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KSP2 Release Notes
Everything posted by garwel
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Kerbal Health 1.3.7 Added: Support for Dynamic Battery Storage (will work when that mod is updated) Fixed: Serious issue with incorrect location of kerbals introduced in v1.3.6 Download here This is a quick bug fix release. Please update to this version, because v1.3.6 screwed up some things rather badly. TBH, I haven't had time to test this release yet, but I hope that it works! It is a pretty kerbal way of coding, isn't it?
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Thank you! I think I fixed it. Can you test the latest release? If the problem persists, could you enable Debug Mode and then send me the log?
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Thanks, I'll take a look. Could you share the persistent.sfs too?
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Kerbal Health 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 Download here
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Has anyone experienced issues with the picture freezing when you press F2 to hide UI while the camera is active? I wanted to make a grainy screenshot, but it just doesn't seem to work for me. Might be a conflict with one of the other mods (e.g. Camera Tools, ProbeControlRoom or something else). KSP 1.7.1 with Hullcam VDS 0.1.13 GameData:
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I see it, thanks! TBH, I'm waiting for Kopernicus to be updated for KSP 1.7.2, so that I can test my current mod set. If KSP 1.7.3 is released before it happens, I think I won't wait and just publish the update. So hopefully pretty soon.
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I wonder how many boosters SpaceX can afford to lose in a Falcon Heavy launch before it becomes unprofitable. Will they still get a net profit if they don't recover anything at all?
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The new release is almost ready but needs some final polishing and testing. The problem is I'm not playing KSP right now until Kopernicus is updated, so we may have to wait a few more days I think.
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IIRC, it can be done via the conditions mechanism. Check out the wiki to see how to edit or add conditions and logic to them.
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@linuxgurugamer Thank you for checking it for me. I also found some other cases where it could be a problem (the most serious one is that kerbals on vacation would be considered non-trackable and have their health data reset). I'm going to include it in the next release, but someone should do the testing. On another note, I'm going to slightly modify default health factors in the next Kerbal Health release. Microgravity will draw 1 HP per day instead of 0.5; being at KSC will restore 4 HP per day instead of 5. The game will get a little bit harder, but it will also make centrifuges more sensible. Current games should not be affected by it unless you manually change the settings.
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Great, but I wonder how it will work with (and compared to) Breaking Ground.
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Can you attach the persistent.sfs file? If the kerbal is alive and not marked as missing, they should still be on the list. Did you receive messages from Kerbal Health about accidents, low health and that kerbal going "exhausted"? Medic is a profession added by USI MKS mod (and maybe some others too). No, they affect the entire crew up to a certain cap. For cupola, it is 2 crew members. It means that if you have 4 kerbals on board, they will get 0.5% recuperation instead of 1% and so on. The only exception (IIRC) is medical labs from various mods that only affect crew inside of them. I haven't tested it, so I don't really know. As far as I remember, I don't change RosterStatus anywhere, but it is used by the mod extensively. I always assumed it had one of the four stock values (Available, Assigned, Dead, Missing), so a non-standard value can have unexpected effects such as kerbals' health being reset, they disappearing from the lists, NREs etc. We'd need a volunteer to test these two mods together
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I wonder how MandatoryRCS works alongside kOS (specifically, kOS cooked control). Does it disable or lower power of reaction wheels when kOS tries to change ship's attitude and to stabilize it?
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Check your in-game settings for Kerbal Health (accessed via Difficulty Settings).
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@FreeThinker Great, I integrated your PRs and will release them with the next version. Thanks!
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I just started watching series The First, and in the first episode, there is something suspicious!
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You're welcome!
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Well, you don't need any special "installation" beside unzipping the mod files into the correct folder (/GameData/KerbalHealth in this case). When you load the game, it will activate automatically, but make sure to check the in-game difficulty settings. Also, remember that Kerbal Health also needs Module Manager in order to function properly (the link is in the opening post).
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Space Age 1.0.2 Recompiled for KSP 1.7.0 (but should still be compatible with at least KSP 1.5) Added: Chronicle now tells if the vessel is destroyed near a celestial body (i.e. less than 100 m above ground) Added: Total lost vessels per body achievement Added: Achievements tab is now disabled if there are no achievements yet Fixed: Potential UI issues when there are no achievements or "protoachievement" configs Download here PS: I have a cool new feature that I'm going to introduce in the next version. I hope to finish and release it around the time next KSP version drops.
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I use Persistent Rotation and KAC myself and there have been no issues. Debug Mode can negatively affect performance (less so if you have SSD), but otherwise there is no difference.
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@woodbyte This is strange. Do you play with stock day duration (6 hours) or do any of your mods affect time/warp? If you can reproduce it with debug mode on (set in the general Kerbal Health settings) and share the KSP.log with me, it would help find the issue.
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The patch adds radioactive emission to relevant reactors and engines and radiation shielding to the heatshield. It also allows the magnetometer and magnetic scoop to measure planet's magnetosphere (in mod's terms, how much radiation it lets through) and space radiation, respectively. I've never played Kerbalism myself and I understand it changes a lot of game mechanics under the hood, so I'm not sure how they get along. Try opening the settings and changing the difficulty level (e.g. from Hard to Medium and back to Hard). However, it will probably reset lots of other settings as well, so be careful.
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It's a lot of parts from different mods. Usually, it's the bigger parts that don't have any other functions beyond housing kerbals (i.e. not command pods, labs etc.). Make sure the mod you are using is listed as supported (see OP) and look for a Comforts Module or something like that in the part's tooltip. Exposure is the percentage of radiation that reaches your kerbals in the vessel. 100% is base level (no shielding at all) and the more shielding you add, the lower it gets, but it can never be completely prevented. So, no matter how hard you try, the kerbals on missions will always get some amount of radiation. Small doses are not dangerous though. You only need to start worrying when you send kerbals on a very long mission where they can accumulate millions of units of radiation.
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