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garwel

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Everything posted by garwel

  1. One idea I came up with recently, although it may be obvious to some, is of interstellar travel and the future of humankind. I am skeptical about a possibility of FTL travel, at least for macro objects, which means that we as humanity will probably never be able to reach other stars. However, robotic explorers will because they don't age (at least it's more avoidable than with organics). They also don't have so many requirements as we do (specific atmosphere, temperature, radiation level, ability to grow food, etc.). So probes be able to travel for decades and maybe even centuries to establish robotic "colonies" in other star systems. However, they'll need to be completely autonomous, capable of self-replication and self-modification, and sort of sentient (at least be able to define and pursue their own goals). Effectively, it means that the human civilization and all organic life will be merely a predecessor to more durable and adaptive silicon and electronics-based civilization, pretty much like protozoa were a necessary step to appearance of modern animals. Humanity may remain on Earth and some other planets of the Solar System for quite some time, but the rest of the galaxy will be inhabited by successors of our robots.
  2. Can you share your save file? Did you do anything before NREs started appearing? Which version are you using? I'll take a look at sorting kerbals by vessels. It's doable, but probably not in 1.2. In my current playthrough, I also have no troubles with LKO and Mun missions, but Minmus missions required bigger crew cabins (or more of them). A permanent Mun station has 2 hitchhikers, a cupola, a lab + a docked passenger vessel and can support two 2-star scientists indefinitely. As to interplanetary missions, I'm building a ship that will be able to travel to Eve or Duna with 3 kerbals, and it's going to be pretty big. Radiation is also becoming a problem in missions like this, so I had to add a heatshield.
  3. I'm not sure it is due to Trajectories, but I noticed that, after updating it, some mods started having issues with GUI. E.g. SCANsat doesn't show the map and KER has problems showing HUD. I wonder if anyone else has seen it too and what can be done about it. The output log is here.
  4. I have an issue with KER and some other mods (I'm crossposting there). In flight, the HUD2 panel doesn't show up. All other KER UI elements seem to be ok. I think it happened after I updated Trajectories, but I'm not sure. Here is the log.
  5. I've encountered a GUI issue with SCANsat (as well as some other mods where I'm crossposting this). The SCANsat big map doesn't show in Map View and, in Flight View, the box where the map is supposed to be is white (buttons etc. are shown ok). I think it happened after I updated Trajectories, but I'm not really sure. The output log is here.
  6. SSPX built-in patch is quite alright. Maybe not exactly what I'd make it, but very playable.
  7. This is what happened to Minmus highlands after the Kopernicus update. I'm considering leaving it as is.
  8. I also saw in your screenshot that it gives them titles like Capt, PhD, etc. Or is it another mod?
  9. No, actually I need the output_log.txt. It is where all debug logging is made. PS: Does GPP rename the kerbals only once (when they are hired) or does it keep renaming them throughout the game?
  10. Are you sure it' the correct output log (the former one)? I don't see Kerbal Health mentioned there at all.
  11. Can you attach the output log? I included a handler for kerbal renaming in 1.0, but it doesn't seem to work in this case.
  12. Kerbalism has an ecosystem of its own and I frankly have no idea what's there under the hood. But I think that simulating the complicated magnetic topology in KH is going to be very bad for performance. This is why I restricted it to just a few pretty simple zones.
  13. SSTU and Tundra Exploration patches shouldn't be hard. I'll look at them when I have a free minute. I do have plans for more radiation stuff, but you'll have to wait for v.1.3 at least. One of the things I'm going to do is add individual settings for planets and moons (so that Duna has a weaker magnetic field and Jool its own radiation, for example). But I want it to be both realistic and "lore-friendly", so it may take some calculations.
  14. No. You can stabilize (and even regain, to some extent) health by using Recuperation mechanics provided by some parts. Check out the OP and the wiki for details.
  15. Well, since it's not really repeatable there is little I can do. Did you say that the second attempt worked ok? Besides, it's better to enable debug mode in the mod settings for such tests. It may make the game slower, but it logs loads more data. You can then disable it whenever you want.
  16. So, does it mean they are testing a new method of landing the first stage, in the ocean instead of on a barge?
  17. I've just published a pre-release of a bug fix (which is going to be v1.1.1). Busy as I am with my real life these days, I haven't been able to test it yet. Will appreciate if you guys check it out and let me know if the fixes work (and no new bugs are introduced). Download it here.
  18. The mod intercepts certain game events to register new kerbals and also checks for them regularly in the background. It may not work in all cases though, like with rescue missions (and it probably shouldn't because you don't want your kerbals to die before you had a chance to rescue them). I think I fixed the NRE in my dev version, but haven't tested it yet.
  19. Thanks @William516, it does look like an actual bug. I'm going to release an update fixing a few of such glitches soon. Sorry about it.
  20. Nope, Medic is a different kerbal profession (or trait), they specialize in, guess what, medicine instead of general science, so I decided to reward them for that. It's not a big deal in 99% missions unless you make sicknesses very common in the settings (they are quite rare by default). As to the tips or something, thanks, I'm surprised and flattered. I have a day job and do mods mostly for my personal leisure, but of course it's very nice to see other people value my work (including with their donations). I just launched a Patreon page, so feel free to send your there: https://www.patreon.com/garwel
  21. I usually play with KCT myself, the only problem is that you have some extra logged events from time to time. You can disable these types of events in the settings or delete them from the Chronicle manually.
  22. Yep, it should work. Again, since it's all governed by the rand(), there is never 100% guarantee that the kerbal is free from disease. In my current playthrough, for instance, my pilot has been ill for so long that I had to double check the algorithms.
  23. Kerbals can only get sick "on their own" (i.e. without other infected kerbals nearby) at KSC, so, to quarantine, you need to keep them on a mission. You may do it, for instance, by keeping them at launch pad or in orbit, so that you can bring them home if one gets sick. Of course it only makes sense in very long and complex missions: you don't want to abort an expedition to Jool if one of your crew gets ill after you've already left Kerbin SOI, but perhaps they will survive a flyby of the Mun.
  24. Kerbal Health 1.1 Anniversary Edition Added: (Almost) every crewable part now provides Living Space, which is used, instead of seats number, to calculate Crowded factor. Generally, heavier and more expensive parts tend to provide more space, but factor multipliers and Recuperation are also taken into account. Added: Recuperation now has crew cap and can't go higher than the highest Recuperation value among your parts. E.g. a Cupola provides 1% Recuperation for 2 crew => 4 Cupolas give 1% Recup for 8 crew (not 4%!). Added: Support patches for Atomic Age, FTmN, FTmn-New, RSCapsuledyne from Spacetux Recycled Parts (thanks @linuxgurugamer for these), BDB, and DSEV mods Added: Recuperation is now shown in Health Report Added: Some parts (stock as well as from mods) now provide bonuses to Loneliness and Connected factors Changed: Base Crowded factor value is -3 instead of -5. It is applied automatically when the mod is updated, but you should load every crewed vessel to update cache. Changed: EVA radiation exposure was lowered to 500% from 1000% (to 200% from 300% on moderate difficulty) Changed: Health modules can only be enabled or disabled if they consume resources (EC). Therefore alwaysActive keyword has been deprecated. Changed: All parts' values have been rebalanced Fixed: Cupola and some cockpits had RadShield when they shouldn't have (thanks @Fraz86 for pointing out) Significantly improved performance for vessels with a lot of crew Download here
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