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garwel

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Everything posted by garwel

  1. Please explain the problem and attach the output log and persistent file.
  2. Apparently, one of your mods is incompatible with your KSP version. If you run KSP 1.3.1, check for updates of all the mods. Regarding Space Age, v0.2.3 is for KSP 1.3.1 and v0.2.2 is for KSP 1.3.0.
  3. I haven't played IFILS, but judging by its description there shouldn't be any.
  4. It seems to me you are confusing two radiation-related things: radioactive decay and health effects of radiation. Radioactive substances (such as Uranium-238 or Polonium-210) have a half-life because their atoms are unstable. As a result of these nuclear reactions, they produce various forms of radiation, which can reach a human (or kerbal) body and ionize some atoms in it. But the ionized cells don't have to be radioactive themselves. As far as I understand, the health problems arise mainly from the cases when DNA molecules in body cells are hit by radiation, ionized, and change their structure—mutate. It increases the risk of cancer, producing mutated offspring, sterility, or, in case of exposure to extreme doses, radiation sickness and death. I suspect that some of the mutated genetic material is indeed removed from the body as cells naturally die out, but it's not guaranteed (they may as well split and pass on their mutated genes to the new cells). So, from a realistic point of view, there is so far no way of "healing" radiation effects. Hence all at-risk professions (astronauts, airline pilots, nuclear plant staff, etc.) have their limits on annual and lifetime doses. If you've received your lifetime dose of radiation, you've got to find a safer job, that's it. We may assume that in the future it will change or that kerbals have a different physiology, but it should still be hard. I'm leaning toward giving a special option (perhaps after reseraching a high-tier tech) to heal the kerbals by paying a large sum and grounding them for a significant period of time. For instance, you may have to keep your kerbal for a year at the KSC to heal 20,000 bananas. And next time with the same kerbal it will take even longer. So you'll still have to take effects of radiation into account for long missions.
  5. Maybe in the future. Not sure how they'll fit with the currently text-only UI. I want to do something like that, because the current system is admittedly confusing. But I'll have to figure out how it all works. So far, you have to look at the lines at the top, which say "Health Module Enabled: True/False". If the part has several health modules, they follow the same order as in part info in the Editor. What do you mean as a half-life mechanic?
  6. I need your output log, with debug mod on (in the Settings).
  7. I haven't played with Kerbalism for more than a few minutes, but you can give it a try. Some things clearly overlap between Kerbal Health and Kerbalism (health/comfort, radiation, etc.), so you may have to disable some of the features. Otherwise, you'll have to make sure your vessel satisfies conditions of both mods. Also, any mod that can turn a crew member into a Tourist may conflict with another such mod, possibly resulting in a kerbal remaining a Tourist forever (I try to prevent it on my side, but I don't know how other mods behave). This is quite rare, but possible. Also, there is no special support for Kerbalism's parts: they should have some RadiationShielding capability, but no health modules, hence you'll need other parts if you want a sustainable base.
  8. One can also try FMRS, which I understand was created with this specific scenario in mind. Didn't use it much myself, though.
  9. Please do provide the output log. Or at least tell me very clearly how it happened. I can't do anything with this little information. I don't think ageing per se makes sense here, but in a way, radiation with its permanent health degradation gives you something resembling ageing.
  10. Yep, I know. It's not an actual error; it just means you don't have DeepFreeze installed. In the next release, this spam will be fixed (along with the tiny performance hit it creates). As to your idea for kerbals temporary inactivity instead of death, you can pretty much make it yourself already. Just set the Exhaustion start and end values higher, e.g. around 50%, and it will do the trick. You may also want to increase the maximum HP and HP level gain to compensate.
  11. Depending on what you call self-sufficiency. You can design a vessel or a station where your kerbals can remain indefinitely, if you use parts that provide Health Recovery (e.g. Cupola). But their health will still be below 100%; it will just stop worsening. You'll still have to take it into account for missions out of your comfortable home-away-from-home. You cannot completely prevent all radiation, but you can reduce it well enough not to worry about it for any reasonable time.
  12. I realized that you don't use the stock settings system, which broke mods in 1.3.1. So your mods should work ok in both versions (as @Aelfhe1m testifies).
  13. This mod adds signal delay for probes in KSP, based on their CommNet connectivity. It means that you will only see the commands you issue after the radio wave reaches the vessel and returns back. Controlling interplanetary probes gets harder but more realistic. Antennas also now use Electric Charge (when deployed) for telemetry. The lower the signal strength (only the first link counts), the higher EC usage. All the features can be adjusted via in-game Settings. Quickly disable or enable the mod by clicking the toolbar button. Download latest release Source Status The mod is in beta. Please report bugs via the GitHub Issues tab or at the forum and attach the output log. Required / Supported Mods Module Manager - required for EC usage feature Blizzy's Toolbar Bluedog Design Bureau CommNet Antennas Extension DMagic Orbital Science Dynamic Battery Storage Global Construction JX2Antenna Kerbalism kOS - terminal is supported, but all the commands are implemented without delay. You may use WAIT command to simulate delay. Near Future Exploration Pathfinder (WBI) Probes Before Crew RemoteTech Redev Antennas ReStock+ Surface Experiment Pack (SEP) Tantares USI Kolonization Systems (MKS) Known Issues The mod doesn't handle part actions (e.g. experiment deployment), so they are not delayed. If you find it cheaty, you can choose to hide them, in the Settings, and use action groups instead. RCS linear translation (HNJLIK keys) is not supported at the moment. I haven't figured out how to execute these actions. Autopilot and similar mods (such as MechJeb) also have no delay, because they interact with the vessel directly. This mod conflicts with CommNet Constellation and, potentially, any other mod that changes the way CommNet works. Do not install more than one such mod! License: MIT Enjoy the mod? Buy me a coffee! Video: Change Log:
  14. Time of day or parts' relative location don't play a role here. This would be too much of a performance hit and could require too much micromanagement from the player. Besides, real radiation patterns are much more complex than sunshine and I don't pretend to simulate it accurately. However, when you are very close to a celestial body, you experience only half the radiation because the other half is blocked by the body itself. Think of it as a "night bonus" of sorts.
  15. I fixed the log spam, but the NRE worries me more. I haven't been able to reproduce this error yet. Did you have CommNet enabled or disabled?
  16. Can you tell me what exactly happened? I understand your rover exploded. Did Jebediah die or did he survive? Was he in an external seat at that moment? Did you have CommNet enabled?
  17. Ok, here is the backport of v1.0.0 for KSP 1.3.0: https://github.com/GarwelGarwel/KerbalHealth/releases/tag/v1.0.0-pre.3 All future versions will target KSP 1.3.1.
  18. Space Age 0.2.3 - KSP 1.3.1 recompile + fixes Recompiled for KSP 1.3.1 Added: An option to stop time warp on event Fixed: Issue with notifications on achievements import Fixed: Type in SOIChange event description Fixed: ^N in celestial body name for FlagPlant events Download here
  19. Kerbal Health 1.0.0 Kerbal Health is finally out of beta and considered stable (hopefully). This is a major update, so you should visit all your crewed vessels after updating to refresh mod data. And better backup your persistent file, just in case! Added: Radiation effects that permanently reduce kerbals' maximum HP (see readme or wiki for more details) Added: RadiationShielding resource that can be added to most crew pods and some other parts for additional protection Added: Detailed view in Health Monitor displays more stats including individual factors for loaded kerbals Added: Support for kerbals freezing with DeepFreeze Added: Support for radioactive and shielding parts in stock, MKS, Deadly Reentry, Kerbal Atomics, KSP-IE, SpaceY, etc. Added: Difficulty presets (Hard difficulty recommended) Added: Health Monitor splits into pages when you have many kerbals Changed: EC consumption of all health modules reduced by 50% Changed: EVA factor now reduces health by 10 HP/day (down from 30) Changed: Sicknesses are now more rare, but they last longer and have longer incubation Changed: Marginal health change renamed to Recuperation (for positive) and Decay (for negative) Changed: Notifications are no longer shown for events with kerbals not on missions (prevents message spam) Fixed: Kerbals on EVA no longer feel crowdedness Fixed: Health Monitor didn't update correctly when kerbals were added or removed Fixed: Incorrect calculation of science lab and some other parts' effects in Health Report Fixed: Renaming kerbals shouldn't reset their stats now (hopefully) Some small UI improvements, code cleanup, and performance tweaks Compiled for KSP 1.3.1 Download here
  20. It implements IResourceConsumer, but not any of its subclasses.
  21. I'll investigate it further and will try to fix it before the release. Are you sure you still had a lot of EC? 'Cause the way health modules work is they request EC (via the stock system) and if they are given less than requested, they shut down. On very high time warp, EC levels tend to fluctuate heavily and losing all EC even for a tick is enough to disable the health modules. Perhaps, I can rewrite the code so that they simply skip that tick and try again in the next one. Can't be sure it will fix this issue, but probably it's a good change anyway. It's easy and I can add it (if someone wants to use it). There are some resources that you can't really manipulate: think Ablator or IntakeAir. The reason to have it as a resource is because it has mass, cost and its amount can be changed. I'm not going to make it in-situ produceable (it's just unrealistic), but you can always make some water, which also gives shielding, if much less efficiently. The good news (or the bad news maybe) is that I'll make things harder for the release. All parts will have half as much shielding as they do in the 2nd pre-release; RadiationShielding will also be half as effective. You'll be able to adjust this value in-game.
  22. Thank you for the thorough testing! When on a mission, kerbals can only get sick if one of their crewmates is sick or infected (in incubation period). At KSC, they have contact with the general kerbal public, so they can get sick just so (defined by the setting for sickness incidence). But it seems that they get well way too soon and the chance of taking a sick kerbal aboard is really small. I'll rebalance it by increasing sickness and incubation period durations and, probably, lowering the daily HP drain for sickness. I'll check it, but remember that the Science Lab only affects kerbals inside it (not the whole ship like most other parts) and the Sickness factor only shows if you enable it in the Health Report. It must be the stock issue with EC consumption on high time warp. Try downloading Dynamic Battery Storage by @Nertea, which claims to solve these problems Actually, the onscreen notification about a health module being disabled tells you the part name, doesn't it? It may be disappearing too fast, then I may increase the time it's displayed. I wanted to do it from the start, but the generic system for event processing that I use doesn't allow it. I'm sure I'll eventually get to it, but not just yet. I like this idea! Will do in a future version. I've added a timestamp in messages (shown via the message system) in the next release, so you'll see when an event happened. As for showing when the panic attack ends, I didn't include it because, in real life, such things are not controlled or known in advance. Panic attacks' effects are managed by the stock system (in fact, the game treats panicking kerbals as unconscious), so I don't show any additional conditions. Maybe will do it in the future, but they may not be 100% accurate. No, it's not depleting, unless you use a mod that consumes it (such as TAC-LS). Doing it while on time warp or for unloaded vessels would be either very inaccurate or bug-prone (remember the EC issues). Unfortunately, KSP is very limited in what you can do in such cases. I'll limit the time displayed to 10 years in the next release, thanks. I plan to add an API to Kerbal Health in the future; then Space Age and other mods will be able to access all these stats.
  23. Factors are only displayed for loaded kerbals, i.e. those on the active vessel or within physics range. This is because most factors are cached for unloaded kerbals and are applied in bulk. Showing only some factors and not the others would confuse the player, so I'm not showing them at all. Kerbals in KSC may only experience KSC and Sick factors (the latter, naturally, if they are sick). As to the timer, it would require changing the events system and kerbal structure, which I don't want to do unless it's really necessary. Can you tell me how it happened? Did you hire Jenbus Kerman, was he added as a Tourist by a contract or did he just appear in the roster of available kerbals? If you can attach a longer piece of log (10-20 lines above this and a few after), it'd be easier to identify the cause.
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