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garwel

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Everything posted by garwel

  1. Ok, I guess another player who owns MH can tell what their experience was. 'Onion' is one of the command pods added by the expansion, which corresponds roughly to Vostok capsule and has built-in decoupler and heat shield (with 20 units of Ablator). It's a sort of low-end one-man part. There are also 2- and 3-kerbal variants of it.
  2. So I see DRE was apparently fixed and I'm considering reinstalling it to my realistic career. But I wanted to ask about Making History parts (the Onion etc.). They are designed to be able to reentry without extra heat shields in stock. Does it work in DRE or do I still need to add heat shields to them to survive?
  3. Kerbal Health 1.3.0 NOTE: This release may be backward incompatible with 1.2.1, i.e. reverting back to an older version can be problematic. I recommend that you backup your persistent.sfs file before running the game. After updating, load every crewed vessel once to update data. Overhauled: Merged conditions and events systems. Health conditions can now appear, disappear or change based on chance and various factors Added: Conditions for injuries, food poisoning, panic attacks and more Added: Health environment sensors allow you to see amount of magnetosphere shielding and/or cosmic radiation level before sending kerbals. The sensors are built into corresponding parts in certain mods (currently DMOS and KSP-IE) or, if you don't have those, advanced probe cores Added: Location column in Health Monitor; kerbals can now be sorted either alphabetically or by their location (default) Added: Supplies and Mulch parts in USI-LS provide a small amount of radiation Shielding Added: Better support for Tantares, Extraplanetary Launchpads, Near Future Technologies, RLA Reborn Changed: Radiation settings rebalanced to more realistic values. Nominal levels of radiation significantly increased (especially in low orbit), but their health effect lowered 2.5 times. All artificial radiation provided by parts was updated too Changed: Crowded health factor renamed to Confinement; Sickness factor renamed to Conditions Changed: Conditions settings merged with Quirks settings Changed: SSPXR support patch is now included in Kerbal Health instead of being bundled with SSPXR Fixed: 'title' key for health modules didn't work for custom parts Performance improvements and fixes for potential issues Download here
  4. Signal Delay 0.2.7 Compiled for KSP 1.4.5 Added: Compatibility patches for RemoteTech Redev Antennas and Global Construction Download here
  5. Sick kerbals will heal on their own after some time (and will also become immune for a few days), but presence of scientists and/or medics makes it quicker. The lab affects severity of symptoms (i.e. HP/day), but not healing chances. As of 1.2.1, there are no degrees of sickness. In the upcoming 1.3 update sick kerbals can develop pneumonia if they are unlucky, and that's bad.
  6. I assume you are playing v1.2.1. Mk1 isn't intended for long-term habitation, but it shouldn't be that bad. I've just finished a mission where my kerbal went to the Mun, landed and returned home in the Onion capsule, and was quite healthy in the end. It could have been a lot of things in your mission. Normally, something like 9 HP/day should let a 0-star kerbal remain capable for about 8 days (remember that they become Tourists when health is 20%). However, they can have accidents or get sick, and it will take away a lot of HP. You are notified about these events via messages. If Jeb went on a long EVA, it also drains HP. Finally, before launching a mission make sure that the kerbal has recovered from the previous one and has 100% health.
  7. In theory, this should already be the case. Stock KSP supports so-called probe control points that are present in some parts (e.g. Mk1-3 Pod). If it is active, signal delay should be calculated from such closest point. I haven't tested it though.
  8. Yes, simply open up the settings and disable radiation on the Kerbal Health tab.
  9. Updated pre-release with an important fix, some radiation balancing tweaks and performance optimization. Download here.
  10. Space Age 1.0 Space Age is here! After more than a year in development I consider this mod stable and mature enough to get rid of the initial 0 in the version number and release version 1.0. It is not the end of development, but most features are already there. Added: The vessel (or kerbal where appropriate) that has completed an achievement will now be saved and displayed for "First" and "Max" achievements Added: Achievements can now count only unique vessels (i.e. not count cases when the same vessel does something twice) Added: New achievements: total vessels in space, total visits (crewed and overall) to a celestial body, total orbits (crewed and overall) of a celestial body that use the uniqueness feature Changed: Total landings on a celestial body now only counts unique vessels Changed: Improved landings tracking so that short hops (less than 60 seconds by default) don't count as separate landings Changed: 'homeOnly' key in achievements is replaced with 'home' key with values 'Only', 'Exclude' and 'Default' Changed: Debug mode (log spam) is off by default Performance optimization and potential bug fixes Download here
  11. Hi @Nertea, I'm changing some things in the next release of Kerbal Health and it will affect the compatibility patch your mod provides. Fortunately, all you need to do on your part is replace all occurrences of term "Crowded" with "Confinement" and term "Sickness" with "Conditions". I have an MM patch that will modify it automatically, but it would be better, performance and stability-wise, if the change was made on your side. I can make a PR or you can edit it yourself.
  12. Kerbal Health 1.3 pre-release is out! This is a public beta intended for testing purposes. It is not backward-compatible with previous versions, so backup your saves! Please report all issues on Github or here. I rewrote from scratch the conditions and events systems merging them into one. As a result, there are now many more conditions, they can evolve into others (usually more and more nasty), and, what's best, everything can now be changed via config files. Radiation was also rebalanced to be more realistic. You can also check radiation environments before sending your kerbals there thanks to parts that provide Health Environment Sensor modules (these are some parts in DMOS, KSP-IE and other mods or alternatively included in advanced probe cores). The long-requested change to the UI: kerbals are now sorted by their location (first active vessel, then EVAs, then by different ships and then at KSC) or alphabetically. There are also many more smaller improvements and supported mods. If no serious bugs reported in the next few days, I will release it as an official version. The complete changelog and download link
  13. Wow, looks like a big and very nice update. Do you have an idea if it's still compatible/cooperating with MKS?
  14. These mods work in all game modes. I decided to make Timekeeper separate because not everybody who will use it needs Space Age (and vice versa). They don't really cooperate in any way, but can work in parallel without issues.
  15. I already have a mod for this Space Age tracks your vessel's history including orbits, landing, SOI changes, dockings etc.
  16. Looking at the config files, it seems Timberwind engine has a description from Kerbal Atomics' Neptune.
  17. Of course it tracks orbits in all SOIs, but it starts over if you've changed SOI, landed or went hyperbolic (i.e. no longer in orbit). Counters are not combined, because it doesn't really make sense to add, say, 15 orbits in LKO to 1 orbit of Sun to 70 orbits of Eve. The same goes for sols counter.
  18. Yep, it works fine at 1.4.5, but I didn't want to change the title because, technically, the latest release was for 1.4.4. But I guess it might confuse some people, so I just put an "x" in version number.
  19. Theoretically, yes, but since most of this data is incomparable (orbital periods and length of days will differ from a vessel to a vessel), I don't really see much use for it.
  20. There is literally no UI. It just displays simple screen messages like "Orbit 24" or "Sol 5". No buttons to clutter the toolbar, no windows to bother with. Well, maybe I'll add a hotkey or some other way to show this message by request, but it's about the biggest intrusion I want it to have in gameplay. PS: There is a Settings window, but it's not really a work of art.
  21. Timekeeper This is a rather simple and unobtrusive mod that counts orbits and solar days (sols) for all your vessels in the background. It displays the current orbit/sol when you switch to the vessel or when the counter changes. It is purely cosmetic and is intended mostly for role-playing and immersion. Download Notes The mod starts counting orbits when the vessel achieves a stable orbit, i.e. has periapsis above ground and atmosphere and apoapsis within body's SOI. It keeps counting as your orbit changes, even if you go suborbital for a moment. If the vessel goes reaches escape velocity, lands/splashes down or exits SOI, the counter stops. Sols are counted when the vessel lands or splashes down. Counting will continue as the vessel flies, drives or hops around unless it goes orbital or escapes SOI. Mod's impact on performance should be very small. You can disable orbits or sols counting or the mod altogether in the Settings. AVC and CKAN (soon) are supported for checking for updates. Source: Github License: MIT Enjoy the mod? Buy me a coffee! Changelog
  22. Cool, so it wasn't that hard after all. Thanks!
  23. So, I need to calculate duration of a solar day (i.e. time between two sunrises or two sunsets) of a moon. Let's ignore inclination and assume near-circular orbits. Is there any handy formula for that?
  24. Hey @magico13! It is very sad to see you step down, but thank you for bringing these fantastic mods to the community. I can't even imagine playing without KCT any more. If no one else volunteers, I can try to take up KCT. However, I have almost zero experience maintaining someone else's code and I'm not sure I can improve things there or even apply fixes more serious than a recompile. I'm also quite busy with my day job(s) as well as with my own mods, so I'd prefer if somebody else picked it up.
  25. When orbiting the Sun with Dual Technique Magnetometer, the log is spammed with this line: [KSPI] - Failed to find magneticFieldDefinition for: Sun
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