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Everything posted by garwel
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What I've done so far in my own install is just edited the Default.cfg by removing all references to radiation, shielding and stress (+ making a couple edits in Settings.cfg). I know it's bad practice, but simply adding another profile to the Profiles folder messes things up (e.g. resources and modules disappear from parts, because they require default profile). So far I hesitate to create a completely new config, because it'll require more support in the future, which I'm not sure I can provide. Perhaps, as step 1 I will just publish the modified default profile and see if there is demand for something more.
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Actually, that recipe is bad; it creates lots of issues with parts and resources. Instead of adding a new profile, replace the Default.cfg in Profiles folder with the one you downloaded (i.e. rename the file). Also change name = KerbalHealth in the file with name = default. And return the line Profile = default in Settings.cfg. Then it should be ok.
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It already happens by default.
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Moving the discussion form the Kerbal Health forum (as it has more to do with Kerbalism's system), I wanted to ask for some advice about adapting Kerbalism's settings. Basically, I want to disable two Kerbalism's features: radiation and stress + change or disable their associated mechanics (part modules, resources, processes). What is the best way to do it with minimum side effects (e.g. when Kerbalism updates and everything breaks)? A custom profile? Can I disable radiation from there (I think it's in the Settings.cfg)? Can I just put it in any folder inside GameData or does it have to be in Profiles folder? Is there any way to change the profile chosen in Settings.cfg from 'default' to another name? Also, I see in some Kerbalism patches references to tags like KerbalismDefault or FeatureComfort. Is there any explanation of what they mean and how to manipulate them?
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Thanks! I'm not sure a separate profile is the right thing to do in the long run. I'd have to keep up with Kerablism's pace of updates, which isn't easy. Perhaps it's better to discuss more technical questions in Kerbalism's forum.
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Actually, I've recently installed Kerbalism alongside Kerbal Health in my own main savegame. It looks good so far, but if you use the default Kerbalism profile, you need to change some configs. 1. In Settings.cfg, amend the following values: SpaceWeather = false ExternRadiation = 0 2. Download this config, rename it to Default.cfg and replace the file in the Profiles folder. Also, change name = KerbalHealth to name = default in the file. 3 (optional). Delete (or change extension of) these files inside System folder: Comfort.cfg Radiation.cfg Sickbay.cfg 4. Backup your savegame! 5. Play and let me know if you encounter any problems. Note that health modules won't be consuming EC in the background, in this sense they'll continue to work as in stock KSP.
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Press Esc, click settings and navigate to Kerbal Health (2).
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Have you checked the settings? It's in the Radiation tab.
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Well, it was pretty well. I had to re-do the experiments whose requirements changed (e.g. "crew report when flying low" instead of biome-specific ones). All my existing probe cores switched to the default telemetry configuration (which makes sense). I also got lots of reports of my old vessels running out of power, probably because their solar panels were all considered 0% exposed. I re-visited the ships and it looks ok now. For me personally, the biggest problem is the KER chip. I used to put it on all the vessels to have more information at hands. But now it is either incredibly expensive (around 17,000 if I'm not mistaken) or just unavailable for new craft due to tech level. Even the "tape recorder" part is 1,200, which is way too much for some simple UI improvements. EDIT: I installed MechJeb for All (and removed its kOS part), so things look much better now!
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Hey, I wonder how crazy it is to try and install Kerbalism in science-only config mid-game alongside 100+ mods? I assume all my experiments will become available for research again? Anything else? Is it going to work alongside TAC-LS or any special preparations needed?
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
garwel replied to politas's topic in KSP1 Mod Releases
I don't know why, but now when I start CKAN and change to another instance, it remains in the "Updating repositories" state indefinitely. It happened soon after updating to v1.27.0. Any idea what can be the problem? EDIT: Nevermind, it fixed itself. No idea what happened, but now it works. -
Great to see so many fixes and improvements. But I guess it'll take another 3 months to have all my favorite mods updated.
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Here you go. Sorry about the bumpy release; I should've tested it longer. Kerbal Health 1.4.2 Fixed: NRE/freeze when rescuing a kerbal Download here
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Thanks for reporting this. I think I know where it comes from. Try changing scene (switch to KSC and back) and see if it goes away. I'll try to fix it in the next update.
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Hotfix for v1.4 Kerbal Health 1.4.1 Added: Show health module title(s) for EC usage data to help distinguish between multiple health modules Changed: No longer showing part's persistent id in PAW Fixed: Reset and Train buttons' labels in Health Report were swapped Fixed: Annual solar weather summary didn't display on high timewarp Download here
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[1.12.5] Restock - Revamping KSP's art (August 28)
garwel replied to Nertea's topic in KSP1 Mod Releases
Well, that's what I expected anyway. -
[1.12.5] Restock - Revamping KSP's art (August 28)
garwel replied to Nertea's topic in KSP1 Mod Releases
There is a little problem with Poodle: its shroud doesn't rescale to 1.875 m for compact variants. -
I proudly present one of the biggest updates of Kerbal Health ever: Kerbal Health 1.4 Compiled for KSP 1.8.1. Not compatible with KSP 1.7.3 and older! Added: Stress management mechanics. Stress factor (previously known as Assigned) can be reduced by upgrading your Astronauts' Complex and/or training kerbals for specific vessels (the latter is disabled by default if you are updating from previous versions). Training time depends on the number and complexity of parts and kerbal's familiarity with them Added: Solar radiation storms (radstorms). They are relatively rare (on average once per 820 days), but can be extremely powerful, especially for kerbals in the interplanetary space. However, if your vessel has a shelter (which is any set of parts with maximum shielding, where your entire crew can fit, the kerbals are considered to go there automatically. See readme for more details. Added: Localization (big thanks to tinygrox). Only English and Chinese (an incomplete translation) are supported now, but feel free to submit localized files. Please note that I don't offer any support for localization. Added: Compatibility patches for Near Future Exploration, Near Future Spacecraft, Probes Before Crew, ReStock+ Added: Kerbals' traits and experience levels are now indicated in the Health Monitor and Health Report Changed: Tweaked living space amount (mostly reduced by a tiny bit) and some parts' features for nearly all mods Changed: Nominal Solar Radiation was reduced from 5000 to 2500, Galactic Cosmic Radiation from 15000 to 12500 to compensate for radstorms Changed: Default high-orbit magnetosphere coefficient increased from 30% to 40% Changed: Radiation now (usually very slowly) reduces HP, not just max HP Changed: Training and Decontamination duration now scale with day length Changed: Health is now updated every 30 seconds by default, up from 10 (for new games only) Changed: Most settings are now independent of difficulty level; the difference is that some more complex systems are disabled for easier levels Changed: Blizzy's Toolbar Button setting is replaced with AppLauncher Button Changed: UI tweaks in Health Monitor, Health Report and Training Info windows Changed: Nerfed quirks that affect Stress Changed: KerbalHealth.cfg structure. All configs are now kept within KERBALHEALTH_CONFIG node. It will affect any custom Kerbal Health configs! (attention modders!) Changed: Reduced debug log spam Fixed: Stock Mk2 Landing Cabin was missing a config Fixed: Display of balance HP in Health Report and health restoration ETA in Health Monitor Fixed: Corruption of Kerbal Health data in some cases Fixed: Exposure didn't reset after recovering a kerbal (purely aesthetic thing) + a few other small bugs Fixed: NRE when returning from EVA Too many various small changes to remember Note: Be careful updating an existing game, if you have important ongoing manned missions. Some configs have changed and new mechanics are in place, which may negatively affect your kerbals' chances of survival! Check out the readme, wiki and the game settings. Download here
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I guess so.
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If you are feeling adventurous, you may check out the second and, hopefully, last beta of Kerbal Health 1.4. Lots of new stuff, 87% more fun and 130% more autonomous combustion! This may be the last version to support KSP 1.7.3. Kerbal Health 1.4-pre.2 Changes since 1.4-pre.1: KSP 1.7.3 or earlier Added: Solar radiation storms (radstorms). They are relatively rare (on average once 820 days), but can be extremely powerful, especially for kerbals in the interplanetary space. However, if your vessel has a shelter (which is any set of parts with maximum shielding, where your entire crew can fit, the kerbals are considered to go there automatically. See readme for more details. Added: Localization (big thanks to tinygrox). Only English and Chinese (an incomplete translation) are supported now, but feel free to submit localized files. Please note that I don't offer any support for localization. Added: All crewable parts now have training complexity, which depends on their features (e.g., simple habs have 50%, command modules and labs 100% and some very complex things 150%) Changed: Nominal Solar Radiation was reduced from 5000 to 2500, Galactic Cosmic Radiation from 15000 to 12500 to compensate for radstorms Changed: Default high-orbit magnetosphere coefficient increased from 30% to 40% Changed: Radiation now (usually very slowly) reduces HP, not just max HP Changed: Training and Decontamination duration now scale with day length Changed: Tweaked living space amount (mostly reduced by a tiny bit) and some parts' features Changed: Most settings are now independent of difficulty level; the difference is that some more complex systems are disabled for easier levels Changed: Blizzy's Toolbar Button setting is replaced with AppLauncher Button Changed: UI tweaks in Health Monitor, Health Report and Training Info windows Fixed: Exposure didn't reset after recovering a kerbal (purely aesthetic thing) + a few other small bugs Download here
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[1.12.x] Near Future Technologies (September 6)
garwel replied to Nertea's topic in KSP1 Mod Releases
Is it me or is Mk1-TMA Proteus (from Near Future Spacecraft) a bit too big for the stock 1.25 m heat shield? It burned up in atmosphere in my JNSQ game almost immediately after reentering despite having plenty of ablator. -
RP-1 as a complete overhaul of KSP is probably incompatible (or unbalanced) with most Kerbal Health's mechanics anyway. I haven't even researched any manned parts in my RP-1 playthrough, so I wonder if anyone else tried it.
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I know, I'm a big fan of KCT myself. The request here was that Kerbal Health add a timer to the KCT window for when training (which is managed by KH) is complete.
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