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garwel

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Everything posted by garwel

  1. Yes, a rebalance pass is underway. If you guys are really itching to try it out, you can download the updated patches from the dev branch. But note that the testing is very far from over on that and it's not even alpha at the moment, so there can be issues.
  2. Your kerbals train for specific parts, mostly crewed ones. The name of the vessel doesn't matter. Even when you replace a part with a similar one, its internal id changes and training is reset. But as long as the crewed parts are kept in place, you are free to add, remove or change any other parts.
  3. Thanks for the report. It is strange, because I check for game mode. Will test it.
  4. I know this mod doesn't officially support 1.10.1, but I'm wondering if this issue can be fixed on my side or if I should report it to Contract Configurator. I encounter lots of errors like this one: "09153 Olympus 9" is a name of my vessel. Apparently, the mod doesn't like that it has spaces in the name and throws an exception. As a result, I also don't get CleverSatProbeMalfunction contracts.
  5. Nice idea, but I encountered a bug. In Editor, when I try to toggle service bay's doors, it doesn't happen and I get this log error: [EXC 21:40:47.310] NullReferenceException: Object reference not set to an instance of an object ModuleAnimateGeneric.UpdateAnimSwitch () (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleAnimateGeneric.Toggle () (at <55ba45dc3a43403382024deac8dcd0be>:0) AnimateWithResources.ModuleAnimGenericResourceUsage.Toggle () (at <c596c1789b9648078b0c6083f7701487>:0) BaseEvent.Invoke () (at <55ba45dc3a43403382024deac8dcd0be>:0) UIPartActionButton.OnClick () (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update()
  6. It worked in Transfer Illustrator, but not in Trajectory Illustrator: I set the system to "Uploaded", dragged & dropped the ini file, but the list of bodies hasn't changed.
  7. Hi, it looks like a very useful tool for quickly plotting or checking some maneuvers. But I don't understand how to upload custom systems and savefiles. I've tried to drag & drop both a KSP TOT's ini and a persistent.sfs, but nothing happened. Clicking "Plot!" also doesn't seem to make it. Can it be a browser issue? I use Chrome for Windows 10.
  8. Kerbal Health 1.5.1 Fixed: Incorrect exposure calculation for unloaded vessels and inconsistencies between flight and editor calculations (many thanks to @gulegule for finding and testing this) Download here
  9. Ok, I found some more bugs, and here is my latest take. Can you see if it fixes the problem? You'll need to load your crewed vessels for the changes to take effect.
  10. Great, thank you! I think I found the problem (which was both in the Health Report and in calculations for unloaded kerbals). Can I ask you to do a quick test of this DLL to see if the problem has been fixed? Just drop it in the GameData/KerbalHealth folder overwriting the old DLL file, then launch the game and visit the crewed vessel(s) to update info.
  11. Thanks for testing this. Can you make a log with Debug Mode enabled (it's in the Kerbal Health settings)? Then I'll be able to see how things are actually computed. And while you are there, can you tell (or show) what the exposure is for your kerbals in-flight?
  12. I rewrote much of radiation code from scratch, and it might fix or introduce some bugs. Can you enable debug mode, open the corresponding vessel and share your log?
  13. Living Space is default (including for those parts which are in flight when you update)
  14. They do, but they will only take effect when you load the vessel for the first time after updating.
  15. Kerbal Health 1.5 Changed: Completely rebalanced all crewed parts. Command pods now provide slightly less living space; habs (e.g. Hitchhiker) have two configurations to choose from, Living Quarters (for LivingSpace) and Lounge (for Confinement bonus); Confinement bonus doesn't require ElectricCharge anymore; broadband antennas instead of labs now give bonus to Connected, and much more. Be careful when updating: ongoing missions may be affected (I haven't checked it) Changed: Rewrote the health update system from scratch. It is now more stable and easier to maintain. Many bugs have been fixed, but new ones were probably introduced; hence the need to test this version out Changed: Loneliness factor has been strengthened to -2 from -1 HP/day (badass kerbals are still immune) Added: Extended integration with Kerbalism including the option to use Kerbalism's radiation values (taking into consideration radiation belts, solar storms etc.) and disabling of most duplicate Kerbalism's mechanics Added: You can now see in Health Monitor all health factors affecting the kerbal even when he/she is not loaded Changed: Default health update interval reduced from 30 to 10 seconds (only affects new games) Changed: Various small UI improvements Fixed: Recently added kerbals weren't displayed in Health Report Fixed: Activating or deactivating the health module in the Editor didn't update the Health Report immediately Fixed: Localization fixes Download here
  16. Ok, folks, I've almost finished the new version of Kerbal Health and I need your help testing it and finding any bugs I've missed yet. This release has three main parts: First, I've rewritten (almost) from scratch one of the oldest parts of the code, which is at the heart of the mod: health update system. It's become so complex and messy after so many incremental updates that I found it hard to debug it. Now it is much neater and maybe even faster. Some of the bugs that haunted the old system (e.g. some quirks didn't work as intended and so on) have been fixed for good. But I might have introduced new bugs, so I'll really appreciate any reports. You may encounter issues in the usual bottlenecks: processing kerbals that are loaded or unloaded during the scene, EVAs, deaths and generation of new kerbals, various edge cases. Second, I've finally rebalanced all the crewed parts, both stock and introduced by mods. There are tons of changes, but the main ones are: Command pods have slightly less living space than they used to. Basically, they are only good for LKO or short trips to the Mun and back. Most habs (i.e. parts whose main role is housing kerbals, e.g. Hitchhiker) now have two configurations for you to choose from: Living Quarters and Lounge. As you might've guessed, the former gives you more Living Space and the latter gives you a bonus to Confinement. You select the configuration in the Editor and it's permanent. Usually, you will need a combination of Living Quarters and Lounges for the best results. Lounges and Sick Bays no longer require Electric Charge. Labs no longer provide a bonus to Connected factor. Instead, this is done by certain fast antennas (stock HG-55 and 88-88 are examples). However, labs now provide bonuses to Conditions factor to all the crew, not only to those inside them, and they don't need EC for that. High Recuperation bonuses in some mods have been reduced. One thing I forgot to include in the pre-release is that Loneliness factor will be increased from -1 HP/day to -2. The patch that targets not explicitly supported mods was made much smarter. It creates much more balanced health modules now. Third, I introduced a much closer integration with Kerbalism. If Kerbal Health detects Kerbalism in your game, it now automatically disables some of Kerbalism's features (radiation damage, stress et al.). You can also activate a setting to use Kerbalism-provided radiation data instead of Kerbal Health's own. In this case, you'll have to deal with radiation belts, solar storms (sure, Kerbal Health has its own solar weather too, but that will be disabled), etc. I recommend this option for better realism and challenge, but be careful when activating on an existing save, so that you don't fry your kerbals in a radiation belt. TL;DR There are many changes in this pre-release, both obvious and under-the-hood. It can have nasty bugs, so make a backup. If you encounter issues, report them here or in Github. Download Kerbal Health v1.5 Pre-release here
  17. Thanks for clearing it up @blowfish. I was afraid there is something more to it than just me not using the proper methods or attributes, and it seems to be true. I guess this is why we have mods like B9 Part Switch that do stuff, which should've been trivial. In my case, I guess I'll do without the custom sub-nodes, though it won't be as neat.
  18. Well, I managed to modify stuff so that OnLoad works for populating GetInfo. But now I have a different problem. I load the sub-nodes into a List in the OnLoad method. But that list is empty when I actually use the part in the editor. It looks like OnLoad isn't called when the module is instantiated.
  19. I'm trying to design part modules that contain my custom sub-config nodes, so that they look like this in GameData: MODULE { name = MyModule CONFIG { name = config1 } CONFIG { name = config2 } } The sub-nodes should be loaded at KSP initialization (so that GetInfo() is processed properly). I tried using OnLoad in the PartModule, but it causes my entire assembly to load, which creates lots of problems, as the game isn't ready yet. Is there any simple way to make it work? Like, by using KSPField or something?
  20. It's mostly under-the-hood revamp, to make code more stable and maintanable and get rid of a few bugs. But there will also be an almost seamless integration with Kerbalism, for those who want to combine these two mods. If I come up with an idea how to rebalance parts in a more sensible way, I'll include it too.
  21. Well, bypassing this limit is possible, but only if your kerbal gains a quirk for discovering an anomaly.
  22. This thread is very much alive, and so is the mod. In fact, I'm just finishing a serious overhaul of it, so stay tuned. In your game, did you change default settings for quirks? By default, the kerbals aren't supposed to have more than two quirks, so this may actually be a bug.
  23. I hope you realize that you don't have to always use maximum shielding for your vessels. In fact, it will be overkill in most cases (unless you are constructing a low Solar orbit station, I guess). I usually choose the amount of shielding depending on two things: the expected radiation level (e.g. LKO needs much less than going to Moho) and planned mission duration. So stations need more shielding than normal two-way ships. You usually don't need any additional shielding (other than that provided by the heat shield and other parts) for your simple orbital ships or even for a lunar flyby, like 7K-L1. Kerbals can withstand a few K bananas with no problems at all. It is only when the accumulated doses start going into 100,000s and millions when you should start worrying. But also, yes, this mod does make the game more challenging and generally requires you to use more parts, and a greater variety of those. Especially so on hard difficulty.
  24. Space Age 1.3 Compiled for KSP 1.9.1. Should be compatible with KSP 1.8 - 1.10.1 Added: Ship Logs. You can now click Log button next to events in the Chronicle to open a log of events related to a specific vessel. You can switch time format for these between UT (calendar date + time) or MET (mission time) Added: Support for localization. Only English is available now, but submissions are welcome Added: Logging of burns (maneuvers) along with approximate duration and delta V. You can only see these in ship logs, so as not to spam the Chronicle. Only burns longer than 10 sec (adjustable in the settings) are logged Added: Logging of takeoffs, also shown only in Ship Logs. A "takeoff" is when a previously launched vessel leaves ground for more than 30 sec (adjustable in the settings) Added: Showing in the Chronicle, which vessel completed an achievement (doesn't apply to old achievements) Changed: Fractions of seconds are not stored any more (for slight performance/memory improvement) Changed: Better handling of short hops for Takeoff and Landing events Fixed: Launches were sometimes logged incorrectly (or not logged at all) Code refactoring for better maintainability Download here
  25. Ok, I think I got this one. The Type.GetType didn't work, because it only loads types from the executing assembly. To access a type from another assembly, you need to use Assembly.GetType. This is how I did it: kerbalismAssembly = AssemblyLoader.loadedAssemblies.FirstOrDefault(la => la.name == "Kerbalism18").assembly; Type apiType = kerbalismAssembly.GetType("KERBALISM.API"); One problem here is that I have to specify the assembly name. So when Kerbalism is updated, this code will need to be changed as well.
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