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Everything posted by garwel
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Nice plan; your maths looks right. The reason I left Mk3 cabin with a 50% bonus is that it's actually well-balanced already. Although it is the best crew module in mass per kerbal terms, it's still very heavy and has capacity of 16--much more than you normally need. It is also more expensive per kerbal ($1875) than mk1 ($275), mk2 ($1050) or the hithchiker ($1000). The only thing I think needs changing there is power consumption: I'll increase it from 1.5 to 2 EC/sec per kerbal. I agree about the Hithchiker. I'll improve its multiplier to 0.375 and will also increase power consumption to 2.5 EC/sec per kerbal. The latter will also apply to mk1 cabin (which is currently as good as mk2, but cheaper). Gonna implement these changes in the next release, but you can edit the appropriate config (KHStock.cfg).
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I released Kerbal Health 0.5.3 as the last KSP 1.2.2-compatible version. It has the same features and bug fixes as KH 0.6.1 (+ one minor enhancement). I am now ceasing support for KSP 1.2.2.
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Given that kerbals will often launch vehicles without any pre-flight testing or even a calculated trajectory, I'm sure they may not notice a virus or two in astronaut's blood. This doesn't happen often though, on average, your chance to unwittingly send an infected kerbal on a mission is around 3%. Multipliers interact in a rather logical way. If they have the same multiplier (e.g. 50%, as most default configurations have), their crew capacities stack. So, for instance, a Hitchhiker (50% to Crowded for up to 4 kerbals) and a Cupola (50% to Crowded for up to 2 kerbals) on the same vessel give a 50% multiplier to Crowded for 6 kerbals. If their multipliers are different, the resulting multiplier will be something in between. You will see the actual estimated HP effect in Health Report in the Editor. So yes, you can definitely put together a number of hitchhikers and/or crew cabins to have a bonus to Crowded factor for your entire crew. But for very long flights, you'll also need to use parts that provide a marginal health bonus such as the Cupola or many MKS parts. Coupled with generally good health management, it will allow your kerbals to stabilize their HP at some level for the entire mission. Again, it should show in the Health Report, such as "→40 HP (33%)" (it means that the kerbal's health will stabilize at around 40 HP level).
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Kerbal Construction Time/StageRecovery Dev Thread
garwel replied to magico13's topic in KSP1 Mod Development
Well, you don't have to add support for localization, even in 1.3. Not only will you have to maintain more strings and code, but you may then have to deal with users playing localized versions and expecting support in their respective languages. Personally, I'm not going to add localization support for my mod (even though one of the localized languages is my native). -
I will post an (unsupported) version for KSP 1.2.2 as soon as I see that 0.6 series is more or less stable.
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Kerbal Health 0.6.1 Added: Kerbals on missions can catch infection from their crewmates Added: Incubation period when the kerbal is contagious but shows no signs of the sickness Added: Scientists and Medics help cure sickness much sooner (when enough are present) Added: Kerbals have temporary immunity from sickness after recovering from it Added: Mobile Processing Lab halves effects of sickness Changed: Events settings are now defined through average periods/duration instead of daily chance (should be more convenient) Changed: Part module info is again displayed even if KH is disabled Fixed: Freeze on loading screen Download here In this version, I implemented a rather complex and realistic sickness system with contagion, incubation periods, immunity, risk of epidemics, and actual treatment of diseases by specialists. Let me know how you find it and if it requires rebalancing.
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Thank you for the report. I found the issue, it was KSP caching too much data, too early. Will release a fix soon.
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Generally, I only plan to support the latest KSP version, so yes. But if enough people ask for it, I can try to make one last 1.2.2 release (it requires some small code changes), but without further support.
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Kerbal Health 0.6.0 KSP 1.3.0 release (not compatible with 1.2.*) Added: Sickness mechanics. Kerbals can now become sick (randomly, mean time to happen = 100 days) and start losing health (5 HP/day). This condition goes on its own (MTTH = 10 days). Added: Update interval now varies depending on time warp, to provide best accuracy and performance Added: You can now specify a custom resource to be used by ModuleKerbalHealth (needs testing, see wiki for details) Changed: Crowded factor now drains -5 HP/day for a cramped vessel (was -6) Changed: Home factor adds +2 HP/day (instead of +5) and only works at altitude 18 km; Home factor now affects kerbals on EVA Changed: Feel Bad event renamed to Accident Changed: Stock Cupola now affects 2 kerbals instead of one Changed: Min/max values for some factors in Difficulty Settings Fixed: Bugs with unloaded/unpacked kerbals and kerbals on EVA (hopefully, need test!) Fixed: Part module info is not displayed any more when Kerbal Health is disabled Note: As of releasing 0.6.0, Module Manager hasn't been updated for KSP 1.3.0 yet. It means that part modules (e.g. for Cupola or Hitchhiker) will not work and some of the changes in this release havn't been tested. Please wait for the new Module Manager before running KH in your main save.
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The idea of replacing hard grace periods in life support mods with health penalties is definitely interesting. But it can require quite a bit of tinkering with KH's code: it needs to determine which mods are installed, auto adjust its own settings and, possibly, those mods' settings too, check presence of various types of supplies (including on unloaded vessels), and probably interact with the LS mods (to check grace periods, kerbals' status, settings, etc.). Since there are at least four popular life support systems (USI LS, TAC-LS, Kerbalism, Snacks) and they all handle things differently, it can be quite a chore. So I guess it'll have to wait until after I release 1.0, which isn't soon. On the other hand, anyone can fine tune Kerbal Health's parameters to adjust it for your preferred life support mod or your play style. As of now, its settings are somewhat close to USI-LS in that you normally have 12 to 14 days until your kerbals get exhausted. But you can easily increase or decrease it by playing with various sliders in the difficulty settings. I'll be doing that too in next releases.
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I'll look into it.
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Yes, my design decision #1 was to get rid of the timers. HP reflects health more accurately: basically, as a resource that you can spend, lose, conserve or restore. So your every action has consequences: travel in a very tight capsule for too long and you may not have enough health for prolonged, exhausting EVAs; however you can have a big station where the kerbal can restore her health and return to duty; you should give the astronauts time to recuperate after hard flights and plan for contingencies, etc.
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Please share your experience with me. I haven't played with Snacks, so I wonder how it works together with KH.
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I don't see the part or the link. But in any case I don't plan to add any parts in this mod in any foreseeable future; I want to balance it against different mods instead.
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Just another screenshot: an engineer, a scientist, a lander, and an SEP set at the Mun's highest mountain near the south pole.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
garwel replied to RoverDude's topic in KSP1 Mod Releases
Yep, I remember my theory of probabilities. I just don't have the time or desire for experiments right now (and it's not too big an issue), but I'll try to test it some time later. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
garwel replied to RoverDude's topic in KSP1 Mod Releases
So, maybe it's not just my imagination after all. The portraits are female, but at least one first name (Wilgrid) appears masculine. Besides, I just hired the sixth astronaut, who turned out to be... female. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
garwel replied to RoverDude's topic in KSP1 Mod Releases
Thanks. If nobody has seen this thing, looks like it was just my luck. Guess my kerbals can found the Space Girls pop band now, with the all-female astronaut roster. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
garwel replied to RoverDude's topic in KSP1 Mod Releases
I guess it's just that rare coincidence, but want to check with the others. Whenever I hire a kerbal with a "random" gender, they always turn out to be female. I've had it like five times in a row already. Anybody noticed anything? -
Looks cool! Does it take atmosphere's effects into consideration?
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So, how do I discover asteroids with Cacteye? Do I need to upgrade Tracking Station to tier 3 first? Then what?
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Thanks! I'll see how hard it is. UPD: It looks very easy. Will implement it in the next release (0.6.0) if testing goes ok.
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