garwel

[1.7.3] Kerbal Health 1.3.7 (2019-07-16)

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This mod introduces astronauts' health management to KSP. You have to consider health implications when building vessels, planning and executing missions. It covers various factors affecting health including living space, microgravity, radiation, diseases, accidents and more. It is highly customizable and works well alongside most popular mods.

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Wiki

Source

Features

  • Every kerbal has Health Points (HP).
  • Maximum HP increases with kerbals' level. A newbie has 100 HP while a 5-level kerbal has 150.
  • Kerbals' HP change, including in the background and in timewarp, based on a range of factors such as living space, presence of crewmates, gravity, and specific ship parts. E.g., a level 1 kerbal will typically survive 9 days in a 1-man pod before becoming exhausted and turning into a Tourist.
  • Kerbals need time to recuperate at the KSC between flights to restore full health.
  • If a kerbal's health goes under 20%, he/she is exhausted and becomes a Tourist. They will go back to work when health grows back to 25%.
  • If a kerbal's health falls to 0, he/she dies!
  • Kerbals experience radiation, both cosmic and artificial, which permanently affects their maximum health.
  • You can protect from radiation by using shielding and choosing safer mission profiles. Planets and moons can reduce radiation with their magnetic fields, atmospheres and occlusion, to various degrees.
  • Kerbals may fall sick, have health accidents, panic attacks and other contingencies
  • When kerbals level up, they can acquire quirks that affect their health reactions, to the better or to the worse.
  • Health Monitor lets you check on all your kerbals in KSC and in flight.
  • Health Report in Editor helps design comfy and healthy craft.
  • A configurable low health alert will warn you when you are about to lose a kerbal.
  • Compatibility patches support a range of parts mods (see below).
  • All of these settings are easily changed or disabled in-game and with ModuleManager patches.

Health Factors

The following factors may affect kerbal's health:

  • Assigned (kerbal is on a mission): -0.5 HP/day
  • Confinement (scaled effect): -3 <Crew> x <Living Space> / HP/day (Living Space is provided by most crewed parts, depending on their size, capacity, function etc.)
  • Loneliness (only 1 kerbal in the vessel): -1 HP/day
  • Microgravity (in free fall or under 0.1 g, e.g. Minmus): -1 HP/day
  • EVA: -10 HP/day
  • Connected (having a working CommNet connection to home): +0.5 HP/day
  • Home (on Kerbin below 18 km altitude): +2 HP/day
  • KSC (kerbal is recuperating at KSC, i.e. available): +4 HP/day

These values, like most others in the mod, are adjustable in Difficulty Settings. I recommend playing on Hard settings. They also depend on quirks of a particular kerbal. You can check current values for a specific crew member in Health Monitor.

Certain parts (Hitchhiker, crew cabins, and the Cupola + many provided by mods) can additionally reduce the effect of a health factor (Confinement in this case) allowing for much longer and healthier flights. It often requires EC though. Hab rings in some mods can help overcome Microgravity issues for long-term stations and interplanetary missions. All these features can be changed using ModuleManager patches.

Health Recuperation

Certain parts (such as the Cupola) provide Recuperation bonuses. If a kerbal receives, say, a 1% recuperation bonus, he/she will recover 1% of their lacking health (i.e. of the difference between their current HP and the maximum HP) every day. This change works in parallel with the normal health factors above.

Example: A 5-star kerbal (maximum HP = 150) currently has 70 Health Points and is in a vessel that gives him 2% recuperation. The vessel has 10 units of living space and he has connection and he has a crewmate. Therefore he recovers (150 - 70) x 2% = 1.6 HP per day and loses also (0.5 + 3 x 2 / 10 + 1 - 0.5) = 1.6 HP per day. It means that the marginal change balances out the "normal" change and his health will stay around 70 HP (47%) until the situation changes.

As you see, this mechanics may allow some kerbals to stay relatively healthy indefinitely. It may look cheaty, but the point is that: (1) there should be a way to design long-term missions without spamming crew space, (2) it requires a lot of heavy parts and therefore still difficult, (3) the balanced health level is usually far from 100% and may fall lower if circumstances change (e.g., new crew arrives and fills the station), (4) these bonuses require a lot of EC, (5) radiation still keeps mounting (see below).

Recuperation is not stacked and has crew cap. It means that one Cupola provides 1% Recup for 2 kerbals, 2 Cupolas give 1% for 4 kerbals (not 2%!), etc. If you have more kerbals than the crew cap, Recuperation will be split among them evenly (e.g. 4 kerbals with 1 Cupola will get 0.5% Recup).

Decay is the opposite to Recuperation: for every percentage point of Decay, your kerbal will lose 1% of their remaining health per day. Fortunately, it is very rare.

Radiation

All kerbals on missions are affected by radiation, which slowly but permanently reduces their maximum HP. Radiation is measured in banana equivalent doses (when you eat a banana, you get approximately 1e-7 Sv of radiation). 1e7 (10,000,000) bananas reduce max HP by 10%; 1e8 (100,000,000) bananas kill a kerbal.

The amount of Radiation a kerbal receives depends on many factors. Most importantly, it is determined by their location. Many planets and some moons have magnetic fields that stop some radiation; atmospheres are also very effective in shielding it (see wiki for more). Being close to a celestial body helps screen some rays too. E.g., radiation level at Kerbin's sea level is 1,000 times lower than in interplanetary space just outside Kerbin's SOI. Cosmic radiation is also greater closer to the Sun. To check environment before sending astronauts, you can use magnetometers and Geiger counters provided by supported mods or embedded in advanced stock probe cores.

Being on EVA takes away all the protection your ship provides and dramatically increases radiation level. Artificial radiation is created by certain parts like atomic engines and nuclear reactors.

You can protect kerbals from radiation (both cosmic and artificial) by adding shielding to the vessel. It is provided by some parts, like structural panels, heat shields and mk3 cargo bays. These parts and most crew pods can be improved by adding Radiation Shielding to them in the Editor. You can never eliminate all radiation, but you can reduce it to non-dangerous levels.

You can cure radiation by decontaminating a kerbal, but it is hard. To start decontamination, the kerbal has to be at KSC at full health and with no health conditions. You also need fully upgraded R&D Facility and Astronaut Complex. Every decontamination costs 100,000 funds (in Career mode) and 1,000 science points (in Career and Science mods). It cures 100,000 banana doses per Kerbin day and stops if you send the kerbal on a mission. The kerbal undergoing decontamination temporarily loses 75% of their health and will need to rest afterwards. As always, each value can be adjusted in-game.

Quirks

Whenever a kerbal levels up, there is a 25% chance that he or she will acquire a health quirk (unless he/she already has two). Discovering an anomaly can also grant a free quirk. These can be positive or negative and usually affect kerbals' vulnerability to various health factors and dangers. Chances of getting some quirks depend on courage and stupidity of a particular kerbal. The full list can be found in the Kerbal Health Wiki.

Random Events

Kerbals' organisms, like ours own, are not always predictable. Sometimes, not very often, you may see unexpected events that can impact your whole mission. Kerbals acquire (or lose) certain conditions as a result of these events. Having parts with a Sick Bay (such as the stock Science Lab) helps alleviate the symptoms.

  • Sickness: A kerbal can become sick and start losing health quickly. His/her crewmates may catch the disease too, including during the incubation period. This condition usually heals itself after some time, but it can also lead to a pneumonia, a really dangerous condition. Having Scientists or Medics aboard helps.
  • Injuries: A kerbal can immediately lose some health in an accident. Stupid kerbals are naturally predisposed to this condition. It may cause sepsis, which is mortally dangerous. Bring your kerbal home immediately or pray Kraken it will heal on its own.
  • Food poisoning: Kerbals are known for their love of snacks and they don't always wash their hands. Food poisoning may not be as bad as some other conditions on its own, but if dehydration develops, they will become unable to do any work at all and effectively turn into space Tourists until it passes.
  • Panic attacks: Though not posing danger to health per se, panic prevents kerbals from doing any useful work. At least it doesn't last long and courageous kerbals are less prone to it.

Conditions can be disabled or their chances and effects changed in game settings. You can also easily add, modify or remove conditions (see wiki for details).

Requirements

Supported Mods

Kerbal Health should work well alongside most other mods and will try to adapt to them with smart MM patches. Some have better, native support though:

Making History expansion is fully supported too but not required. If you would like to include special support for your (or your favorite) mod, let me know.

Conflicts & Incompatibilities

  • Any mod, which can temporarily make kerbals Tourists, can conflict with Kerbal Health if both mods change kerbals' status and then turn it back. In some situations it may mean that your kerbals will remain Tourists indefinitely or become active too soon. Kerbal Health tries to fix some of these situations, but cannot prevent all of them.
  • It is recommended to disable habitation mechanics of USI-LS' (and other mods') as these largely have the same goal as Kerbal Health.
  • RemoteTech's connection state is not supported for the purpose of the Connected Factor status. This issue will be resolved once RemoteTech 2.0 is released. Meanwhile, you may disable both Connected and Assigned factors to keep balance.
  • Compatibility with Kerbalism hasn't been tested. This mod changes much of game's internal mechanics, so it can be incompatible.

Feedback & Bug Reports

I love feedback! Tell me what you think about the mod, what ideas, suggestions or complaints you have. If you have a bug report, please provide an output log while in Debug Mode (use in-game settings to enable) or at least give exact instructions how to reproduce it.

License: MIT

Changelog

Spoiler

1.3.7

  • Added: Support for Dynamic Battery Storage (will work when that mod is updated)
  • Fixed: Serious issue #89 with incorrect location of kerbals introduced in v1.3.6

1.3.6

  • Compiled for KSP 1.7.3
  • Added: Support for Crew R&R, Sin Phi Heavy Industries and new KSP-IE parts
  • Added: Messages look a bit nicer now
  • Changed: Microgravity factor increased from 0.5 to 1; KSC factor reduced from 5 to 4; these only affect new games on harder difficulty settings
  • Changed: Assigned factor is now active in Easy mode by default (only affects new games)
  • Fixed: Low health alarm now follows your settings for unwarping time
  • Fixed: No more misleading "version update" message on new game start

1.3.5

  • Compiled for KSP 1.7
  • Added: Decontamination (radiation cleaning) feature, see readme
  • Added: Patch for Tokamak Industries Refurbished Parts
  • Updated: Patch for KSP-IE
  • Fixed: Parts radiation wasn't applied to kerbals in unloaded vessels
  • Fixed: Microgravity factor didn't apply to vessels on escape trajectories
  • Fixed: Health Monitor didn't show ETA to exhaustion end for recuperating kerbals
  • Fixed: Incorrect in-game description of NOT OR logic
  • Small UI improvements and fixes

1.3.4

  • Compiled for KSP 1.6 "To Vee or Not To Vee" (may be compatible with KSP 1.5)
  • Updated KSP-IE patch for 1.20.15

1.3.3

  • Fixed Feline Utility Rovers, Karibou and Malemute patches lacking crew caps for health modules

1.3.2

  • Compiled for KSP 1.5.1
  • Added: You can now add health modules' actions in action groups (untested, thanks to @DefiantZombie)
  • Added: Patch for Feline Utility Rovers
  • Added: If RealisticAtmospheres & OPM mods are installed, Tylo will have 0.2-strong atmospheric radiation absorption
  • Changed: Redone from scratch patches for Malemute, Karibou and FTT, with more parts supported
  • Fixed: New mk1 pod (since KSP 1.5) now has correct Kerbal Health settings
  • Removed: TundraBFR patch, which was incomplete and unbalanced anyway

1.3.1

  • Recompiled for KSP 1.5
  • Added: Celestial bodies can now be radioactive; so far only one body from Outer Planet Mod uses this (good luck finding it without looking at the source code), but it can easily be added with MM patches; see wiki for details
  • Added: Radiation and Dose are now displayed with prefixes such as K, M or G if they are big enough
  • Fixed: Duplicate health modules in some SSPX and other parts

1.3.0

  • Overhauled: Merged conditions and events systems. Health conditions can now appear, disappear or change based on chance and various factors
  • Added: Conditions for injuries, food poisoning, panic attacks and more
  • Added: Health environment sensors allow you to see amount of magnetosphere shielding and/or cosmic radiation level before sending kerbals. The sensors are built into corresponding parts in certain mods (currently DMOS and KSP-IE) or, if you don't have those, advanced probe cores
  • Added: Location column in Health Monitor; kerbals can now be sorted either alphabetically or by their location (default)
  • Added: Supplies and Mulch parts in USI-LS provide a small amount of radiation Shielding
  • Added: Better support for Tantares, Extraplanetary Launchpads, Near Future Technologies, RLA Reborn
  • Changed: Radiation settings rebalanced to more realistic values. Nominal levels of radiation significantly increased (especially in low orbit), but their health effect lowered 2.5 times. All artificial radiation provided by parts was updated too
  • Changed: Crowded health factor renamed to Confinement; Sickness factor renamed to Conditions
  • Changed: Conditions settings merged with Quirks settings
  • Changed: SSPXR support patch is now included in Kerbal Health instead of being bundled with SSPXR
  • Fixed: 'title' key for health modules didn't work for custom parts
  • Performance improvements and fixes for potential issues

1.2.1

  • Compiled for KSP 1.4.5 (should be compatible with 1.4.x)
  • Added: Planets and moons now have individual configuration (defined in KerbalHealth.cfg and modified manually or with MM patches) for their magnetospheres' and atmospheres' effects on radiation. Configs for stock and OPM bodies included. See specifics in the wiki.
  • Added: Support for nested moons (i.e. moons orbiting other moons), moons in very low orbit and other complex body configuration
  • Added: Kerbals who discover an anomaly can now gain a free quirk (chance is defined in the settings)
  • Changed: In Health Monitory, kerbals that have <1 day until they become tourists or die are shown in red; those that have more time left are in orange
  • Changed: KSP-IE reactors' radioactivity has been rebalanced; included configs for recently added reactors
  • Changed: Part radioactivity has been changed slightly (rounded to the nearest 5)
  • Changed: Operator/Logic entries in quirk configs is now case-insensitive ("or" and "Or" are both ok)
  • Fixed: Game Addict quirk not working properly
  • Fixed: Parts' radiation had different effect if your day length was not 6 hours

1.2.0

  • Added: Health quirks—individual features of kerbals so that they react to health factors differently. The Quirks are 100% editable; you can add, remove or change them by editing KerbalHealth.cfg or with MM patches. Kerbals have a 25% chance of getting a semi-random Quirk (depending on their Stupidity and Courage) when they level up. Everything is adjustable (or can be disabled) in the Settings, as usual.
  • Added: Support patches for SSTU, Malemute, Tundra, RLA Reborn
  • Added: UI is now colorful (I welcome suggestions about the color scheme)
  • Added: Health decay is now displayed in Details view
  • Changed: Radiation now increases gradually as you get farther from a celestial body (due to occlusion); body radiation shielding setting has been deprecated
  • Fixed: 1.875 m heat shield from Making History now provides radiation shielding
  • Fixed: Blurry toolbar icon
  • Fixed: Date/time displayed incorrectly for periods over 1 year
  • Fixed: Panic Attack time was displayed incorrectly
  • Fixed: Exposure was not calculated correctly on game load
  • Fixed: NRE when renaming kerbals
  • Fixed: Potential NRE when kerbal currently viewed in Health Monitor is killed/removed
  • Fixed: NRE related to Sickness in some crew configurations

1.1.2

  • Recompiled for KSP 1.4.1
  • Added: Config for Command Pod Mk.1-3 from KSP 1.4
  • Added: Configs for parts introduced by Making History Expansion
  • Added: Radiation shielding to Structural Fuselage
  • Fixed: Radiation shielding added to Deadly Reentry 0.625m Heat Shield, for real this time

1.1.1

  • Fixed: NRE when calculating Connected factor in some cases
  • Fixed: NRE when renaming unregistered kerbals (should fix incompatibility with GPP)
  • Fixed: Issues with kerbals marked as Missing (e.g. in rescue contracts)
  • Fixed: Deadly Reentry's 0.625 m heat shield didn't have radiation shielding (thanks eightiesboi)
  • Fixed: Bug in Health Report, which sometimes caused incorrect figures to be displayed

1.1.0

  • Added: (Almost) every crewable part now provides Living Space, which is used, instead of seats number, to calculate Crowded factor. Generally, heavier and more expensive parts tend to provide more space, but factor multipliers and Recuperation are also taken into account.
  • Added: Recuperation now has crew cap and can't go higher than the highest Recuperation value among your parts. E.g. a Cupola provides 1% Recuperation for 2 crew => 4 Cupolas give 1% Recup for 8 crew (not 4%!).
  • Added: Support patches for Atomic Age, FTmN, FTmn-New, RSCapsuledyne from Spacetux Recycled Parts (thanks @linuxgurugamer for these), BDB, and DSEV mods
  • Added: Recuperation is now shown in Health Report
  • Added: Some parts (stock as well as from mods) now provide bonuses to Loneliness and Connected factors
  • Changed: Base Crowded factor value is -3 instead of -5. It is applied automatically when the mod is updated, but you should load every crewed vessel to update cache.
  • Changed: EVA radiation exposure was lowered to 500% from 1000% (to 200% from 300% on moderate difficulty)
  • Changed: Health modules can only be enabled or disabled if they consume resources (EC). Therefore alwaysActive keyword has been deprecated.
  • Changed: All parts' values have been rebalanced
  • Fixed: Cupola and some cockpits had RadShield when they shouldn't have (thanks @Fraz86 for pointing out)
  • Significantly improved performance for vessels with a lot of crew

1.0.2

  • Added: Health modules now reactivate automatically when enough EC is available
  • Changed: DeepFreeze CRY-0300R freezer can't hold any RadShield resource
  • Fixed: Radiation readings in Health Monitor weren't updated for non-available kerbals
  • Fixed: Sick Tourists would never cure at KSC if no Scientist was present
  • Fixed: Exception when kerbal died or went missing
  • Possibly fixed: Issues with calculating part effects after undocking (needs testing)

1.0.1

  • Added: Health modules in parts now have names depending on their functions
  • Added: Health module action names (on right click) are now "Enable..." or "Disable..." instead of just "Toggle..."
  • Added: Accident events' chance now depend on stupidity: more stupid kerbals have more bad stuff happening to them
  • Fixed: NRE on some tourist and rescue contracts
  • Fixed: Panic attacks were ridiculously long
  • Fixed: DFWrapper log spam
  • Fixed: Radiation level of frozen (with DeepFreeze) kerbals didn't change
  • Fixed: Command seats had RadShield capacity when TakeCommand was installed
  • Improved performance with some caching, code cleanup and optimized compilation

1.0.0

  • Added: Radiation effects that permanently reduce kerbals' maximum HP (see readme or wiki for more details)
  • Added: RadiationShielding resource that can be added to most crew pods and some other parts for additional protection
  • Added: Detailed view in Health Monitor displays more stats including individual factors for loaded kerbals
  • Added: Support for kerbals freezing with DeepFreeze
  • Added: Support for radioactive and shielding parts in stock, MKS, Deadly Reentry, Kerbal Atomics, KSP-IE, SpaceY, etc.
  • Added: Difficulty presets (Hard difficulty recommended)
  • Added: Health Monitor splits into pages when you have many kerbals
  • Changed: EC consumption of all health modules reduced by 50%
  • Changed: EVA factor now reduces health by 10 HP/day (down from 30)
  • Changed: Sicknesses are now more rare, but they last longer and have longer incubation
  • Changed: Marginal health change renamed to Recuperation (for positive) and Decay (for negative)
  • Changed: Notifications are no longer shown for events with kerbals not on missions (prevents message spam)
  • Fixed: Kerbals on EVA no longer feel crowdedness
  • Fixed: Health Monitor didn't update correctly when kerbals were added or removed
  • Fixed: Incorrect calculation of science lab and some other parts' effects in Health Report
  • Fixed: Renaming kerbals shouldn't reset their stats now (hopefully)
  • Some small UI improvements, code cleanup, and performance tweaks
  • Compiled for KSP 1.3.1

0.6.5

  • Added: A setting to disable sickness mechanics altogether (note that it doesn't magically cure your kebals, but instead prevents any sickness-related events from triggering and eliminates sickness' effects)
  • Fixed: Marginal health change didn't calculate for unloaded vessels
  • Fixed: NRE when kerbal went on EVA
  • Fixed: Setting Contagion Period to 0 didn't prevent contagion
  • Small UI fixes and improvements

0.6.4

  • Added: Low health alert will warn you when kerbal's HP falls below a certain level (defined in the settings, 0 to disable)
  • Added: Support for FASA (thanks to AlekM)
  • Added: Support for B9 Aerospace (thanks to fabioita)

0.6.3

  • Added: You can now select, which factors to include in the Health Report calculations
  • Added: Kerbal Planetary Base Systems (KPBS) compatibility
  • Changed: Cupola EC consumption changed to 2 per kerbal (for marginal health bonus only)
  • Fixed: If exhaustion start level is set to 0 in the Settings, exhaustion should not occur
  • Fixed: Potential error with calculating min/max limits for factor multipliers in complex vessels

0.6.2

  • Added: Day length and home world should now be compatible with universe-changing mods
  • Added: Time unwarp when things happen (such as exhaustion) to kerbals on a mission
  • Changed: Increased EC consumption for most stock parts
  • Changed: Science Lab now only affects its own crew
  • Changed: A medic can heal 2 sick kerbals without penalties (2x better than a Scientist)
  • Changed: Death HP level is now fixed at 0, but you can now disable death in Settings
  • Fixed: Bug with curing sickness at KSC

0.6.1

  • Added: Kerbals on missions can catch infection from their crewmates
  • Added: Incubation period when the kerbal is contagious but shows no signs of the sickness
  • Added: Scientists and Medics help cure sickness much sooner (when enough are present)
  • Added: Kerbals have temporary immunity from sickness after recovering from it
  • Added: Mobile Processing Lab halves effects of sickness
  • Changed: Events settings are now defined through average periods/duration instead of daily chance (should be more convenient)
  • Changed: Part module info is again displayed even if KH is disabled
  • Fixed: Freeze on loading screen

0.6.0

  • KSP 1.3.0 release (not compatible with 1.2.*)
  • Added: Sickness mechanics. Kerbals can now become sick (randomly, mean time to happen = 100 days) and start losing health (5 HP/day). This condition goes on its own (MTTH = 10 days).
  • Added: Update interval now varies depending on time warp, to provide best accuracy and performance
  • Added: You can now specify a custom resource to be used by ModuleKerbalHealth (needs testing, see wiki for details)
  • Changed: Crowded factor now drains -5 HP/day for a cramped vessel (was -6)
  • Changed: Home factor adds +2 HP/day (instead of +5) and only works at an altitude under 18 km; Home factor now affects kerbals on EVA
  • Changed: Feel Bad event renamed to Accident
  • Changed: Stock Cupola now affects 2 kerbals instead of one
  • Changed: Min/max values for some factors in Difficulty Settings
  • Fixed: Bugs with unloaded/unpacked kerbals and kerbals on EVA (hopefully, need test!)
  • Fixed: Part module info is not displayed any more when Kerbal Health is disabled

0.5.2

  • Fixed: Error due to (unfinished) DeepFreeze integration
  • Fixed: Health modules don't consume EC any more when the mod is disabled
  • Tiny UI change (Health Monitor header)

0.5.1

  • Added: Health Monitor now shows estimated daily HP change
  • Changed: Default events' chances increased up to 10x (but still quite rare)
  • Fixed: Issue #29 when Kerbal Health installed mid-game
  • Fixed: Issue #30 when health modules didn't consume EC under time warp
  • Fixed: Issue when kerbals recovered from KSC didn't have their health updated correctly
  • Small performance and code style improvements

0.5.0

  • Added: events system, which activates rare, but potentially dangerous health events with your kerbals. It can be disabled or fine-tuned in the settings. See readme or wiki for more.
  • Added: support for Blizzy's Toolbar mod (not included).
  • Added: option to disable the mod
  • Added: option to show game messages (clickable buttons) instead of on-screen messages (default on)
  • Changed: EVA factor down from -50 to -30, Home factor up from +1 to +5
  • Fixed: issue of KSP 1.2.2 with floating-point and percentage parameters
  • Fixed: NRE on game exit
  • Fixed: some minor and potential issues

0.4.7

  • Fixed: issues with kerbals in unfocused vessels

0.4.6

  • Added: Kerbal Health button in Tracking Station
  • Changed: Overpopulation factor renamed to Crowded
  • Fixed: actual and potential issues related to EVA
  • Other fixes and redundant code removal

0.4.5

  • Added: Health Monitor and Health Report windows' positions are saved when you close them
  • Added: CKAN support (hopefully)
  • Changed: AppLauncher icon is a bit neater
  • Fixed: tourists not tracked
  • Fixed: external seat issue (incompatibility with TakeCommand)
  • Fixed: one potential incompatibility with USI-LS

0.4.4

  • Added: Connected (+0.5 HP/day when having connection to home), EVA (-50 HP/day when on EVA) and Home (+1 HP/day when under 25 km on Kerbin) factors
  • Added: USI-LS support patch (only affects Observation Cupola)
  • Changed: Assigned factor is now -0.5 HP/day by default
  • Changed: Improved performance and garbage creation

0.4.3

  • Added: Microgravity factor (-0.5 HP/day) for orbital and suborbital flights and under 0.1 g environments (including Minmus)
  • Added: MKS support patch. Disabling USI-LS' habitation is recommended. I'll appreciate feedback on balancing
  • Changed: Overpopulation factor slightly reduced (from -7 to -6 HP/day) to compensate for Microgravity
  • Changed: EC consumption for health modules in stock parts doubled; cupola now gives 0.5x Overpopulation effect for 1 kerbal
  • Performance optimizations and small GUI enhancements

0.4.2

  • Added: Factor multipliers for parts. Parts can now change (reduce or increase) the effect of specific health factors, for all crew or for a limited number of kerbals. See more in wiki
  • Added: Badass kerbals never suffer from Loneliness. Jeb can do it all single-handedly!
  • Added: Support for multiple part modules per part. Modders, rejoice!
  • Added: KSP AVC support
  • Changed: Not Alone factor is now called Loneliness and has opposite effect (naturally); LivingSpace factor is promptly renamed Overpopulation
  • Changed: Hitchhiker and crew cabins (mk1, mk2, mk3) now only give 0.5 multiplier to Overpopulation; Cupola also gives +1% marginal health bonus (and therefore is essential for making closed-loop stations)
  • Changed: Reduced amount of logging when debug mode is off (now default)

0.4.1

  • Added: Parts now provide marginal health change (see readme on Github for more info)
  • Added: Part modules consume EC (at flat rate or per kerbal affected)
  • Added: Part modules can be switched on and off in flight
  • Added: Part module details now displayed in Editor
  • Added: Crew cabins (mk1, mk2, mk3) now provide bonuses to health
  • Changed: Health Monitor and Health Report windows updated for marginal health change support
  • Changed: All health factors rebalanced, all parts' effects and EC consumption changed

0.4.0 Beta

  • ModuleManager now required!
  • Added: Part module ModuleKerbalHealth
  • Added: Cupola & Hitchhiker provide health bonus (+1 HP/day for whole vessel crew and +3 for part crew only, respectively)
  • Added: In-game settings
  • Fixed: Support for kerbals on EVA
  • Fixed: Game load issue

0.3.0

  • Added: Health Report in editor. Shows daily HP change and estimated time till next condition (usually Exhaustion). Note that it uses current kerbals' HP.
  • Added: Not Alone factor. Kerbals lose 2 HP less per day when travelling with crewmates.
  • Changed: KSC health recovery speed lowered 10 times to 10 HP/day. So a kerbal will need to rest for approximately the same amount of time he/she had been on a mission to fully recover their health.
  • Fixed: Occasional NRE when exiting with Alt+F4 (hopefully).

0.2.0

  • Added: Health Monitor window in KSC and in flight. It displays kerbals' health (% and raw points), condition and time left until next condition (exhaustion, death or recovery)
  • Changed: living space effect halved, so a kerbal can survive 10-15 days (depending on the level) in a crammed vessel.
  • Fixed: #10 health persistence across reverts issue (thanks schrema)

0.1.0

  • Every kerbal, including Tourists, has Health Points (HP)
  • HP increase with kerbals' level. A 5-level kerbal is 50% "healthier" than a newbie
  • Kerbals' HP are updated (currently once a second, including in background and in timewarp)
  • Health decreases when on a mission in proportion to crew/capacity ratio. A kerbal in a full vessel loses all his/her health in 5-7.5 days (depending on the level)
  • If a kerbal's health is under 20%, he/she becomes a tourist
  • If a kerbal's health falls to 0, he/she dies!
  • In KSC, kerbals gradually recover their health
  • Press red cross button to see kerbals' health status (name, % of max health, HP, time to next phase)

EdQ8i6q.png

ojmYnaC.png

Edited by garwel
Updated for v1.3.7

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KerbalHealth 0.2.0 (still early alpha)

  • Added: Health Monitor window in KSC and in flight. It displays kerbals' health (% and raw points), condition and time left until next condition (exhaustion, death or recovery)
  • Changed: living space effect halved, so a kerbal can survive 10-15 days (depending on the level) in a crammed vessel.
  • Fixed: health persistence across reverts issue (thanks @schrema)

Download here

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KerbalHealth 0.3.0 (alpha)

  • Added: Health Report in editor. Shows daily HP change and estimated time till next condition (usually Exhaustion). Note that it uses current kerbals' HP.
  • Added: Not Alone factor. Kerbals lose 2 HP less per day when travelling with crewmates
  • Changed: KSC health recovery speed lowered 10 times to 10 HP/day. So a kerbal will need to rest for approximately the same amount of time he/she had been on a mission to fully recover their health
  • Fixed: Occasional NRE when exiting with Alt+F4 (hopefully).

Download here

Edited by garwel

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KerbalHealth 0.4.0 (beta)

The mod is now in Beta! It is open to the public, but still far from being a finished product. Things will continue to change, but most systems are now in place.

  • ModuleManager now required!
  • Added: Part module ModuleKerbalHealth
  • Added: Cupola and Hitchhiker provide health bonus (+1 HP/day for whole vessel crew and +3 for part crew only, respectively)
  • Added: In-game settings
  • Fixed: Support for kerbals on EVA
  • Fixed: Game load issue

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This is indeed a most interesting concept, I Like that you are examining how other situations will affect the Kerbal.

My thoughts would be, cramped compartments - bad vs open spacious area not so bad. EVA in space - average, EVA on a planetary surface - not so bad

Will you provide guidance/instructions to other mod makers on how to implement your module? for instance the planetary domes parts would have only a slightly detrimental affect because of the fantastic vista's you cane see!

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40 minutes ago, steedcrugeon said:

This is indeed a most interesting concept, I Like that you are examining how other situations will affect the Kerbal.

My thoughts would be, cramped compartments - bad vs open spacious area not so bad. EVA in space - average, EVA on a planetary surface - not so bad

Will you provide guidance/instructions to other mod makers on how to implement your module? for instance the planetary domes parts would have only a slightly detrimental affect because of the fantastic vista's you cane see!

Yep, I'm going to make a detailed wiki on mod's mechanics and ways to extend it. At a later stage, I'd like to add some sort of an API to make it even more flexible.

I'm going to add more factors including EVA, microgravity, high G, breathable atmosphere, etc. as well as more balanced part effects. This stuff is relatively easy to code, so I hope to release it soon.

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Looking good , especially for a first mod. One suggestion I have if you haven't thought of it already is a way to specify in the cfg if a part has living space included in it.

The crew:crew-capacity ratio is great for stock parts but I know there are a number of mods (specifically SSTU and I believe MKS, I'm sure there are others) that have long term hab parts that have their crew capacities set with the mind set of "this part has facilities to support this amount of crew for extended stays", ie ther kerbals per volume is much much lower than stock parts because it is intended that enough recreational and leisure spaces are included for each kerbal.

Keep up the good work!

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1 hour ago, Akira_R said:

Looking good , especially for a first mod. One suggestion I have if you haven't thought of it already is a way to specify in the cfg if a part has living space included in it.

The crew:crew-capacity ratio is great for stock parts but I know there are a number of mods (specifically SSTU and I believe MKS, I'm sure there are others) that have long term hab parts that have their crew capacities set with the mind set of "this part has facilities to support this amount of crew for extended stays", ie ther kerbals per volume is much much lower than stock parts because it is intended that enough recreational and leisure spaces are included for each kerbal.

Keep up the good work!

Thanks. What we have now is a part module where you can specify how the part affects the crew's health (either the crew of this specific part or the entire vessel). This approach is more flexible and it should work quite well with these and other mods. But there is no reason why we can't have both this and the "extra living space". I'll think about your idea and how best to address it.

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KerbalHealth 0.4.1

  • Added: Parts now provide marginal health change (see readme on Github for more info)
  • Added: Part modules consume EC (at flat rate or per kerbal affected)
  • Added: Part modules can be switched on and off in flight
  • Added: Part module details now displayed in Editor
  • Added: Crew cabins (mk1, mk2, mk3) now provide bonuses to health
  • Changed: Health Monitor and Health Report windows updated for marginal health change support
  • Changed: All health factors rebalanced, all parts' effects and EC consumption changed

Download here

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A wiki added: https://github.com/GarwelGarwel/KerbalHealth/wiki Going to expand it later.

So, I've got the skeleton of the mod I wanted to make. Now is the time to add some meat to it. I will now focus on creating more health effects and making compatibility patches for popular mods (USI-LS, MKS, DeepFreeze, Blizzy's Toolbar, et al.), and balancing. Some bug hunting is also inevitable.

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KerbalHealth 0.4.2

  • Added: Factor multipliers for parts. Parts can now change (reduce or increase) the effect of specific health factors, for all crew or for a limited number of kerbals. See more in wiki
  • Added: Badass kerbals never suffer from Loneliness. Jeb can do it all single-handedly!
  • Added: Support for multiple part modules per part. Modders, rejoice!
  • Added: KSP AVC support
  • Changed: Not Alone factor is now called Loneliness and has opposite effect (naturally); LivingSpace factor is promptly renamed Overpopulation
  • Changed: Hitchhiker and crew cabins (mk1, mk2, mk3) now only give 0.5 multiplier to Overpopulation; Cupola also gives +1% marginal health bonus (and therefore is essential for making closed-loop stations)
  • Changed: Reduced amount of logging when debug mode is off (now default)

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@Akira_R, as you can see, I added something along the lines that you suggested, but more flexible. Now, you can let any part change the effect of any health factor. E.g., you can have the Cupola reduce a kerbal's loneliness or, in the future, a Hab Ring reduce microgravity effects. I introduced this as I was contemplating how to patch MKS for KerbalHealth.

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1 hour ago, New Horizons said:

Hey garwel, do you plan any crossover with Kerbalism?

Yes, I'm going to make patches for the most popular related mods including Kerbalism. I haven't played it myself though, so I may need help and feedback on how to balance stuff.

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KerbalHealth 0.4.3

  • Added: Microgravity factor (-0.5 HP/day) for orbital and suborbital flights and under 0.1 g environments (including Minmus)
  • Added: MKS support patch. Disabling USI-LS' habitation is recommended. I'll appreciate feedback on balancing
  • Changed: Overpopulation factor slightly reduced (from -7 to -6 HP/day) to compensate for Microgravity
  • Changed: EC consumption for health modules in stock parts doubled; cupola now gives 0.5x Overpopulation effect for 1 kerbal
  • Performance optimizations and small GUI enhancements

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KerbalHealth 0.4.4

  • Added: Connected (+0.5 HP/day when having connection to home), EVA (-50 HP/day when on EVA) and Home (+1 HP/day when under 25 km on Kerbin) factors
  • Added: USI-LS support patch (only affects Observation Cupola)
  • Changed: Assigned factor is now -0.5 HP/day by default
  • Changed: Improved performance and garbage creation

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I just found this! Super excited! I've tried some other similar mods before but never found them all that great -- this seems just perfect though.

Some other ideas if you're interested:

  • Integrate with RemoteTech (just for the connection to home) and TAC-LS (if necessary?)
  • Buddy relationships between kerbals (maybe Jeb loves Bill but ain't so keen on Bob).
  • Make use of kerbals' bravery and stupidity stats.
  • Maybe some dedicated parts for long-haul missions -- a microgravity gym, entertainment centre, etc?

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1 hour ago, cyberpunkdreams said:

I just found this! Super excited! I've tried some other similar mods before but never found them all that great -- this seems just perfect though.

Some other ideas if you're interested:

  • Integrate with RemoteTech (just for the connection to home) and TAC-LS (if necessary?)
  • Buddy relationships between kerbals (maybe Jeb loves Bill but ain't so keen on Bob).
  • Make use of kerbals' bravery and stupidity stats.
  • Maybe some dedicated parts for long-haul missions -- a microgravity gym, entertainment centre, etc?

1. RT 2.0 will be integrated with CommNet, so I'm not sure it makes sense to include support for the soon-to-be-obsolete version. Will try to do it though if there is big demand. As to TAC-LS, as far as I remember, it doesn't have anything like habitation or parts that might affect health. So it doesn't really intersect with KerbalHealth.

2. I'm thinking about it, but I doubt that a lot of people will want to micromanage this far, and neglect can lead to some unexpected, frustrating things. It might be an idea for a separate mod or as an option for some advanced version.

3. Actually, I was going to use bravery stats from the very beginning. My idea currently is that bravery will affect probability of some events such as a panic attack. I'm developing this feature now, but I don't know when or whether it will be released. Stay tuned.

4. I am very bad at material design and I right now don't plan on adding any parts to this mod. However, I do plan to support as many mods as possible. For instance, the MKS hab ring already helps eliminate effects of microgravity.

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2 hours ago, garwel said:

1. RT 2.0 will be integrated with CommNet, so I'm not sure it makes sense to include support for the soon-to-be-obsolete version. Will try to do it though if there is big demand. As to TAC-LS, as far as I remember, it doesn't have anything like habitation or parts that might affect health. So it doesn't really intersect with KerbalHealth.

2. I'm thinking about it, but I doubt that a lot of people will want to micromanage this far, and neglect can lead to some unexpected, frustrating things. It might be an idea for a separate mod or as an option for some advanced version.

3. Actually, I was going to use bravery stats from the very beginning. My idea currently is that bravery will affect probability of some events such as a panic attack. I'm developing this feature now, but I don't know when or whether it will be released. Stay tuned.

4. I am very bad at material design and I right now don't plan on adding any parts to this mod. However, I do plan to support as many mods as possible. For instance, the MKS hab ring already helps eliminate effects of microgravity.

Thanks for the response! All valid points. It's your mod, after all, I'm just throwing some thoughts out there. The reason I suggested RT is just because I think RT 2.0 might be a few months away still, but even so it might not be worth integrating with 1.8, For the fourth point, you could just use some stock models for now, and maybe if someone else got interested enough in the mod they could produce custom models and IVAs (I'd volunteer myself, but it's not my forte either). I really like the idea of buddies still, but I get what you mean about too much micro-management. Maybe instead of affecting health directly, having good buddies on a flight together might trigger certain events or something, if you're adding events anyway? That way it would add some more flavour without extra management.

Just one more suggestion -- maybe consider giving a slight health boost for being in Kerbin's SOI? I was watching an interview with some ISS astronauts the other day, and one thing they said helps them a lot psychologically is being able to look at the Earth and knowing that they could return to the surface very quickly if they absolutely had too. It would make missions to Minmus and Mun a bit easier, and therefore lessen the impact of the mod early in a career game.

 

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5 minutes ago, cyberpunkdreams said:

Thanks for the response! All valid points. It's your mod, after all, I'm just throwing some thoughts out there. The reason I suggested RT is just because I think RT 2.0 might be a few months away still, but even so it might not be worth integrating with 1.8, For the fourth point, you could just use some stock models for now, and maybe if someone else got interested enough in the mod they could produce custom models and IVAs (I'd volunteer myself, but it's not my forte either). I really like the idea of buddies still, but I get what you mean about too much micro-management. Maybe instead of affecting health directly, having good buddies on a flight together might trigger certain events or something, if you're adding events anyway? That way it would add some more flavour without extra management.

Just one more suggestion -- maybe consider giving a slight health boost for being in Kerbin's SOI? I was watching an interview with some ISS astronauts the other day, and one thing they said helps them a lot psychologically is being able to look at the Earth and knowing that they could return to the surface very quickly if they absolutely had too. It would make missions to Minmus and Mun a bit easier, and therefore lessen the impact of the mod early in a career game.

 

Adding events based on buddies might be a good idea; I'll think about it.

As to Kerbin SOI health bonus, I planned it initially, but now I think that I already have a rather easy setup for early game (e.g., compared to USI-LS habitation) and a very serious challenge for interplanetary missions. Playing with default settings and without other mods, you can easily send a kerbal in a two-seat vessel to Minmus (and back), but even a simple mission to Duna with a minimum crew will require several Hitchhikers and Cupolas. Making it even harder is not what I want. But things may change in the future.

What I plan to do, however, is to let other mod makers add their own health factors, events etc. with plugins or config files.

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Again, fair enough! Just a thought, and you know best how the mod is balanced (I've not even tried it yet). I was more thinking of making the early game easier (and long duration in Kerbin orbit I guess) and not making the rest harder. But if the early part is already easy enough then it's not a problem.

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fyi MKS comes with a "Medic" class of Kerbal and so if you could set it up that having medics would increase health that would be awesome.

Edited by TheRagingIrishman

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8 hours ago, TheRagingIrishman said:

fyi MKS comes with a "Medic" class of Kerbal and so if you could set it up that having medics would increase health that would be awesome.

At of now, sending a kerbal to an MKS MedBay will give him/her a big health bonus (+8%) helping restore some of their health. It doesn't require a medic though. I'll probably add integration with medics and other MKS features (like different hab setups) in the future.

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Kerbal Health 0.4.5

  • Added: Health Monitor and Health Report windows' positions are saved when you close them (thanks @HebaruSan)
  • Added: CKAN support (hopefully)
  • Changed: AppLauncher icon is a bit neater
  • Fixed #20: tourists not tracked
  • Fixed #23: external seat issue (incompatibility with TakeCommand)
  • Fixed: one potential incompatibility with USI-LS

Download here

Edited by garwel

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