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garwel

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Everything posted by garwel

  1. Radiation only becomes an issue (on default settings), when your kerbals remain in orbit for years. So you can do well for 12 days without any shielding at all. What you should worry about is health factors that directly drain health, most importantly confinement. Fortunately, you can reduce it significantly simply by increasing living space. Use more spacious pods or add more of them.
  2. I, for one, am very happy about this DLC and going to buy on day one (which I never do with other games). Even though I have most of these features in mods (SEP, RoverScience, USI Konstruction), including them in the stock game is good from the point of view of performance, stability and consistency. More importantly, it's reassuring to see that SQUAD is actually trying to improve gameplay in most important areas.
  3. I'd be happy to help implement that. I have very little experience with public APIs and cooperation between mods, but hopefully it's not too complicated. We could discuss it in the Signal Delay's thread.
  4. I want to share with you my personal library of kOS scripts that I use for many standard tasks: launches, landings, docking, maneuver execution etc. They are pretty versatile and most can be fine-tuned for your specific needs (e.g. launch with a certain inclination, land near a waypoint and so on). Some provide simple real-time telemetry and even log it to CSV files, so you can later analyze their performance. I also tried to document the code with comments, so you can see what's what. Most of the scripts can be used separately from one another. I'll keep improving them as I play, so check for updates. Feel free to modify them too and share your amendments with PRs on Github. Details & Download Please do read the readme file before seeking support. License: MIT
  5. For me, the Editor bug is still there. When I open the action group panel, all buttons (parts constructor, crew, switch VAB/SPH) become disabled. The log: https://ufile.io/b456h3lq
  6. I confirm: the issue was caused by KAS 1.2 under KSP 1.7. After downgrading KAS to 1.1, kOS terminal started working.
  7. You mean KAS, right? Well, this could be the case; I've also heard it had issues with 1.7, but to me things look ok. Will try without it and report back.
  8. Sorry, I didn't have time to play KSP lately, so no log yet. But my case was "3", i.e. I just updated KSP to 1.7 and tried to resume my current career. Everything looked ok except the kOS terminal window. Oh, and one more thing. When I first loaded a vessel, the kOS window said the processor was starving although the vessel had enough EC. I went to KSC and then back and this message was gone, but the terminal still didn't open. Not sure if these glitches are related.
  9. Yes, the footage is most likely a fake, although the rest of the story is very plausible. Apollo 11 landed at 0.7 N 23.5 E and Luna 15 crashed at 17 N 60 E, i.e. 1200 km away. Before that, it had been in an orbit of 110x16 km, which seems way too high to catch on a camera anything other than a dot in the sky.
  10. The personal chutes are added by stock game since KSP 1.5, if I remember correctly.
  11. The goal of this mod is to make Career games even more miserable contracts' deadlines meaningful. No longer will you be given 5 years to plant a flag on the Mun--a task that only takes a couple days. There is now this sense of urgency that actual space programs had during the Space Race. If you want something accomplished, you need to act swiftly and effectively. After all, you choose to accept these contracts not because they are easy, but because they are hard! Note: The mod is in beta. Therefore all sorts of issues can occur: unexpectedly failed or impossible contracts, crashes, earthquakes and naked singularities. Report any unexpected phenomena in this thread, but first of all, backup your saves. Download Source Code Features The mod sets more appropriate (and generally shorter) deadlines for many contracts taking into account travel time Currently supported contract types: SurveyContract, PartTest, PlantFlag, SatelliteContract, ISRUContract, ARMContract, SentinelContract, DMAsteroidSurveyContract, DMSurveyContract, DMMagneticSurveyContract Custom planets/moons are supported out of the box If Kerbal Construction Time mod is installed, deadlines will be longer Only offered (not yet accepted) contracts are affected In-game settings allow you to adjust overall deadline duration and random element as well as disable the mod altogether Edit the config file or amend using MM patches to add new contract types and celestial bodies Planned Features Support for more contracts Support for Contract Configurator contracts (match by title) Accurate calculation of deadlines for asteroid contracts Adjust reward for contracts (optional) Forced, i.e. auto-accepted contracts (optional) Better support for multi-body contracts (e.g. grand tours) Required and Supported Mods Module Manager - required DMagic Orbital Science Kerbal Construction Time (deadlines are longer if installed) License: MIT Enjoy the mod? Buy me a coffee! Changelog
  12. I also can't open the terminal. And I have no Kerbal Wind Tunnel (although lots of other mods).
  13. Well, you can test it and see. If this problem arises with any part that just doesn't have IVA, I'll have to address it. But I haven't yet encountered anything like this yet in 2+ years playing with Kerbal Heath and lots of other mods, neither did other users, so hopefully it's just that patch that you used.
  14. It makes sense. Apparently, when you remove INTERNAL node, seats data is deleted too. And Kerbal Health uses it to determine whether the kerbal is on EVA or not.
  15. @JWS, yes, it would seem that the mod doesn't recognize the part Jebediah is in. Still, this situation should be handled better. Which part is it and from which mod?
  16. Interesting. I'd like to try and implement this approach in Kerbal Health. Is there any manual for integrating it in mods?
  17. At last! I added the long-requested decontamination feature, so radiation is no longer permanent. However, I made it very difficult and costly, especially for career mode players, so you should still try to keep your kerbals' genes clean as much as you can. To start decontamination, open the kerbal's detailed view in Health Monitor, click Decon button and confirm by clicking OK. First, there are serious prerequisites to start decontamination procedure. You need to have both your R&D facility and your Astronaut Complex fully upgraded, i.e. level 3 (this condition naturally applies only to career games). The kerbal you are going to decontaminate also has to be at full health and without any health conditions; of course, he or she must not be on a mission. Then there is a price to pay, literally. Every decontamination, no matter the level of accumulated dose, costs 100,000 funds (in Career mode) and 1000 science (in both Career and Science modes). You can stop it at any moment by clicking Decon button again or simply assigning a kerbal to a mission, but there is absolutely no refund. Kerbal lawyers have assured us it is completely legal. So you better be careful around that button. Oh, there is one more thing. Decontamination is not quick. It removes radiation at a rate of 100,000 banana equivalent doses (KH's main radiation unit) per kerbal day. It means that if your kerbal has accumulated 20M banana doses, she will have to stay grounded for 200 days while the scientists go through all her cells. And this isn't the most pleasant process either: kerbal's health will be reduced to only 25% of their original maximum while they are being decontaminating. So give some time for them to restore their strength afterwards.
  18. Kerbal Health 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 Download here
  19. Maybe it's just me, but when I try to install/update KER via CKAN, I get this error: CKAN.InvalidModuleFileKraken: KerbalEngineerRedux 1.1.6.0: C:\Users\****\AppData\Local\Temp\tmpFACF.tmp has length 944258, should be 944264 in CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) in CKAN.NetAsyncModulesDownloader.ModuleDownloadsComplete(NetModuleCache cache, Uri[] urls, String[] filenames, Exception[] errors) I'm using CKAN 1.26.0 with KSP 1.7.0 under Windows 10. Edit: I think it may be an issue with Windows Defender. When I download the file manually form Github, it warns that the file may be dangerous. Should I maybe raise this issue in the KER's thread?
  20. Shielding, as well as part radiation, is calculated very simply by going through all parts on the vessel and adding up their values. So you can put your water tanks, structural panels and nuclear reactors anywhere, it doesn't matter. A realistic simulation of radiation and shielding would be very difficult to make and would make a huge performance hit. First it looks at the situation your vessel is in. If it's in free fall (suborbital or in orbit) then it is assumed to be in microgravity. Your engines can of course create temporarily paragravity, but it's just for a short time and the difference is negligible. Centrifugal forces are not simulated, because, again, it's too complicated and not really feasible in KSP's engine. Instead, centrifuge parts provide paragravity with PartModules (i.e. you usually need to enable them in the right-click menu and they'll use EC). If your vessel is landed/splashed down, the current G-force is taken into account (i.e. gravity acceleration at current location). The microgravity factor kicks in if it's less than 0.1 g. So, for instance, Minmus is considered a microgravity environment while Mun is not.
  21. I'm no MM expert, but I saw in another thread (on SCANsat IIRC) that there have been some changes in MM syntax and some commas had to be replaced with colons. So perhaps this is where I'd start looking.
  22. Relative location of parts is not taken into account, so all you can do is add more shielding to the vessel.
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