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KSP2 Release Notes
Everything posted by garwel
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Yay, it's been almost three months since the last official release and here we go! Kerbal Health 1.2.0 Added: Health quirks—individual features of kerbals so that they react to health factors differently. The Quirks are 100% editable; you can add, remove or change them by editing KerbalHealth.cfg or with MM patches. Kerbals have a 25% chance of getting a semi-random Quirk (depending on their Stupidity and Courage) when they level up. Everything is adjustable (or can be disabled) in the Settings, as usual. Added: Support patches for SSTU, Malemute, Tundra, RLA Reborn Added: UI is now colorful (I welcome suggestions about the color scheme) Added: Health decay is now displayed in Details view Changed: Radiation now increases gradually as you get farther from a celestial body (due to occlusion); body radiation shielding setting has been deprecated Fixed: 1.875 m heat shield from Making History now provides radiation shielding Fixed: Blurry toolbar icon Fixed: Date/time displayed incorrectly for periods over 1 year Fixed: Panic Attack time was displayed incorrectly Fixed: Exposure was not calculated correctly on game load Fixed: NRE when renaming kerbals Fixed: Potential NRE when kerbal currently viewed in Health Monitor is killed/removed Fixed: NRE related to Sickness in some crew configurations Download here
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At last, Kerbal Health 1.2 is almost done! (TBH, it was 95% ready a month or two ago, and I've been procrastinating with testing and bug-stomping since.) A pre-release version is now available at Github. It is feature-complete, but may still contain bugs, so back up your save. I'll appreciate any bug reports or ideas for improvement. See the change log and download the pre-release here. If nothing really bad is discovered, I'm going to release the official version this week. PS: In particular, I am interested in having someone test it with kerbal-renaming mods, which I don't use. Checking for inconsistent health change calculations between flight and KSC is also important.
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I think the bug was with the list of kerbals that KH keeps. Basically, when you renamed your kerbals, it would update the name in the record but not the list's index. Therefore it couldn't find the right kerbal and all further calculations failed with NRE. It should be fixed in 1.2, which I hope to release soon.
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Sorry about it. I think I found the issue; it is related to renaming of kerbals, which wasn't handled correctly by KH. I added (hopefully) a fix for it, which will be included in the next release.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
garwel replied to DMagic's topic in KSP1 Mod Releases
I've been thinking of how to model InSight mission in KSP, which transmits data via small relay satellites even if they don't have uplink to Earth at the moment of reception, and I found Science Relay. Is it possible to use it through kOS? -
You should check out the wiki; it explains pretty much everything about the mod. With radiation mechanics, your kerbals can't last forever, but you can shield them well to stay alive long enough for any reasonable mission. Radiation doesn't kill them quickly (unless they are taking sunbaths at low solar orbit), but very slowly erodes their health. It may not have a noticeable effect until after many years on a mission. So if you are playing a very long game, you'll have to watch your astronauts' radiation levels and eventually replace old ones with new blood, but it doesn't happen often. Kerbals don't accumulate radiation when at KSC, but they do gain some in Kerbin atmosphere and even on the launch pad (but very small doses). There should be no problems with planet packs. The only possible issue may be with radiation calculation when the sun is replaced or there are several suns etc. I haven't tested it with such packs.
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Space Age 0.2.6 Recompiled for KSP 1.4.3 Added: Some better text formatting in windows Added: Vessel docking tracking Changed: Date display format Fixed: Blurry AppLauncher icon Fixed: Potential NRE for invalid achievements Download here
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
garwel replied to politas's topic in KSP1 Mod Releases
Yep. Could it be because my KSP installation is on disk D: (although it is still a Steam folder)? But other mods are detected ok. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
garwel replied to politas's topic in KSP1 Mod Releases
Looks like CKAN hasn't autodetected the DLC for me and considers all MH-dependent mods incompatible. -
I understand making KSPedia requires the use of Unity editor, which I'm not familiar with and don't want to learn for this small task. Moreover, the quirk system will be dynamic in that anyone can add, change or remove quirks, so a static KSPedia isn't a good solution. In the end, I think I'll keep the entire list online as a reference and will only give specifics of quirks when they are acquired. Not a perfect solution, for sure, but better than spending lots of hours working on a feature very few people will use.
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[1.12.x] JX2Antenna v2.0.5: Giant 1000G antenna for big solar systems
garwel replied to Snark's topic in KSP1 Mod Releases
Yes, things look right now. Thanks for the quick fix! -
Just a heads up, folks. I've been more or less away from KSP for almost 2 months (real life stuff + KSP upgrade). I've been working on Kerbal Health 1.2 meanwhile, but at a slower pace. Now that most of my favorite mods have been updated for KSP 1.4, I can get back into the mode of developing & playing. Hopefully, things will move more quickly from now on. I have almost finished everything quirk-related in Kerbal Health. The last feature I'm going to add is a quirk information sheet. I haven't decided how to implement it yet, with my limited skills in UI design. Speaking of which, I finally came around to learning some text formatting techniques in KSP. As a result, Health Monitor and Health Report windows will soon become more colorful and less boring. Yay!
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[1.12.x] JX2Antenna v2.0.5: Giant 1000G antenna for big solar systems
garwel replied to Snark's topic in KSP1 Mod Releases
When I have this mod installed alongside OPM Galileo (and quite a few other mods), all CommNet stops working causing the following NRE, endlessly: [EXC 20:28:43.338] NullReferenceException: Object reference not set to an instance of an object CommNet.CommNetwork.TryConnect (CommNet.CommNode a, CommNet.CommNode b, Double distance, Boolean aCanRelay, Boolean bCanRelay, Boolean bothRelay) CommNet.CommNetwork.SetNodeConnection (CommNet.CommNode a, CommNet.CommNode b) CommNet.Network.Net`4[_Net,_Data,_Link,_Path].UpdateNetwork () CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () CommNet.CommNetwork.Rebuild () CommNet.CommNetNetwork.Update () All vessels lost connectivity, except for some weird connections with one of the relays. Removing JX2 resolved the issue. -
[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
garwel replied to Galileo's topic in KSP1 Mod Releases
I'm a bit confused with the new release of OPM on Github. First, the version jumped from 1.2.6 to 2.2.0. Second, with the changes (Tracking Station Tier 4 and new science definitions), is it going to break things? Any possible conflicts, e.g. with KCT?- 471 replies
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[1.12.x] Near Future Technologies (September 6)
garwel replied to Nertea's topic in KSP1 Mod Releases
Me, I don't use NF Construction, so would naturally prefer an earlier release. Won't hold it against you if you decide otherwise, of course. -
If you look a couple posts above, I'm saying that it's a planned feature, probably for v1.3.
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I'll add more checks to try and prevent it. Should be quicker if you also submit a Github issue.
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Apparently, your station has active health recovery modules (e.g. the Cupola) and the crew's health will stabilize at some level above the exhaustion threshold. This is why the mod doesn't show how much time they have till exhaustion. The guy at the bottom is recovering his health and the timer displays when he'll be at full health.
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I haven't had time to play KSP lately. Has anyone tested Kerbal Health in 1.4.2? Does it work ok?
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I do plan to revamp kerbal display in the future, but not in 1.2 yet.
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Just a heads up for all mod users. I'm continuing my work on the new release, which will feature health quirks. There is no ETA yet, but the core mechanics are done and I now need to do some polishing and debugging. My Patreon patrons can already download the first dev version.
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