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Everything posted by garwel
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Most non-English speakers can still read Latin alphabet. But the mix of two languages and two alphabets looks really bad style-wise.
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PopupDialog and the DialogGUI classes
garwel replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
Yes, there is a tooltipText field in DialogGUIBase class (and, accordingly, in all the DialogGUI... sub-classes). But I couldn't make it do anything. -
PopupDialog and the DialogGUI classes
garwel replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
@TaxiService Thanks! I wonder if anyone knows if it's possible to add and dynamically change tooltips in elements of PopupDialogs (such as DialogGUILabel). -
Kerbal Health 0.4.6 Added: Kerbal Health button in Tracking Station Changed: Overpopulation factor renamed to Crowded Fixed: actual and potential issues related to EVA Other fixes and redundant code removal Kudos to @smokytehbear for suggestions and reports that helped with many of the changes! Download here
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Yep, it's in the plans. I'm working on a completely new mechanic now, random events, and then (or maybe before if I get stuck) I'm going to add support for Blizzy's Toolbar. Will look into it. Should be easy. I've thought about it and maybe will include it. It can make sense, in theory, but I don't want to unbalance life support mods that usually have thought-out grace periods for their resources. Killing kerbals too early may make the game too hard sometimes. And I haven't yet learned how to communicate with other mods yet. Hmm, I'll see how hard it is to write something like this. Again, I like the ideas. I just ain't sure I can implement it in game. One problem I foresee is that KSP doesn't calculate almost anything for unloaded vessels (and, therefore, their crews). All the factors I use at the moment hardly ever change when the vessel is not loaded, so I easily get away with caching. But temperature, for instance, changes depending on your distance from the sun, day/night side, etc. I don't think I can get this information for kerbals outside physics range. I'll think what I can do anyway. In fact, you can restore some of your health in-flight. You will need to have parts that give you what I call marginal health bonuses: in stock, it is only the Cupola, but MKS has a lot such parts. Depending on the negative and positive factors and the bonus, you can stabilize your kerbals' health at some level (but never really reach 100%). This was specifically made for very long missions, big motherships and stations, which are supposed to have enough level of comfort to let astronauts recuperate there. MKS also has MediBays that can rather quickly restore (but, again, not completely, you'll still need to go home for that) the kerbals inside. See wiki for an example. Thanks, will appreciate it if I decide to add some custom parts! Uh, maybe. English is not my native language, so I didn't really know how to call this properly. The point is there being not enough space for the astronauts and their activities.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
garwel replied to JPLRepo's topic in KSP1 Mod Releases
I don't even have Hyperedit installed. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
garwel replied to JPLRepo's topic in KSP1 Mod Releases
Is Eve supposed to look like this or is something wrong with the blurred feature? -
Kerbal Health 0.4.5 Added: Health Monitor and Health Report windows' positions are saved when you close them (thanks @HebaruSan) Added: CKAN support (hopefully) Changed: AppLauncher icon is a bit neater Fixed #20: tourists not tracked Fixed #23: external seat issue (incompatibility with TakeCommand) Fixed: one potential incompatibility with USI-LS Download here
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
garwel replied to severedsolo's topic in KSP1 Mod Releases
It didn't work. Instead, I added 0 = Orbit,Kerbin, which did the trick, although I won't be able to score 2 more xp from it.- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
garwel replied to severedsolo's topic in KSP1 Mod Releases
I had strange screen blinking when it happened in-flight (apparently because the vessel in focus suddenly ceased to exist). When it happened in KSC, it just silently disappeared. Besides, now that I've revived the kerbal, do you know how to cheat him/her experience? I tried adding extraXP in persistent file, but it didn't help.- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
garwel replied to severedsolo's topic in KSP1 Mod Releases
I have an issue with Kerbal Academy pack. The Engineer's boot camp contract doesn't work. I put my engineer in the drill, wait 5 minutes (in flight or at KSC, doesn't matter) and the drill disappears together with the kerbal. The kerbal is then marked MIA or KIA and, of course, doesn't progress.- 205 replies
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PopupDialog and the DialogGUI classes
garwel replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
Thanks, will try it! -
PopupDialog and the DialogGUI classes
garwel replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
Yep, I use these in KerbalHealth, because I haven't figured out all the intricacies of Unity UI development yet. In addition to what you've mentioned, I find several frustrating issues: - Lack of a method to enforce a redraw of a window/GUI element. So, basically, you can't change anything in the window after it's been created. The only exception I know of are labels, whcih have the SetOptionText method. - I couldn't find how to save a window's position after it's been closed. -
At of now, sending a kerbal to an MKS MedBay will give him/her a big health bonus (+8%) helping restore some of their health. It doesn't require a medic though. I'll probably add integration with medics and other MKS features (like different hab setups) in the future.
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Adding events based on buddies might be a good idea; I'll think about it. As to Kerbin SOI health bonus, I planned it initially, but now I think that I already have a rather easy setup for early game (e.g., compared to USI-LS habitation) and a very serious challenge for interplanetary missions. Playing with default settings and without other mods, you can easily send a kerbal in a two-seat vessel to Minmus (and back), but even a simple mission to Duna with a minimum crew will require several Hitchhikers and Cupolas. Making it even harder is not what I want. But things may change in the future. What I plan to do, however, is to let other mod makers add their own health factors, events etc. with plugins or config files.
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1. RT 2.0 will be integrated with CommNet, so I'm not sure it makes sense to include support for the soon-to-be-obsolete version. Will try to do it though if there is big demand. As to TAC-LS, as far as I remember, it doesn't have anything like habitation or parts that might affect health. So it doesn't really intersect with KerbalHealth. 2. I'm thinking about it, but I doubt that a lot of people will want to micromanage this far, and neglect can lead to some unexpected, frustrating things. It might be an idea for a separate mod or as an option for some advanced version. 3. Actually, I was going to use bravery stats from the very beginning. My idea currently is that bravery will affect probability of some events such as a panic attack. I'm developing this feature now, but I don't know when or whether it will be released. Stay tuned. 4. I am very bad at material design and I right now don't plan on adding any parts to this mod. However, I do plan to support as many mods as possible. For instance, the MKS hab ring already helps eliminate effects of microgravity.
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I guess a solar orbit might make sense here.
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Is it intended behavior that CactEye doesn't offer contracts for discovery of planets until you send a telescope into a kolniya orbit? Why can't an ordinary high-orbit telescope do?
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KSP Interstellar Extended Continued Development Thread
garwel replied to FreeThinker's topic in KSP1 Mod Development
Is it possible to disable the KSPI window from appearing in editor whenever you press P? It opens up when I name the vessels or search for parts, which is annoying. -
KerbalHealth 0.4.4 Added: Connected (+0.5 HP/day when having connection to home), EVA (-50 HP/day when on EVA) and Home (+1 HP/day when under 25 km on Kerbin) factors Added: USI-LS support patch (only affects Observation Cupola) Changed: Assigned factor is now -0.5 HP/day by default Changed: Improved performance and garbage creation Download here
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I love the way this mod allows my kerbals to actually do something once they've landed instead of just "run all experiments - put a flag - take surface sample - take off". Bill and Bob are sending their thanks from the Mun! Do you think there might be added something to make sense staying near the experiments longer and/or coming back later? Like gathering additional data that can't be transferred. I use life support mods, so I don't see a point right now to monitor the SEP experiments.
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I've had this issue for ages with SVE. I already got used to it. You can think that Kerbin is just a huge amusement park and sometimes kerbals need to clean their big waterpool PS: I also have the memory leak problem. I first blamed it on my mod, but then it looks that Scatterer is eating my laptop's brains.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
garwel replied to Probus's topic in KSP1 Mod Releases
The MKS official wiki has recently been updated and is a good place to start: https://github.com/BobPalmer/MKS/wiki/Parts- 1,028 replies
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