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garwel

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Everything posted by garwel

  1. Hey, I'm trying again to marry Kerbalism and Kerbal Health, this time via C# API, but I have a problem. The examples in your technical guide don't seem to work for me. More specifically, this line returns 'null' even though Kerbalism is installed and found: Type apiType = Type.GetType("KERBALISM.API"); Any ideas?
  2. Actually, I found more bugs as I tested it, so here you go. Sorry about the bumpy release. Kerbal Health 1.4.6 Compiled for KSP 1.10.1 Fixed: Freezing the game when you had kerbals with quirks Fixed: Stress factor calculations could corrupt health level Fixed: Possible NRE for kerbals frozen with DeepFreeze Download here
  3. @steve_v, thanks for the feedback. I was being too hasty and missed two other places where the same issue arose. The bug only affected kerbals with quirks, so you wouldn't notice it until you had progressed into the game. I think I fixed it now, and will release a hot fix in a few minutes.
  4. Damn. Thanks, I'm looking at it. Ok, @steve_v, I think I fixed the bug; it was with calculating quirks' effects on max HP (or more specifically, on how I tried to optimize that calculation). Can I ask you to test it for me? You need to download the new DLL here (click the Download button), replace the one in your GameData\KerbalHealth folder and see if things are ok now.
  5. Kerbal Health 1.4.5 Compiled for KSP 1.10.1. Should be compatible with KSP 1.8+ Fixed: NRE on rollout of a new vessel Fixed: When launching kerbal in an external seat, he/she didn't count as being on EVA Fixed: NRE, game freezing and sometimes death of kerbals in some loading situations Fixed: Localized some missing strings Minor code improvement and optimization Download here
  6. It's been a lot of time and a lot of work, but I am now almost ready to release Space Age 1.3! It features a Ship Log, which will help you review the adventures of your specific vessels. It can also track takeoffs from other planets and orbital maneuvers. Last, but not least, it is localization-ready. Volunteers for translation are sought! I am publishing it as a pre-release, so that you guys can check it out and catch some bugs. If all goes well, a full release will follow quite soon. Space Age 1.3 Beta This is a beta pre-release. It should be reasonably stable, but making a backup of your persistent.sfs and enabling Debug Mode (for better logging) is recommended. Report bugs in the Issues tab or here on the Forum 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
  7. Hi @Kerbolox. Kerbal Health is my favorite project and I plan to continue supporting and developing it for a long time. It must be a bug. Thanks for the report, I will investigate it and fix it. Well, of course actual vessels are not usually spherical, but their parts may be (see Onion etc.). So, for a one-part vessel, using the exponent of 2/3 is the right approach. When you combine several parts, even in an anisotropic fashion (e.g. by staking them on top of each other), they still affect one another. Consider this example: [part1][part2] <<<<<< (sun) In this case in real life, when your crew is located in part1, solar radiation will have to first travel through part2's shielding and then part1's shielding, so shielding width will in fact be doubled. It will change depending on the orientation of the craft (which Kerbal Health doesn't take into account), but overall, you crew will be better protected compared to a one-part vessel. So I think that it's fair to still apply the formula for a spherical vessel. In theory, we could look at the actual location of every part and do some incredible amount of math to simulate radiation, but it would fry most computers (at least mine, for sure) while making things less predictable for the player. Yes, the idea is that most crewed parts either provide space or "comforts", so you need to combine both for optimal effect. As of now, command pods are considered the 1st type (because you usually have at least one command pod on a crewed vessel, and it would be weird not to have living space in a simple spacecraft) while Hitchhiker-like parts are considered 2nd type. I'm not entirely happy with this arrangement: some parts may become unnecessary or used in a counter-intuitive way (e.g. I don't want the player to have to spam command pods). I'm going to eventually rebalance all of this to enable/enforce a more complex and smart ship design, but I haven't come up with a clear idea yet.
  8. Thanks, will try isNeutral. The main throttle is bad, because it doesn't take into account whether engines are ignited or not, and because it doesn't affect SRBs.
  9. Is there a simple way to check whether the active vessel has any running engines (i.e. under thrust)?
  10. By default, when the user enters text into a text field (DialogGUITextInput), the keystrokes are also forwarded to the game. So, if the user presses, say, spacebar to just add a space between words, they will accidentally stage the vessel. How do I prevent it? I understand that the best practice is to use InputLockManager to set a control lock for ControlTypes.KEYBOARDINPUT when the text field is selected and remove it when it's deselected. But I don't see any events I can attach this behavior to. Nor do I see any (public) fields or properties of DialogGUITextInput that I can use to check if it has the focus. Any ideas?
  11. If you mean the SAS mode, it's in Vessel.Autopilot.Mode. PS: Oh, I didn't realize you want to find it in the save. Are you sure it's even saved? I think it only applies to the active vessel. Perhaps, you can save it manually to a custom VesselModule (and then restore when the vessel is loaded).
  12. Thanks, I'll take a look at it. I don't think I've ever encountered this bug myself, so I'll need a way to reproduce it or a log with Debug Mode on.
  13. Signal Delay 0.2.13 (hot fix) Compiled for KSP 1.9.1 Fixed: Control locks were cleared for an unknown reason resulting in some commands being duplicated Download here
  14. Signal Delay 0.2.12 Compiled for KSP 1.9.1. Compatibility with KSP 1.8 is untested Added: Support for Kerbalism and Near Future Exploration Fixed: Action groups including SAS, RCS etc. stopped working in KSP 1.9 Fixed: Main throttle could be made negative causing funny things Fixed: Main throttle could suddenly change when signal was lost Major code refactoring Download here
  15. I use a rather complex formula for Living Space, which takes into account part's mass, cost, crew capacity, special features (e.g. a science lab or a command module), among other things. On average, stock parts that don't have other health modules provide approximately 1 Living Space per 1 Crew Capacity. The patch that you cite uses it as a benchmark to fix all crewable parts that I haven't patched manually. KPBS has a different balance, its parts are in general quite cheap for their stats, so it is compensated by giving them less Living Space. Perhaps, some of the new parts aren't in the current patch, so they have been given default values, which make them a bit overpowered. I'll fix it when I have another update pass.
  16. I need the KSP.log file from your KSP install folder. Did you enable Debug Mode in Kerbal Health settings? It will be very helpful if you have. PS: I'm sorry for your astronaut.
  17. Actually, you should be getting messages every time a kerbal changes their health condition. It may not happen for the kerbals in KSC (check your settings for that). If you are sure you aren't receiving such messages, it is most likely a bug. I will appreciate your log file with Debug Mode enabled in the mod settings. Kerbal Health applies health conditions and events regardless of whether the kerbal is loaded or not.
  18. Hi, I have an error popping up every time I switch to a different KSP instance in CKAN. Here is the exception trace:
  19. IMO, this is a crucial feature for realism-oriented playstyle. It forces you to plan in advance and to optimize your mission design. Personally, I just can't imagine playing KSP without Kerbal Construction Time any more. So I would welcome such a feature in KSP2, and the good news is that it can probably be simply disabled for those who don't want it.
  20. Yes, please do provide a log (it's 100x better if you enable Debug Mode in the mod settings), otherwise I just can't fix what I can't see or reproduce. And welcome to the forums!
  21. Kerbal Health 1.4.4 Compiled for KSP 1.10 (should be compatible with KSP 1.8+) Fixed: Kerbalism MM patch errors Fixed: Kerbalism was using incorrect amount of EC in background Fixed: Missing loading of MicrogravityFactor setting from a config file Fixed: Potential issues with radstorms hitting vessels in Sun's orbit incorrectly Code refactoring and minor optimization Download here
  22. @Lisias is right. I'm barely familiar with TweakScale, so I haven't implemented it. Artificial radiation and shielding are quite simple, actually. The former is governed by one property of ModuleKerbalHealth: radioactivity. The formula that I use to determine this value will change in the next release, and it is quite complex. But for the purposes of TweakScale, what matters is that it is proportional to square root of maxThrust (for engines) and of EC output (for generators). Radiation shielding is provided either by ModuleKerbalHealth directly, defined in shielding value, or by various resources present on the vessel, such as RadiationShielding (the idea is that the former is built-in shielding and the latter is the shielding you can add for better protection). Basically, it's just the amount of shielding material. It is usually proportional to crewCapacity or part's mass.
  23. It's quite complicated to explain (this is for a new mod that will introduce some special mechanics), but the main idea is, these are resources that can be stored, consumed/produced and can flow. It includes all liquid and gaseous fuels, life support resources etc.
  24. The idea is to add a module only to parts that have "normal" resources (e.g. LiquidFuel or EC, but not IntakeAir, Ablator and so on).
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