garwel

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

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On 08/03/2017 at 0:33 PM, garwel said:

Just open USI-LS settings in the KSC screen and choose none for habitation effects (twice, for veterans and ordinary astronauts).

Doh, that made me realise that I don't even has USI-LS installed ;).

Small bug report -- I've got a kerbal with NaN health and NaN delta-health. She was on orbit before I installed the mod though, so I guess that's the probably cause?

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4 hours ago, cyberpunkdreams said:

Doh, that made me realise that I don't even has USI-LS installed ;).

Small bug report -- I've got a kerbal with NaN health and NaN delta-health. She was on orbit before I installed the mod though, so I guess that's the probably cause?

Shouldn't cause a problem. Do you have the output log?

UPD: I think I know what might have caused it. You may either remove KH, return your kerbal home and then reinstall it or try killing him/her and resurrecting. The former option is probably easier. I'll fix it in the next release.

Edited by garwel

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This mod looks awesome, I'll give it a try soon.

Does it work with Deepfreeze?

Thanks!

Edit: Well just tested it a little and it looks like it works.

Edited by Elkram

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2 hours ago, Elkram said:

This mod looks awesome, I'll give it a try soon.

Does it work with Deepfreeze?

Thanks!

Edit: Well just tested it a little and it looks like it works.

I am currently working on DeepFreeze integration, but there are some issues with its API. We may have to wait for @JPLRepo to resolve them for the mods to work properly together. Meanwhile, I can make a quick and dirty fix (that will effectively just disable KH for all kerbals in DF's freezers) if someone needs it.

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1 minute ago, garwel said:

I am currently working on DeepFreeze integration, but there are some issues with its API. We may have to wait for @JPLRepo to resolve them for the mods to work properly together. Meanwhile, I can make a quick and dirty fix (that will effectively just disable KH for all kerbals in DF's freezers) if someone needs it.

Better to do things right once. At least for me I don't need it right now. Thanks!

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Kerbal Health 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

 

Download here

I am also working on DeepFreeze compatibility, but got stuck due to a bug on the other side.

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The more I think about this mod the more I like it.

Just a sugestion. Reputation losses when kerbals gets low on health and hibernate or die. Maybe hibernation option could have less impact on reputation than death.

Also, I thought on picking up the Greenhouse model designed by zzz years ago and configuring it for Kerbal Health. I'm not too experieneced in modding, just touched here and there with some mods.

Could this work? Does it makes any sense for a "Greenhouse"?

MODULE
    {
        name = ModuleKerbalHealth
        hpMarginalChangePerDay = 2
        ecConsumption = 6
        isActive = false
        crewCap = 3
    }

Any advice is apreciated. The idea is to give it some Mass and good amount of EC use so it's not easy to carry to a station but once it is there and working it helps on kerbals living there. Maybe instead of the marginal change it should affect microgravity or assigned?

Edited by Elkram

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22 hours ago, Elkram said:

MODULE
    {
        name = ModuleKerbalHealth
        hpMarginalChangePerDay = 2
        ecConsumption = 6
        isActive = false
        crewCap = 3
    }

Currently, crewCap attribute only applies to factor multipliers, not to marginal change. So it will have no effect in this configuration. Otherwise, it looks ok to me.

14 hours ago, nascarlaser1 said:

if I were to use this with USI LS, would any settings in either KH or USI LS need to be edited?

I recommend doing two things:

1. Disable USI-LS habitation effects. They overlap with what KH does, so there's no point having two systems at the same time.

2. Avoid using Grouchy and Mutinous effects in USI-LS. In some cases, when two mods change a kerbal into a Tourist and back, they may conflict resulting in your kerbal either staying Tourist indefinitely or leaving that state too early.

Alternatively, you may disable Kerbal Health's exhausted state by driving its slider (in Difficulty Settings > Kerbal Health) to 0. Then your kerbals will not become Tourists due to health issues (but will die when health reaches 0 anyway).

Edited by garwel

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Kerbal Health 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)

Download here

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5 hours ago, garwel said:

Currently, crewCap attribute only applies to factor multipliers, not to marginal change. So it will have no effect in this configuration. Otherwise, it looks ok to me.

I recommend doing two things:

1. Disable USI-LS habitation effects. They overlap with what KH does, so there's no point having two systems at the same time.

2. Avoid using Grouchy and Mutinous effects in USI-LS. In some cases, when two mods change a kerbal into a Tourist and back, they may conflict resulting in your kerbal either staying Tourist indefinitely or leaving that state too early.

Alternatively, you may disable Kerbal Health's exhausted state by driving its slider (in Difficulty Settings > Kerbal Health) to 0. Then your kerbals will not become Tourists due to health issues (but will die when health reaches 0 anyway).

is there a way to turn of the KH death effect and substitute it for the USI LS's tourist effect when they reach 0? I don't like killing off my guys just because I forgot to give them snacks inside their mun base, but I like the idea of actually having health points.

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1 hour ago, nascarlaser1 said:

is there a way to turn of the KH death effect and substitute it for the USI LS's tourist effect when they reach 0? I don't like killing off my guys just because I forgot to give them snacks inside their mun base, but I like the idea of actually having health points.

Yes, just set Death Level to a negative value and, optionally, lower Exhaustion Start and Exhaustion End sliders in Difficulty Settings. However, if you use several mods that can turn astronauts into Tourists and back, it may cause issues that I mentioned. You can probably fix it with some mods or editing the persistent file, but it's a nuisance.

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6 minutes ago, garwel said:

Yes, just set Death Level to a negative value and, optionally, lower Exhaustion Start and Exhaustion End sliders in Difficulty Settings. However, if you use several mods that can turn astronauts into Tourists and back, it may cause issues that I mentioned. You can probably fix it with some mods or editing the persistent file, but it's a nuisance.

ok thxs! only mod I have that changes them is USI LS (and soon to be KH :P)

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On 12/3/2017 at 8:53 AM, garwel said:

Currently, crewCap attribute only applies to factor multipliers, not to marginal change. So it will have no effect in this configuration. Otherwise, it looks ok to me.

 

Thanks a lot!!

I'll give it a try now.

Edited by Elkram

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On 09/03/2017 at 7:26 PM, garwel said:

Shouldn't cause a problem. Do you have the output log?

UPD: I think I know what might have caused it. You may either remove KH, return your kerbal home and then reinstall it or try killing him/her and resurrecting. The former option is probably easier. I'll fix it in the next release.

Thanks. I actually just edited the save file in the end. I'm also curious about how the hitchhiker bonus works -- does that trigger off that part in particular, or any part with a large number of seats? Integration with Kerbal Roster Manager would be cool as well, where the health decreases as the kerbals get older.

Final thought -- how about contracts? I wouldn't mind getting involved with that. You could basically get a permanent (but small) increase to a kerbal's health by completing a given mission. For example, something like "We think that Jeb may actually be healthier than he looks. Let's send him on a solo mission to plant a flag on Minmus to find out." Successful completion gets a cash reward (of course) and maybe +2 health or something.

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Hey, you're probably getting fed up with me, but I had a few other ideas. Your mod has just hooked me!

  • Some kind of extra (optional) tooltip or detailed info panel showing the factors behind the change numbers for each Kerbal.
  • Modelling psychological state separately from health.
  • Making use of the courage and stupidity stats.

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On 3/14/2017 at 11:10 PM, cyberpunkdreams said:

Thanks. I actually just edited the save file in the end. I'm also curious about how the hitchhiker bonus works -- does that trigger off that part in particular, or any part with a large number of seats? Integration with Kerbal Roster Manager would be cool as well, where the health decreases as the kerbals get older.

Final thought -- how about contracts? I wouldn't mind getting involved with that. You could basically get a permanent (but small) increase to a kerbal's health by completing a given mission. For example, something like "We think that Jeb may actually be healthier than he looks. Let's send him on a solo mission to plant a flag on Minmus to find out." Successful completion gets a cash reward (of course) and maybe +2 health or something.

The hitchhiker bonus, like all other part effects applied by this mod, works with a specific part. You can, however, write your own MM patch that will add ModuleKerbalHealth based on any criteria you like. There is a wiki page about its parameters.

I haven't played with Kerbal Roster Manager, but I'll look into it.

With missions, I might get around to implementing it, but probably after the 1.0 release when I start adding more advanced mechanics.

1 minute ago, cyberpunkdreams said:

Hey, you're probably getting fed up with me, but I had a few other ideas. Your mod has just hooked me!

  • Some kind of extra (optional) tooltip or detailed info panel showing the factors behind the change numbers for each Kerbal.
  • Modelling psychological state separately from health.
  • Making use of the courage and stupidity stats.

In fact, I'm glad to see people play the mod and I like to see ideas and suggestions (even the ones I'm not about to implement).

I really want to make the Health Monitor and Health Report more detailed. The problem is with KSP UI modding, which is very complicated (at least for me). At some point, I'll do something about it, but it may not look very nice (like text labels or even separate windows with detailed information). I wish I were more proficient with Unity UI tools, but I'm not and, frankly, I'm not going to invest my time in that.

With separate psychological (mental) and physical health, actually, I was going to do it from the very beginning. It will be a very serious change though, so it's also a task for a post-1.0 release.

Courage stat is already used: it (inversely) affects the chance of having a panic attack. A 100% courageous kerbal will never have them while a 0% courageous will have them up to once every 100 days (depending on his/her health). When/if I implement more a detailed mental health system, I may add more effects. As to stupidity, I don't see how I can use it in this mod.

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52 minutes ago, garwel said:

The hitchhiker bonus, like all other part effects applied by this mod, works with a specific part. You can, however, write your own MM patch that will add ModuleKerbalHealth based on any criteria you like. There is a wiki page about its parameters.

I haven't played with Kerbal Roster Manager, but I'll look into it.

With missions, I might get around to implementing it, but probably after the 1.0 release when I start adding more advanced mechanics.

In fact, I'm glad to see people play the mod and I like to see ideas and suggestions (even the ones I'm not about to implement).

I really want to make the Health Monitor and Health Report more detailed. The problem is with KSP UI modding, which is very complicated (at least for me). At some point, I'll do something about it, but it may not look very nice (like text labels or even separate windows with detailed information). I wish I were more proficient with Unity UI tools, but I'm not and, frankly, I'm not going to invest my time in that.

With separate psychological (mental) and physical health, actually, I was going to do it from the very beginning. It will be a very serious change though, so it's also a task for a post-1.0 release.

Courage stat is already used: it (inversely) affects the chance of having a panic attack. A 100% courageous kerbal will never have them while a 0% courageous will have them up to once every 100 days (depending on his/her health). When/if I implement more a detailed mental health system, I may add more effects. As to stupidity, I don't see how I can use it in this mod.

Thanks, and all understood (especially that UI stuff). I'll work on some MM patches. You'd be welcome have to them as well to integrate into the mod (quality control notwithstanding). Likewise, I'd be happy to help with contracts, as they're quite easy to separate out (they're just config files, a bit like MM patches).

I guess stupidity could also be used to affect random events? Just because they'd be more likely to do something, well, stupid...

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I thought that this line in my log was related to me not having the latest version, but it persisted after I updated for sure. Is there any way you can stop this from being added to the log so often? I don't use deep freeze, yet, as I just started my career save. Thanks!

3/15/2017 8:05:35 PM,KerbalHealth-DFWrapper,Attempting to Grab DeepFreeze Types...

 

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@garwel, nice idea, nice mod! I've tried it a little and find it quite good in it's simplicity :) Looking forward for updates!

Also I have a suggestion for another health factor: "Gym", "Physical shape" or something like that. This factor gives +(3-5)HP if there is specialised module on the craft where kerbals can keep their fit.

Like eX-R-S Activity Module from CxAerospace: Stations Parts Pack

shOJKz3.png

or like inflatable centrifuge from Porkjet's pack

QZc51oJ.jpg

qgirtyB.jpg

What do you think? :)

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2 hours ago, ZobrAA said:

Also I have a suggestion for another health factor: "Gym", "Physical shape" or something like that. This factor gives +(3-5)HP if there is specialised module on the craft where kerbals can keep their fit.

Like eX-R-S Activity Module from CxAerospace: Stations Parts Pack

We were just discussing this a couple of posts above.

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Small (maybe)bug report. To test Kerbal Health in my heavy modded install, with TAC LS e Deep Freeze, I built a simple crew can in orbit with enough Life Support for more than 42 days. I was building a new part for this orbital station, using Kerbal Construction Time, and for two times, when KH said that the two Kerbal died due to poor healt, the game lost rensponsiveness, I had to Alt+F4 to close KSP.

Here's my output log: https://www.dropbox.com/s/kcstdu0jhh7ry92/output_log.txt?dl=0

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On 3/16/2017 at 3:13 AM, Svm420 said:

I thought that this line in my log was related to me not having the latest version, but it persisted after I updated for sure. Is there any way you can stop this from being added to the log so often? I don't use deep freeze, yet, as I just started my career save. Thanks!


3/15/2017 8:05:35 PM,KerbalHealth-DFWrapper,Attempting to Grab DeepFreeze Types...

 

I'll look into it. Maybe will just disable DeepFreeze integration because it doesn't work anyway.

@ZobrAA, it's easy to add these parts. In fact, you can even do it yourself with an MM patch. I just don't recommend adding HP/day straight because it can make things too easy (i.e. your kerbals may en up getting healthier and healthier with this part). Usually, long-term habitation and/or medical parts give marginal health change while centrifuges give a 0 (zero) multiplier for Microgravity factor. If you make a patch yourself, feel free to share it and I may include it in the mod.

Edited by garwel

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On 3/16/2017 at 1:37 AM, cyberpunkdreams said:

Thanks, and all understood (especially that UI stuff). I'll work on some MM patches. You'd be welcome have to them as well to integrate into the mod (quality control notwithstanding). Likewise, I'd be happy to help with contracts, as they're quite easy to separate out (they're just config files, a bit like MM patches).

Cool, I want to have support for as many popular mod as possible, so any compatibility patches are welcome. As for contracts, I'm sure they'll need some integration on my side. I'm all for including it, but I haven't looked into it yet and I have no idea how hard or easy it is.

21 hours ago, Nansuchao said:

Small (maybe)bug report. To test Kerbal Health in my heavy modded install, with TAC LS e Deep Freeze, I built a simple crew can in orbit with enough Life Support for more than 42 days. I was building a new part for this orbital station, using Kerbal Construction Time, and for two times, when KH said that the two Kerbal died due to poor healt, the game lost rensponsiveness, I had to Alt+F4 to close KSP.

Here's my output log: https://www.dropbox.com/s/kcstdu0jhh7ry92/output_log.txt?dl=0

You are playing with an old version of the mod. This issue was fixed in v0.5.2.

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13 minutes ago, garwel said:

Cool, I want to have support for as many popular mod as possible, so any compatibility patches are welcome. As for contracts, I'm sure they'll need some integration on my side. I'm all for including it, but I haven't looked into it yet and I have no idea how hard or easy it is.

I think you'd just need to create an API to allow systems external to the mod to poll a Kerbal's health and adjust it. That should be pretty simple though, and is probably something worth having at some point anyway.

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