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Everything posted by garwel
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Currently, there is a patch for KSPIE that adds radioactivity to relevant parts (reactors and engines). I'm not 100% sure I got the balance right, because I don't have much experience with the mod yet. I generally used heatProduction (for engines), power production and fuel efficiency (for reactors) to calculate radioactivity. A few individual engines have higher emission (judging by their descriptions) while some others don't emit it at all. These figures are static and don't take engine's throttling or mode into account. There is a spreadsheet with all the numbers (see Radioactivity sheet). I haven't tried modifying radioactivity via code. In theory, this should work if you can access these properties at all. There may be some issues with my optimization in KH: all the data is normally updated once every 10 seconds (it depends on timewarp) and it is cached when the vessel is unloaded. But it shouldn't be a big deal. As for API, it was in the roadmap from day 1. But frankly, I've never done this stuff before and I don't even know where to start. If you could point me in the right direction (a working example of such a mod or some relevant discussion), I could try to do something. I'm not asking you for a PR knowing how much time you already have to invest in your mod.
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6 in that formula is the (default) base Confinement rate. You can change it in the Settings. It corresponds to how much HP are drained per day from a single kerbal in a pod with 1 unit of Living Space. Living Space is an abstraction for actual space + some basic amenities provided by a craft for kerbals' life. It is a sum of all Living Space values in all parts of the vessel. So if you put together two parts with LS value of 0.8, the vessel will have LS of 1.6. It is then divided among the crew and used in the formula that you quoted. Some parts have more LS and some have less. There is a rather complex formula I use, but it's enough to say that things like crew capacity, mass, cost and purpose of the part play a role there. So, the Lab is not really a residential part and has limited living space (that is, you could spend a few night cramped between the equipment and surface samples, but you can't stay like this for long). Some more specifically residential parts (like the Hitchhiker) in addition to LS provide a Comforts module. Let's assume these are things like a shower, a kitchen, a dining area etc. These things are shared among kerbals on board and can further reduce Confinement stress at a certain rate. These things take up some space, so such parts end up with less LS than they might have otherwise. For optimal results, you should strike a balance between having enough Living Space and adding Comforts. Experiment--or calculate.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
garwel replied to politas's topic in KSP1 Mod Releases
I have the same issue. Is there any solution or just update manually? -
This mod doesn't (almost) interact with life support mods at all. The best way to check if there are any issues with kerbals' health is to use the Health Monitor by clicking the KH's toolbar button (red cross in a white circle). As it's been said, depending on your craft, kerbals may be losing health even on the start pad.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
garwel replied to Paul Kingtiger's topic in KSP1 Mod Releases
It may be extra work, but in theory you can use MM to balance them against the one mod present (e.g. TAC-LS by default or Kerbalism if present).- 1,554 replies
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These are known issues, but are you sure you also encountered them on manned and piloted (i.e. commanded by a kerbal as opposed to just kerbals sittting in a Hitchhiker) ship? Mod disables its control-related features on these. Also, you can simply click the mod's toolbar button to disable it temporarily if you need to use RCS translation or something and then re-enable it with one click again.
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I have an issue with Visual Studio Community 2017 (v15.8.9). I had to reinstall the system and installed VS anew. Now, it doesn't open my mods projects because ".NET Framework 3.5 is not installed on this machine". In fact I have installed .NET dev pack 3.5 and .NET Runtime 3.5. I don't remember this problem in the past. What am I doing wrong?
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Yes, that's right.
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This is correct. Also note that the celestial body itself occludes some of the radiation (50% at sea level and the less the higher you go).
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Unlike Kerbalism, Kerbal Health doesn't simulate radiation belts. Its model is much simpler. A magnetic field, if it exists, blocks some of the cosmic radiation and has two levels: high orbit (by default, 30% of radiation reaches that area) and low orbit (20% reaches there). By default, all planets have a magnetic field and moons don't. Atmospheres are an even better shielding: only 20% (of the radiation that made it to the low orbit altitude) reaches upper atmosphere and only 1% reaches low atmosphere. These nominal values can be changed by setting magnetosphere and atmosphericAbsorption values. Those are exponential, e.g. if you set magnetosphere = 2, the low-orbit will have 20%^2 = 4% of radiation. See the wiki for details.
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For reference, the total cosmic radiation just outside Kerbin's SOI is 20,000 bananas/day, in low orbit it is approximately 3,000 (thanks to magnetosphere and occlusion by the planet) and on the surface it is about 20. Remember that these values are usually several times lower for adequately shielded vessels. By contrast, kerbals on EVA receive 5 times more radiation. Every 1,000,000 bananas dose takes away 1% of kerbal's max health. So radiation usually accumulates slowly over years to have some visible effect. You may, of course, change it and make some radiation source so powerful that it will zap a kerbal in hours or minutes. But then it should be (1) more or less realistic and (2) balanced so that it is actually possible to get there and out quickly enough.
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I never tested it, but I expect him/her to respawn. But they will probably be treated as a brand new kerbal, so their HP will be restored, radiation dose returned to 0 and all quirks and conditions removed. You can disable death in the in-game settings. No, but you can download v1.3.0, which is compatible with KSP 1.4.x. The difference with v1.3.1 is minimal.
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Yes, Recuperation is the system you need here. It allows kerbals to restore a certain amount of health points per day (or, more precisely, a specific % of the difference between max HP and current HP). It is also possible to add a flat amount of HP per day, but this is not recommended because it's hard to balance. Currently, the sick bay reduces the effects of health conditions (which include sickness, injuries etc.) while presence of scientists or medics helps end those conditions quickly. You can add such a module to any part, but it is usually used with science labs or dedicated med bays. You can also set certain effects (e.g. high recuperation) to apply to kerbals inside the part only, not the whole ships. It should be possible if you add an appropriate part module to a part. You can, for instance, set it to provide some amount of shielding but consume a given amount of resource. However, as you know, consumption of resources in the background is complicated in KSP, so it may not work exactly as intended. Needs thorough testing because it will use features that I've built into the mod, but ain't really using. I don't use fainting currently (though I did in previous versions), because I found it hard to control from within the mod. It is possible to disable all conditions that turn kerbals into Tourists, but then the only penalty will be death. I'm looking into adding more penalties such as reduced gee-tolerance or even slower EVA speed, but I haven't really started coding it. Can't make any promises about it.
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I haven't played with GPP, but if someone makes a custom config for its bodies, I can incorporate it into the mod. Or I can take it up myself eventually, but no promises here. Creating planet configs is very easy; I'll add a wiki entry for it or you can just check out KerbalHealth.cfg and use the configs there.
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Kerbal Health 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 Download here
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[1.8+] Timekeeper 1.0.2 (2019-10-17) - orbits and sols counter
garwel replied to garwel's topic in KSP1 Mod Releases
Timekeeper 1.0.1 Recompiled for KSP 1.5 Download here -
Space Age 1.0.1 Recompiled for KSP 1.5 Fixed chronicle spam when hopping in water Download here
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Currently, 1 RadShield unit capacity per 1 crew member is considered normal, but some parts may have less for certain reasons (they have too wide windows, are not intended for long-duration stays, very lightweight etc.) and very few parts may have more. Such exceptions are relatively rare, Gemini capsule being one of them (because historically, it was a very basic design only for short missions). I could remove the General.cfg patch and only give shielding resource to parts in supported mods, but then it would really upset those who use something different. The better solution is to add native support for more mods. Living space in parts is even more important here, because there is much more difference between the default 1 point per crew capacity and the actual calculated (or handpicked) values. As to radiation shielding provided by USI-LS resources, it is mostly to keep in line with Water and WasteWater resources (that are used by TAC-LS and some other mods, IIRC) that also provide shielding. It refers to real-life plans to use ship's water reserves to shield crew from radiation in interplanetary missions. Obviously, not all USI-LS Supplies are water, so it has a lower shielding efficiency than actual Water.
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Then uncheck "Delay Enabled" option in the Settings or toggle it with the mod's button (in the sidebar or the toolbar). I'll think about it. Technically, it shouldn't be hard, but there may be 100s of commands in the queue for a probe + I wanted to keep UI minimal. Maybe I'll add some symbol showing that there are some commands to execute.
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Of course as the new maintainer, it's up to you to decide, but I'll still humbly share my thoughts. How exactly will "modularization" help? I mean, KCT as it is now looks pretty consistent and extremely flexible (if you use its formulas creatively). You can already disable any feature of it without having to install or uninstall anything. I'm afraid that some of this coherence will be lost if you have to cut the mod into separate parts. And the sheer amount of time needed to split the mod and to make sure each possible combination of its components works well is just huge. And most of this work will not even result in any significant improvement of functionality or performance. Are you sure you want to go there? Maybe I lack imagination, but I wish there were gradual, incremental improvement instead of an overhaul. It will save your time and ensure continuity and forward compatibility.
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KSP Interstellar Extended Support Thread
garwel replied to FreeThinker's topic in KSP1 Mods Discussions
TBH, I have only reached the very early engines in my career. I was looking at the config files to update Kerbal Health's patch and this is how I found these issues. -
KSP Interstellar Extended Support Thread
garwel replied to FreeThinker's topic in KSP1 Mods Discussions
The Discovery engine has its description and manufacturer fields mixed up. Timberwind's description calls it Neptune (and is in fact the description of Kerbal Atomics Neptune engine).