 1.6 Compiled for KSP 1.12.3. Should be compatible with KSP 1.8+ Streamlining of training mechanics. Instead of training for individual parts, kerbals now train for part types (such as Mk1 Command Pod). The new system is more straightforward, intuitive and compact. All training-related UI has received an uplift. Training caps (based on the level of the Astrounaut Complex) have been nerfed. Training times have changed. Training at KSC and in flight now takes the same time. There is a new way to reduce Stress: it is now divided by the number of crewmates of the same profession on the vessel. For example, if you have one Pilot on the vessel with Stress taking 0.8 HP/day, you can add another Pilot to reduce Stress to 0.4 HP/day. Of course, you'll have to provide that other crew member with living space etc. But, in theory at least, you can now reduce Stress to tiny amounts if you are ready to have a large crew. It also gives you a gameplay reason to have multiple crew members of a specific profession. Tourists have a slightly different mechanic: their Stress is reduced by the number of professional crew members on the vessel. If the Tourist is alone, they experience 100% Stress; if there is 1 crew member, it falls to 50%, for 2 crew members, it falls to 33%, and so on. Exhaustion is now semi-random instead of automatic. When the crew member's health falls below 20%, they now have a chance of turning into a Tourist. The mean time to happen (MTTH) starts at 6 hours and reduces as health gets lower. So you probably have a few additional hours to evacuate your kerbal(s) before they give up work. Recovering after exhaustion works similarly when health goes above 20%. Connected factor (which gave you +0.5 HP/day for having a connection to home) has been replaced with Isolation factor (which takes away 0.5 HP/day for not having such a connection). All related bonuses were removed. Confinement factor was reduced from a base of -3 HP/day to -2 HP/day to compensate for the previous point. Many parts' Living Space has been updated (usually with slight nerfs) and Recuperation increased. SSPXr and some other mods now have Recuperation parts. Mod's settings have been overhauled: instead of setting manually each factor's HP per day, you now change their relative effects between 0 and 200%. A setting to allow Decontamination when not at KSC has been added (off by default) as well as a setting for minimum required health. Many other small and not-so-small changes and bug fixes. Notes for updating a current game: The familiar parts (ones your kerbals have been fully trained for) should be retained. But ongoing training progress will be lost. It is recommended that you return home and recover all your kerbals before updating. Changes in balance and loss of training progress may affect your missions. Settings for factors and some other things will be reset, so you should check them and tweak if necessary. Due to KSP's limitations, you should load all your manned vessels at least once after updating the mod to ensure their data is correct. Downgrading to pre-1.6 Kerbal Health is not supported. Download here
  11. Thanks for the report. I (hopefully) fixed this error, in the next release.
  12. Here comes the beta of the next release. I'm looking for the adventurous types who want to test it and report any issues! Kerbal Health 1.6 Pre-release (beta!) This is a beta pre-release for the upcoming Kerbal Health 1.6. It is not backward-compatible with previous versions and, being a beta, may have bugs. Make sure to backup your save! Please report all encountered issues. Compiled for KSP 1.12.2. Should be compatible with KSP 1.8+ Streamlining of training mechanics. Instead of training for individual parts, kerbals now train for part types (such as Mk1 Command Pod). The new system is more straightforward, intuitive and compact. All training-related UI has received an uplift. Training caps (based on the level of the Astrounaut Complex) have been nerfed. Training times have changed. Training at KSC and in flight now takes the same time. There is a new way to reduce Stress: it is now divided by the number of crewmates of the same profession on the vessel. For example, if you have one Pilot on the vessel with Stress taking 0.8 HP/day, you can add another Pilot to reduce Stress to 0.4 HP/day. Of course, you'll have to provide that other crew member with living space etc. But, in theory at least, you can now reduce Stress to tiny amounts if you are ready to have a large crew. It also gives you a gameplay reason to have multiple crew members of a specific profession. Tourists have a slightly different mechanic: their Stress is reduced by the number of professional crew members on the vessel. If the Tourist is alone, they experience 100% Stress; if there is 1 crew member, it falls to 50%, for 2 crew members, it falls to 33%, and so on. Exhaustion is now semi-random instead of automatic. When the crew member's health falls below 20%, they now have a chance of turning into a Tourist. The mean time to happen (MTTH) starts at 6 hours and reduces as health gets lower. So you probably have a few additional hours to evacuate your kerbal(s) before they give up work. Recovering after exhaustion works similarly when health goes avobe 20%. Connected factor (which gave you +0.5 HP/day for having a connection to home) has been replaced with Isolation (which takes away 0.5 HP/day for not having such a connection). All related bonuses were removed. Confinement factor was reduced from a base of -3 HP/day to -2 HP/day to compensate for the previous point. Many parts' Living Space has been updated (usually with slight nerfs) and Recuperation increased. SSPXr and some other mods now have Recuperation parts. Mod's settings have been overhauled: instead of setting manually each factor's HP per day, you now change their relative effects between 0 and 200%. A setting to allow Decontamination when not at KSC has been added (off by default) as well as a setting for minimum required health. Many other small and not-so-small changes and bug fixes. A few words on updating Kerbal Health in an ongoing game. It is possible, and the mod will do its best to pick up your old settings (such as familiar part types from the old training system). But due to KSP's limitations and the nature of some updates, you should (1) check your settings, especially if you've tweaked them; (2) load all your manned vessels at least once to update their data. It is recommended that you return and recover all your kerbals before updating to ensure your vessels don't suddenly become unsuitable for the missions. Download here (first read the above!)
  13. Renaming the vessel shouldn't restart the training, in theory. But the old training system was bugged and confusing; this is why it will be replaced by a much more intuitive one in the next release. The vessel's name will only stay for UI and immersion purposes, all the training will be done for part types, not for individual vessels.
  14. They don't as far as I can tell (from the part.cfg files at least). And the problem is apparently not in the stock Mk1-3 Pod, because I've tried attaching to different parts. If you attach a Hitchhiker instead, they are considered connected. Maybe the problem is due to the parts being inflatable? By default, they have CrewCapacity = 0 and use a custom part module (ModuleDeployableHabitat) to change that. However, as seen on the screenshot, the part is recognized as a habitable, it just isn't getting connected to its neighbours.
  15. Hi, I want to report an issue I encountered between CLS and SSPX. I don't know which side this problem is on, so I've reported it at the SSPX thread and here too. The problem is, CLS doesn't recognize SSPX parts as passable even though they seem to be configured this way and the part info tip says they are passable. Here is an example screenshot: the two parts should form one CLS space, but they don't for some reason. The same thing happens to other SSPX parts and for both top and bottom nodes. I've had a superficial look at the patch (provided by SSPX) and the part config and compared them to those that work correctly, and I don't see any obvious errors. Hope you'll have a moment to look at it. I'm using KSP 1.12.2, CLS 2.0.1, SSPX 2.0.6.
  16. Looks like CLS doesn't recognize SSPX's nodes as passable. I attached a PTD-E-1A to the top of a Mk1-3 Command Pod (see screenshot). They should make one CLS space, but they are considered separate. I tried it with other parts and with the bottom nodes; the result is the same. However, CLS' part info tip says that all nodes are passable. I've seen a similar issue reported in June 2020 and it looks like it wasn't really resolved. Is it something you could look at when you can? Or is it a problem on CLS' side? Sometimes it's more then mere nuisance, because some mods (Kerbal Health included) use CLS data to change many gameplay things.
  17. A lot of this stuff will be gone in the next release (only the trained-for part types and the current vessel will be saved). You probably had Training enabled before, and this information was kept in case you'd re-enable it.
  18. Presence of other Tourists doesn't have an impact on Stress. Of course, they still require Living Space and they would hate to be left completely alone. But what matters for Stress is the availability of a professionally trained crew.
  19. So, my little training streamlining project is turning into a full-scale overhaul of many Kerbal Health's systems. Here is a breakdown of what I'm changing so far: You will now train kerbals for part types (e.g. Mk1 Command Pod), not for specific parts (which used to be tracked by id assigned when you placed the part in the Editor). It is more intuitive and involves less micro-management. Training interface has been significantly improved. You can now choose any number of kerbals to train with a few clicks. Training takes the same time, whether you do it at KSC or during a mission (60 days per 1 unit of complexity by default, adjustable in the settings). Many training-related values have been changed. In general, training has been nerfed: for instance, at the maximum level of Astronaut Facility, you now gain 75% reduction of Stress instead of 85%. But there is a new way to reduce Stress: it is now divided by the number of crewmates of the same profession on the vessel. For example, if you have one Pilot on the vessel with Stress taking 1 HP/day, you can add another Pilot to reduce Stress to 0.5 HP/day. Of course, you'll have to provide that other crew member with living space etc. But, in theory at least, you can now reduce Stress to tiny amounts if you are ready to have a large crew. It also gives you a gameplay reason to have multiple crew members of a specific profession. Tourists have a slightly different mechanic: their Stress is reduced by the number of professional crew members on the vessel. If the Tourist is alone, they experience 100% Stress; if there is 1 crew member, it falls to 50%, for 2 crew members, it falls to 33%, and so on. Exhaustion is also overhauled. Instead of automatically turning into a Tourist upon reaching 20% health (and recovering when going up to 25%), it will now be a semi-random event. When your kerbal's health falls below the critical level, they will have a chance of a breakdown. The lower it falls, the higher is that chance. It will be inevitable if you leave your kerbals in the critical condition for too long, but you may be just lucky enough to get them home in time. I'm also considering replacing Connected factor (which is one of the few positive health factors) with a negative Isolation factor. It is a bit odd to allow an overall positive health balance on a mission. Isolation's impact will depend on the (presence and quality of) connection to home. It can be further reduced by certain vessel's parts (antennas etc.). These changes may require rebalancing of all factors and many part stats. I will try to keep the overall balance more or less the same. Let me know what you think! Like I said, you can pick up the latest dev version from Github and see how it works for yourselves (but stability is not guaranteed and reverting back is impossible).
  20. Yes, I'm using SI prefixes for radiation: K for 1000, M for 10^6 and G for 10^9. Per default settings, 1M BED = 1% of health, so your kerbal will fry long before you see that G (not to mention T) prefix. But you can adjust it in the mod's settings.
  21. Just so you know, I'm back to working on this mod. I made good progress with a rework of the stress and training systems. If you are really curious (and wouldn't mind losing your save, your computer and your head), you can pick some work-in-progress versions from the dev branch.
  22. Can you share a game log or at least the exact steps to reproduce?
  23. This was actually a very silly error on my part: the effects on health factors were prepared for saving but never actually written into the file. I simply forgot to add one line of code. But it took me quite a while to realize it.
  24. Kerbal Health 1.5.6 Compiled for KSP 1.12.2 Changed: Updated SSPX config Fixed: Factor multipliers (e.g. artificial gravity effects) weren't saved and therefore didn't apply if the vessel wasn't loaded Fixed: Error in KSP 1.12.2 when another mod (such as Ship Manifest) uses CLSInterfaces.dll Fixed: Some edge cases for loaded but packed vessels (hopefully) A bit of optimization of the health update loop Download here
  25. If you use Windows, just open the game's Steam folder and take KSP.log after enabling debug mode in the Kerbal Health's settings, jumping to the vessel and back to KSC. This file logs everything that happened from the moment you run the game.
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