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garwel

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Everything posted by garwel

  1. It changes the effect of the corresponding factor (e.g. Crowded, or all of them if unspecified). E.g., if you have 2 kerbals in a 4-seat craft, the Crowded factor will chip off 5 x 2 / 4 = 2.5 HP per day. But if you have a working health module providing 0.5 multiplier for Crowded factor, it will only take 1.25 HP/day. It gets a bit more complicated if you have more crew than your health modules' combined capacity.
  2. This may also be the reason why Nertea's Cryogenic Engines and Kerbal Atomics don't show up in CKAN at all.
  3. I haven't reached the outer planets yet myself, but I understand the mod changes a thing or two in stock mechanics such as antenna ranges and kerbals' XP levels. So you may have some unintended consequences if you install it mid-game.
  4. I see. FYI, since 0.6.2, Kerbal Health uses day duration from game settings, but in older versions, it assumes a 6-hour day. The simplest way to manually adjust the mod is to increase kerbals' HP from 100 to 400 and HP increase per level from 10 to 40. You don't need to edit a savegame for this, just use the Difficulty Settings.
  5. I haven't played with RSS/RO, so I can't unfortunately help with balancing the stuff. It doesn't look right, however, that your kerbal survives only 2 days (is that 48 hours?) in a mk1 pod. What version if the mod are you using? How much HP/day does it take? Your patch looks correct, at least syntax-wise. It's MM, so it should work from any location within GameData. In editor, hover the mouse over the part and see if it shows a "Health Module" in the pop-up. If you make a complete compatibility patch for RSS/RO, I may include it in the mod (if you don't mind, of course).
  6. Looks cool! Are they balanced (mass, size and cost-wise) against JX2 and the stock antennas?
  7. Kerbal Health 0.6.3 Added: You can now select, which factors to include in the Health Report calculations Added: Kerbal Planetary Base Systems (KPBS) compatibility Changed: Cupola EC consumption changed to 2 per kerbal (for marginal health bonus only) Fixed: If exhaustion start level is set to 0 in the Settings, exhaustion should not occur Fixed: Potential error with calculating min/max limits for factor multipliers in complex vessels Download here
  8. Is it needed with gradual physics kick-in since KSP 1.2 (I think)?
  9. In some edge cases (the kerbal is in a vessel landed on Kerbin) it can make "dead" kerbals recoverable, with unpredictable consequences. Plus, having an apparently dead kerbal marked as alive and assigned in the roster can affect other mods, e.g. life support. I'll see if I can find a way around it.
  10. This code appears to work for a kerbal on board ActiveVessel. But when I try it on a kerbal on EVA (I skip the first line because part is null) while being focused on a nearby vessel, he doesn't disappear or anything. Trying then to switch to that kerbal causes an NRE: NullReferenceException: Object reference not set to an instance of an object at KerbalRoster.ValidateAssignments (.Game st) [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.AltimeterSliderButtons.returnToSpaceCenter () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
  11. Thanks, will try this. The problem is, it also has to happen to unloaded kerbals (including from KSC and Tracking Station scenes). This is where I had most problems.
  12. I've looked at USI-LS and they basically do the same thing (plus mark vessel crew as dirty). Tried to emulate that, but it didn't help. Will try what JPLRepo has suggested and see. But the problem is usually with non-loaded vessels.
  13. I asked this question in the other thread, but got no answer, so asking here. I need to be able to kill a kerbal (I have an instance of ProtoCrewMember), which can be loaded or unloaded. Using ProtoCrewMember.Die() causes an NRE in flight scene and doesn't remove the portrait. For now, I've been using this code (PCM is an instance of ProtoCrewMember): if (PCM.seat != null) PCM.seat.part.RemoveCrewmember(PCM); PCM.rosterStatus = ProtoCrewMember.RosterStatus.Dead; However, this doesn't always work well. Sometimes, I have a portrait replaced with white noise but the box still displayed and the kerbal visible in IVA. What's worse, this code doesn't seem to work from KSC at all. In any case, even if it kinda works, the deceased kerbals simply disappear from the roster and are not seen in the Lost tab. So, what is the best way to kill a kerbal?
  14. It's a known issue. The thing is, your HP change depends on the situation: whether you are in microgravity (e.g. in orbit), at home, have connection to KSC, etc. The Health Report (in the Editor) doesn't know how exactly you are going to use your craft. So it assumes a more-or-less most common situation: Microgravity is on Connected is on Home is off All health modules are on Here, your situation was different: microgravity was off, home was on, and the health module was off. Hence the different figures. In the future, I will add a dialog where you can define how to calculate these factors. For now, you may either do it manually or use simulators such as KRASH before launching your vessel.
  15. I PMed the author. Hopefully, s/he will show up sooner or later.
  16. Hey there. I don't want to pester you, but in case you missed it, KSP 1.3 is out and the mod apparently needs updating.

  17. Kerbal Health 0.6.2 Added: Day length and home world should now be compatible with universe-changing mods Added: Time unwarp when things happen (such as exhaustion) to kerbals on a mission Changed: Increased EC consumption for most stock parts Changed: Science Lab now only affects its own crew Changed: A medic can heal 2 sick kerbals without penalties (2x better than a Scientist) Changed: Death HP level is now fixed at 0, but you can now disable death in Settings Fixed: Bug with curing sickness at KSC Download here
  18. Hey. I need help doing the dirty job of killing kerbals. Using ProtoCrewMember.Die() when in the flight scene causes an NRE and doesn't remove the portrait in flight scene, so I've been using this code (PCM is an instance of ProtoCrewMember): if (PCM.seat != null) PCM.seat.part.RemoveCrewmember(PCM); PCM.rosterStatus = ProtoCrewMember.RosterStatus.Dead; However, this doesn't always work well. Sometimes, I have a portrait replaced with white noise; sometimes I still get the NRE or the kerbal even survives. I haven't been able to understand why it has different outcomes (maybe it has something to do with the game's FixedUpdate() cycle or with timewarp). In any case, the deceased kerbals disappear from the roster and are not seen in the Lost tab. So, how do you kill your kerbals?
  19. If you'd like to have these configs included in the mod, you may send a pull request. Otherwise, I added a link to the OP.
  20. Thanks man! I suspected it, but haven't checked. Will implement in the next release.
  21. USI-LS' habitation mechanics do overlap with Kerbal Health, so I advise to disable them (just set their effect to none in USI-LS settings). It is mentioned in the mod description on Github, but I'll duplicate it here.
  22. If you look a few posts above yours, you'll see a 1.2-compatible version. As for 1.3, looks like @theSpeare hasn't been on the forum for almost half a year, so I guess somebody will have to take up the mod unless/until the author returns.
  23. Yes, the day is considered 6 hours. Multiply it by 4 if you are playing with RSS or similar mods. If I find how to access day length, I may enable auto adjustment. I know that USI-LS and TAC-LS use EC for life support. However, at least USI-LS uses tiny amounts of it, which you can almost forget about when designing a ship. One of the points of this mod was to encourage (or, well, force) players to build bigger, more complex ships for long missions. If you are going to the Mun or Minmus, you don't really need a health module, so your EC usage will remain low. But interplanetary travel assumes a different level of comfort, which in turn requires more power. It means that a couple OX-STAT panels are not enough any more; you'll have to provide enough EC for your kerbals' well-being. However, if you find that you don't really need all these health modules (or you need a temporary power boost), you can simply disable them and they'll stop eating power. What I may do in the future is review the amounts of EC the modules take. It was defined rather arbitrarily, so I can make them lower (or higher) when I decide what to compare them against. Meanwhile, you are free to modify the configs to suit your play style. Besides, if you use Kerbal Health 0.5.3 or higher, you should use resourceConsumptionPerKerbal instead of ecConsumptionPerKerbal.
  24. Thanks! I think I know what may be causing it. UPD: Got it, squashed the bug. Its side effect was that a kerbal couldn't cure at KSC. Will include the fix in the next release.
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