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garwel

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Posts posted by garwel

  1. On 2/3/2024 at 9:34 AM, Syczek said:

    @garwel Any ideas what could cause problem i had, when using yours mod?? Did log provided anything usesfull??

    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. On 1/31/2024 at 1:06 AM, Astraph said:

    One question about training - what is the best way to train Kerbals for longer missions? I am prepping an Eve mission, wanted to first make a 200-days long high Kerbin orbit mission for the crew to gain experience... But due to health issues, I had to deorbit after just 30, with the crew barely getting 6% training.

    I tried using the KSC training option, but I find it confusing to track how long does the training take, what is the current progress and how long do I have to wait before I can launch the mission... Plus sometimes it seems that Kerbals just stop their training midway and I have to hop into VAB and start the whole thing anew...

    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. 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

  4. On 1/7/2024 at 10:55 PM, Fizzlebop Smith said:

    https://drive.google.com/file/d/1tPel8QPA7bQq4vd5Ew0dItn8UdJ2b3ZD/view?usp=drive_link

    I could not locate it in the Log folder directly and think that is why i missed it. Thank you for that.. i was able to search the root directory for filename and found it tucked away in a subfolder. I ran KSP over and over removing mods a little at a time. I hope that is the right one. Pretty sure the issue is a conflict between mods that i have installed just not sure where the conflict is. Any insight you can provide is appreciated.

    Can you make that doc publicly accessible?

  5. On 12/27/2023 at 3:56 AM, Steamcurl said:

    @garwel Thanks so much for your work on this mod, it's always been on my recommendation list!

    I found a small bug with KerbalHealth_1.6.5.zip downloaded from https://github.com/GarwelGarwel/KerbalHealth/releases/tag/v1.6.5

    Thanks for catching this bug. I'll fix it in the next release, which I hope to post soon.

    On 1/1/2024 at 5:05 PM, Fizzlebop Smith said:

    I am not very experienced in modding. I have just enough experience to completely wreck excrements beyond my ability to repair.

    How to i acquire the specific log that is helpful to the developers of mods? In this case Kerbal Health is crashing my GUI with a soft lock. (No Game related GUI interaction).

    Depending on what mods I have installed (Parsing Sections at a time) this may result in a complete lock of all buttons even Toolbar / Alt+f12

    (I can always press Alt-F12 once but cannot open a second time if I close ) 

    The part of the scrolling i can see resembles this a great deal

    I don't even know what this is... · Issue #169 · GarwelGarwel/KerbalHealth (github.com)

    I found the log folders but none of the ones inside appear to have  the strings associated with the crash.

    i do not have the logs and since resolved the issue by removing Health mod, but am amped to try it. I will gladly reload the mod to acquire logs & try to get a resolution to my issue. I know it is a conflict between mods bc

    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.

  6. On 11/2/2023 at 7:16 AM, xXIndestructibleEVAXx said:

    The Connected Living Space Integration seems to have some serious problems. I get null reference exception spam in the logs, and the overview in the Editor is completely broken and provides no info.

    Example of log spam:

    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.

  7. 22 minutes ago, Starwaster said:

    @garwel How would a 3rd party mod tie into this? For instance, a life support mod, or Deadly Reentry? (DR actually has a mechanic for damaging Kerbals that overheat outside of a craft)

    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.

  8. On 5/4/2023 at 4:35 AM, PyroZene said:

    Hey garwel, I really enjoy the mod and a long time lurker of the forum. I just wanted to give you a heads up, I noticed that the BDB patch for your mod seems a little out of date. It uses some older part names before the revamp that BDB had. It's a pretty easy fix, just have to change the part names in your patch. I just wanted to give you a heads up basically! Thanks again for your work on this mod, it's great.

    Thanks for letting me know, will take a look.

  9. On 3/7/2023 at 1:06 PM, WhitestWizard said:

    Hey Pal, thanks for all the work.

    I seem to be getting this error on repeat when using Health integrated with Connected Living Spaces:

     

    NullReferenceException: Object reference not set to an instance of an object
      at KerbalHealth.KerbalHealthEditorReport.get_CLSSpacesCount () [0x00013] in <01bb8e04623f43048f84145489c3e8ec>:0 
      at KerbalHealth.KerbalHealthEditorReport.<ShowWindow>b__32_4 () [0x00000] in <01bb8e04623f43048f84145489c3e8ec>:0 
      at DialogGUIBase.Update () [0x000b1] in <4b449f2841f84227adfaad3149c8fdba>:0 
      at DialogGUIButton.Update () [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 
      at DialogGUIBase.Update () [0x00045] in <4b449f2841f84227adfaad3149c8fdba>:0 
      at MultiOptionDialog.Update () [0x00016] in <4b449f2841f84227adfaad3149c8fdba>:0 
      at PopupDialog.Update () [0x0001b] in <4b449f2841f84227adfaad3149c8fdba>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

     

    Produced by opening up the vab, placing command pod, than clicking on the health tab. Is this anything to be concerned about?

    Realised by disabling the integration the mod now functions correctly. IS this a you problem or a there problem?

    Thank you.

    Cheers

    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.

  10. 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.

  11. 37 minutes ago, Periple said:

    That's called the circular restricted three-body problem and it is pretty hard to compute and predict, unfortunately – also unliked patched conics it doesn't have an analytical solution, you have to integrate over time, so you can't just jump to any arbitrary point in time.

    If you're curious, here's a fairly detailed description: https://orbital-mechanics.space/the-n-body-problem/circular-restricted-three-body-problem.html 

    Interesting, thanks for the link,

  12. 2 hours ago, mcwaffles2003 said:

    the ellipses that makeup orbits are conic sections, hence patched conics. 3 body gravity would not be made of ellipses, nor is it predictable in the way patched conics are

    I probably used the wrong term. I meant that this could be done using the approach of dividing space into spheres of influence and drawing the trajectory in each SOI. Of course, the shapes will be different from the current simple keplerian ellipses. But if we assume that the second most influential body is the main body's parent (which will be the case in 99.9% situations), they shouldn't be too hard to compute or predict.

  13. Problems with development were obvious from the start. All the Star Theory/Intercept controversy notwithstanding, I could see that things weren't going smoothly from the developers' comms, or lack thereof.  When you develop such a complex game as KSP, you should have lots of interesting things to tell users about new and improved features. It should be getting more substantive as you get closer to the release date and more things are already in place. Instead, we got rare and often irrelevant posts or videos, and very few actual gameplay pics or footage. To me, it was a sign that development was going very slow and that there were still major obstacles. Moreover, it became clear that the game would have very few new features compared to KSP1 (namely, multiple stars, colonization and multiplayer), and almost all of them are still a long way down the road.

    I can only speculate as to why the development was so slow and inefficient (there are some better-informed opinions in this thread), but it looks obvious that the game wasn't really ready for release, even as Early Access. Apparently, Take 2 finally lost their patience and pushed it out.

    I hate to be a Cassandra and I hope to be wrong, but I feel that, unless a miracle happens and the game will be quickly fixed and improved, the development will be abandoned long before it reaches its later milestones.

  14. Indeed, there is nearly zero chance that N-body physics will be implemented in KSP2. It's a big overhaul of the fundamental systems of the game.

    I have another idea that might, just might, be more feasible: three-body physics. Basically, instead of having just the vessel and the main body, the physics system might also include influence from the second most influential celestial body. It would be Kerbin when you are near Mun or Minmus, Sun when in a planetary orbit and so on. I think it could still be done using the existing patched conics approach and would be reasonably realistic while not too computationally difficult or unstable. It would allow you to have Lagrange points, for instance.

    The SOIs would have to be much bigger (e.g. Mun's SOI would end at a point where the Mun's influence gets stronger than the Sun's), but crossing them would have a smoother effect on the trajectory.

  15. 8 minutes ago, Daniel Prates said:

    Health hehehehe...  you should know.

    100% agree. It was a golden opportunity to insert, from the start, some things flagrantly missing in ksp1 like all of those.

    Guess it will be up to mods, again. Garwel are you feeling up to it?

    For now, I'm waiting for KSP2 to take shape, at least. Will probably buy it when the Science mode is in (or maybe a big discount). Then I'll see what gaps there still are to fill with mods. I have some ideas, but it's really early to say.

  16. I know what you mean. I have also complained elsewhere about KSP2's lack of interesting new mechanics, although I was talking more about things like life support, reliability, radiation, heat management, signal delay etc. They might also for example make kerbals more individual or autonomous (add some sort of AI). Planetary weather could be a very interesting addition.

    I'm also disappointed that the developers basically took the easy road of just adding more celestial bodies and parts, something this community could have done very well on its own (and perhaps even better). There is still hope that some new features will be introduced later, but then the devs should think outside the box and try to not just create a remake + visual uplift.

  17. 3 hours ago, Zombie_Striker said:

    Back to the main topic, this is only a concern if you are playing in "free-play" mode. If there is some limitation like finance, or complex resource management, this wouldn't be an issue. If it would take several harvesting missions to get enough <sci-fi fuel source> to power an FTL drive, then the idea that every mission would be trivial is juts not true.

    Yes and no. Of course, one can always find a challenge, but if to have a decent challenge you need to go deep into the far future and speculative technologies, it's not what KSP is to me (i.e. plausible realism + complexity). I think actual space flight already has a lot of interesting challenges, which I wish KSP (1 and 2) would simulate. There are so many interesting - and real - mechanics that might make the game deeper and more enjoyable!

    But I'm afraid the actual challenge will be like: build a HUGE rocket and make sure it doesn't disintegrate on launch and doesn't fry your PC; land on a planet and mine some Unobtainium, fuel your ship, repeat. And as a reward for all this grind you'll see some (undoubtedly beautiful, if your graphics card can handle it) fantasy planets. I mean, apart from colonies, there are basically no new interesting mechanics promised. Even a Career mode is probably not a thing, so hello overengineering!

    Ok, I just hope I'm wrong and the game will indeed be as deep as most commenters here claim. Otherwise, my only hope is modders. For now, it looks like I'm going to stick with KSP1 and watch the sequel from a distance.

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