Jump to content

garwel

Members
  • Posts

    1,111
  • Joined

  • Last visited

Everything posted by garwel

  1. It's because I installed the mod mid-game after many of the achievements had already been completed. The mod (if the corresponding option is enabled) then tries to parse stock game records (aka ProgressNodes) to add older achievements. These are less detailed though, so only some of the old achievements can be found in this way and not the others.
  2. Actually, unwarp doesn't happpen for kerbals at KSC. You can also disable notificaitons via in-game settings. It's easy to add an option to turn off unwarp altogether, but then you risk losing a kerbal to some minor thing if you miss a notification. This is by design. The idea is that the Mk3 cargo bay is large enough to fit some kerbals (e.g. in external seats) inside, which doesn't seem true for other cargo bays or service bays. The EVA figure is correct, but the confinement one is wrong. Fixed it. Thank you!
  3. Kerbal Health uses stock event OnProgressComplete, which registers discovery of anomalies, and I haven't tested it extensively, but I guess it should work this way. You can't add or edit factors right now beyond changing their power in the in-game settings. You can do something like that by adding custom health conditions (see wiki for details): they have rather powerful logic and can be tweaked in many ways. The main drawback is that conditions are checked, on average, once per game day, so they don't emulate fast-changing situations in real time. Maybe I'll eventually switch all factors into conditions or make them customizable. I'm afraid it will hit performance badly and will make it harder for the 90% non-expert players to customize stuff for them (after all, few people will open config files, most will prefer the in-game sliders). You can't see qurks from VAB/SPH now. Maybe I'll add it later, if it's really useful.
  4. Interesting. Would you try enabling "Debug Mode" in Kerbal Health settings and then sending me/uploading the entire log when you encounter it again? PS: Also note that you are playing KSP 1.5.1 with Kerbal Health 1.3.4, which was compiled for KSP 1.6. I don't think it's a problem (I didn't change code, just recompiled it), but it might be. PPS: The last exception in your post is most definitely not caused by KH, because it doen't handle OnVesselCreate events. But it can be a sign of some mod incompatibility.
  5. I've just posted a Patreon devblog update with some news about mod's upcoming features: https://www.patreon.com/posts/24146094
  6. Just a note that I haven't seen any issues with this mod in KSP 1.6, so feel free to use it.
  7. Just a note that I haven't seen any issues with this mod in KSP 1.6.1, so feel free to use it.
  8. Just a note that I haven't seen any issues with this mod in KSP 1.6, so feel free to use it.
  9. Sorry for necroing this thread, but I have the same problem. After some events (such as launching and making an orbit), I can't create maneuver nodes. The gray dot shows on the orbit, but clicking does nothing. Changing scene and going back sometimes fixed the issue and sometimes doesn't. I use lots of mods, but some are the same as @trapbuilder2's, namely: KSP-IE KAS KIS NearFutureElectrical NearFutureSolar NearFuturePropulsion Community Tech Tree
  10. Radiation shielding and exposure is calculated per vessel (unless you manually changed the config files). There is a formula, which you can find in the wiki, but basically, the more shielding and the fewer crew seats the vessel has, the lower the exposure. You can view these stats in the Editor if you open Health Report or in the detailed view of the corresponding kerbal in-flight.
  11. Same here. I haven't noticed any issues with KCT at all with KSP 1.5, but I haven't played 1.6 yet.
  12. This is a fun idea. I have a somewhat similar feature (random events) in Kerbal Health, but they are all naturally based around health-related stuff. Still, it can be easily expanded with MM patches and utilized for almost anything.
  13. Exhaustion kicks in when your kerbal has less than 20% of his/her health points (if you didn't change the default settings). In order to fix it, you need to raise their health to at least 25%. Now, basically, there are only two ways to improve kerbal's health. The best one is to bring her home and give her some time to recover. If it's not an option, you'll need to bring her to a vessel (or, perhaps, dock a vessel to her ship) with good recuperation bonuses. Recuperation is provided by parts such as the Cupola or many others introduced by mods. You'll need to do it quick though: her health continues to decline and she will die when it reaches 0. @BlackHat gave you the right advice: plan ahead and prepare for contingencies. As in real life, if something bad happens to your astronauts in deeps space, you may not have time to save them.
  14. Kerbal Health 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 Download here
  15. I'm glad that you enjoy this mod. This mod's most up-to-date copy is always on Github; both CKAN and KSP-AVC are supported for updates. I don't want to mess with platforms, because it's too much a chore for me. I do have it on Curse though, but I'm actually considering taking it down. What do you mean assigning new kerbals? As in recruiting or beginning a mission with them? Most entries are stored as data fields (e.g. only the type of event, ship name and body name are saved for a landing event), so you can't really edit their text. However, you can delete an entry (click the X button to the right) and add a new one by typing it in the bottom line.
  16. Kerbal Health 1.3.3 Fixed Feline Utility Rovers, Karibou and Malemute patches lacking crew caps for health modules Download here
  17. Oh man. This is what happens when I haven't been playing the game for weeks and suddenly decide to release an update. These things actually default to "free multipliers", that is they apply to all crew, no matter how many. This is of course not intended, so I'll post another update now. Thanks for pointing out.
  18. Kerbal Health 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 Download here
  19. LOL, this is inspiring. I'm considering a motto "Making your worst nightmares come true" for this mod.
  20. Ok, I see it now. This patch was provided by someone else and I didn't check it out before importing. It's a mess and I will remake it anew. Thanks for pointing out. It will be included in the next release (and will be nerfed quite a bit).
  21. Can you clarify what sort of issues happens and in which case(s)?
  22. There is one such body. I don't want to spoil the fun of discovery though (you are advised to send a probe that measures radiation before sending your valuable crew). If you are eager to know, open KerbalHealth.cfg and look for a PLANET_HEALTH_CONFIG node with a radioactivity value.
×
×
  • Create New...