flart Posted October 9, 2019 Share Posted October 9, 2019 (edited) Quote Homely Less likely for Courageous kerbals 200% KSC factor effect 200% Home factor effect 50% Assigned factor effect when in Kerbin's SOI 150% Assigned factor effect when in outside Kerbin's SOI First 2 quirks in my game, that was gotten by Val and Jeb are Homely, so no badass exclusive, I assume. Are the desert Launchsite and Airfield also anomalies? Val got 2 quirks by visiting the Pyramids, and recovering from the dessert airfield, not sure about timing of getting second quirk. Edited October 10, 2019 by flart Quote Link to comment Share on other sites More sharing options...
garwel Posted October 11, 2019 Author Share Posted October 11, 2019 (edited) On 10/9/2019 at 10:53 PM, flart said: First 2 quirks in my game, that was gotten by Val and Jeb are Homely, so no badass exclusive, I assume. Are the desert Launchsite and Airfield also an anomalies? Val got 2 quirks by visiting the Pyramids, and recovering from the dessert airfield, not sure about timing of getting second quirk. The mod treats anomalies according to stock rules. TBH, I don't know if the alternative launch pad and airfield are considered anomalies, because I don't use them. If they are, well, you are lucky because you get an extra quirk. Edited October 11, 2019 by garwel Quote Link to comment Share on other sites More sharing options...
garwel Posted October 18, 2019 Author Share Posted October 18, 2019 Kerbal Health 1.3.8 Compiled for KSP 1.8 "Moar Boosters". Not compatible with KSP 1.7.3 and below Download here Quote Link to comment Share on other sites More sharing options...
Fierce Wolf Posted October 22, 2019 Share Posted October 22, 2019 On 10/18/2019 at 1:34 PM, garwel said: Compiled for KSP 1.8 "Moar Boosters" Alright!!! then I will install it on my next career, thanks for your work man Quote Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted November 2, 2019 Share Posted November 2, 2019 When using this with USI-LS do I need to tweak the hab settings anywhere, or does everything just work together? Quote Link to comment Share on other sites More sharing options...
garwel Posted November 3, 2019 Author Share Posted November 3, 2019 11 hours ago, Waxing_Kibbous said: When using this with USI-LS do I need to tweak the hab settings anywhere, or does everything just work together? I recommend that you disable USI-LS habitation, because KH basically does the same thing but in a much more detailed way. Otherwise you will have to track both health and habitation values. The only conflict that may arise is if both mods start simultaneously turning the kerbal into a tourist and back. Quote Link to comment Share on other sites More sharing options...
ShakeNBake Posted November 3, 2019 Share Posted November 3, 2019 Would it be at all possible to assign high radiation levels to various orbital altitudes in order to make radiation belts? Quote Link to comment Share on other sites More sharing options...
garwel Posted November 4, 2019 Author Share Posted November 4, 2019 14 hours ago, ShakeNBake said: Would it be at all possible to assign high radiation levels to various orbital altitudes in order to make radiation belts? No. Kerbal Health has a simpler radiation model; radiation is getting lower the closer you come to the planet. You can only define how strong the planet's magnetosphere is (the stronger, the less radiation) and whether the planet itself is radioactive. Quote Link to comment Share on other sites More sharing options...
flart Posted November 19, 2019 Share Posted November 19, 2019 I believe the message about the quirks isn't sent for quirks, achieved by level up. I have settings "do not achieve quirk on the flight", and after a spacebus taking a ride to an orbit with fresh scientists, 2 of them have got a quirk, but message didn't appear after a rescue. log: https://1drv.ms/u/s!Alncj27YxKc-hiJ0TnpK-X-kXDyN?e=FVrQEH Quote Link to comment Share on other sites More sharing options...
garwel Posted November 19, 2019 Author Share Posted November 19, 2019 6 hours ago, flart said: I believe the message about the quirks isn't sent for quirks, achieved by level up. I have settings "do not achieve quirk on the flight", and after a spacebus taking a ride to an orbit with fresh scientists, 2 of them have got a quirk, but message didn't appear after a rescue. log: https://1drv.ms/u/s!Alncj27YxKc-hiJ0TnpK-X-kXDyN?e=FVrQEH The likely explanation is that your kerbals level up at KSC and you have a setting not to bother you with messages about events at KSC. Obviously, acquisition of quirks should be an exception. I'll check it and fix for the next release (which is going to be a big one). Thanks for the report. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 19, 2019 Share Posted November 19, 2019 4 hours ago, garwel said: which is going to be a big one Oh my...! Quote Link to comment Share on other sites More sharing options...
garwel Posted November 19, 2019 Author Share Posted November 19, 2019 3 hours ago, Daniel Prates said: Oh my...! Well, relatively speaking. It will be a minor-version update (i.e. 1.4 instead of 1.3.9) and will introduce kerbals training as well as some other changes. Stay tuned. Quote Link to comment Share on other sites More sharing options...
flart Posted November 20, 2019 Share Posted November 20, 2019 Also the greenhouses and the aquaculture from the StationPartsExpansionRedux isn't very helpful, when LS mods aren't installed. Something like increased maxAmount of RadiationShielding, a loneliness multiplier (talking to veggies), and a recuperation (being around plants) for the greenhouses, and I'm not that modules make sense for the aquaculture. Quote Link to comment Share on other sites More sharing options...
garwel Posted November 20, 2019 Author Share Posted November 20, 2019 1 hour ago, flart said: Also the greenhouses and the aquaculture from the StationPartsExpansionRedux isn't very helpful, when LS mods aren't installed. Something like increased maxAmount of RadiationShielding, a loneliness multiplier (talking to veggies), and a recuperation (being around plants) for the greenhouses, and I'm not that modules make sense for the aquaculture. I'll think about it, but note that KH is not supposed to replace life support mods, but to augment them. So if a certain part is made specifically with life support mods in mind and you don't use any, you may not need these parts at all. In turn, Kerbal Health makes use of many parts that life support mods ignore (e.g. Hitchhiker or the Cupola). Quote Link to comment Share on other sites More sharing options...
MacGregor Posted December 1, 2019 Share Posted December 1, 2019 Loving this mod! Quick question, Bill suddenly turned into a tourist and has stayed that way for days after returning to full health. A quirk is that he is a loner. Will he stay a tourist forever? Quote Link to comment Share on other sites More sharing options...
garwel Posted December 1, 2019 Author Share Posted December 1, 2019 14 hours ago, MacGregor said: Loving this mod! Quick question, Bill suddenly turned into a tourist and has stayed that way for days after returning to full health. A quirk is that he is a loner. Will he stay a tourist forever? No, this must be a glitch. Are you sure he was made Tourist by KH? Do you also use other life support mods? Care to share the persistent file? Quote Link to comment Share on other sites More sharing options...
MacGregor Posted December 5, 2019 Share Posted December 5, 2019 On 12/1/2019 at 1:23 PM, garwel said: No, this must be a glitch. Are you sure he was made Tourist by KH? Do you also use other life support mods? Care to share the persistent file? I use TAC life support. I don’t know how to share the persistent file. Quote Link to comment Share on other sites More sharing options...
MacGregor Posted December 7, 2019 Share Posted December 7, 2019 So now, the Kerbal Health button has disappeared in the game. It's still there in settings and in the VAB parts still have Kerbal Health data. I uninstalled and reinstalled Kerbal Health but no change. Quote Link to comment Share on other sites More sharing options...
garwel Posted December 7, 2019 Author Share Posted December 7, 2019 7 hours ago, MacGregor said: So now, the Kerbal Health button has disappeared in the game. It's still there in settings and in the VAB parts still have Kerbal Health data. I uninstalled and reinstalled Kerbal Health but no change. I will need the persistent.sfs and, preferably, KSP.log files to see what's wrong. Quote Link to comment Share on other sites More sharing options...
garwel Posted January 20, 2020 Author Share Posted January 20, 2020 Kerbal Health turns 3 today, and here is my little birthday gift. I am releasing the first beta of the upcoming 1.4 update. Please note that it is a beta, so it may contain bugs and/or be unbalanced. I plan more changes (although less substantial) before the full release, so this version is more intended for testing. Backup your saves! Kerbal Health 1.4-pre.1 KSP 1.7.3 and earlier Changed: Assigned factor is now called Stress, and has been increased from 1 HP/day to 2 HP/day by default Added: Stress management mechanics. Stress can be reduced by upgrading your Astronauts' Complex and training kerbals for specific vessels in order to reduce Stress (the latter is disabled by default if you are updating from previous versions). See readme (or post below) for details! Changed: All health factors are now either their standard value or 0, depending on difficulty level Changed: Nerfed quirks that affect Stress Changed: KerbalHealth.cfg structure. It will affect any custom Kerbal Health configs! Changed: Reduced debug log spam 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: NRE when returning from EVA Download here Quote Link to comment Share on other sites More sharing options...
garwel Posted January 20, 2020 Author Share Posted January 20, 2020 The main change in version 1.4 is stress management and training mechanics. Stress replaces the old Assigned factor. It drains a steady amount of health from every kerbal while they are on a mission. However, it is now much more important to manage it. If you have training mechanics enabled (it will be disabled by default if you update from a previous version, but you can enable it in the settings), the amount of health Stress takes will depend on the kerbals' training level: the higher the training level, the lower the stress. A completely untrained kerbal will lose 2 HP/day to stress. It's a lot! So you better do something about it. Kerbals need to be trained for every mission. Or more accurately, for every ship. Or, even more accurately, for every trainable part (as of now, these are all parts with crew capacity). Training takes time, so plan in advance. The more trainable parts you have in a vessel, the more time you need. However, if the kerbal has already been trained for this part type (e.g. Mk1 Command Pod), they will need only half the time. Training level is capped based on the level of Astronaut Complex (60%, 75% or 85% respectively). In the Editor, assign crew to the ship you are going to launch, open the Health Report and click Train button. All kerbals in the list will start training, if they are at least 90% healthy. You can check the time required for training and the effects of training in the Health Report. Then save the vessel and exit the Editor (don't launch it yet!). Wait for the kerbals to finish their training. Then load the vessel and launch it. Untrained kerbals will slowly get used to a vessel they are in, but it will take more time than in KSC (and they will suffer from higher Stress all that time). If training is disabled, all kerbals' stress will be reduced as if they had been completely trained (i.e. depends only on the Astronaut Complex). Quote Link to comment Share on other sites More sharing options...
spikethedoggy Posted January 20, 2020 Share Posted January 20, 2020 Thanks for the update garwel. I've been looking forward to the new stress/training mechanic since you first mentioned it. I think it will add a lot to your mod and to the game as a whole. Quote Link to comment Share on other sites More sharing options...
marioq70 Posted January 28, 2020 Share Posted January 28, 2020 (edited) Greetings! I Just installed the mod, latest version. I have a station equipped with 40,000 (+ -) electric charge, the station can hold around 24 kerbals, but was crewed with around 12 at the time. Mostly SSPER parts. The station have plenty of solar panels, fuel cells and L/O tanks for emergency shortage, but just loaded the game after KH was installed, and the whole 40k+ electric charge depleted rapidly just in a few minutes! That make it unpractical for me ¿is there a way to reduce the electric charge consumption? Thank you in advance! Edited January 28, 2020 by marioq70 Quote Link to comment Share on other sites More sharing options...
aceman67 Posted January 29, 2020 Share Posted January 29, 2020 On 1/20/2020 at 1:13 PM, garwel said: Kerbals need to be trained for every mission. Or more accurately, for every ship. Or, even more accurately, for every trainable part (as of now, these are all parts with crew capacity). Training takes time, so plan in advance. The more trainable parts you have in a vessel, the more time you need. However, if the kerbal has already been trained for this part type (e.g. Mk1 Command Pod), they will need only half the time. Training level is capped based on the level of Astronaut Complex (60%, 75% or 85% respectively). Is there any possibility of adding integration into this mod for Kerbal Construction Time to help manage the training time w/ ship building and such? Quote Link to comment Share on other sites More sharing options...
garwel Posted January 29, 2020 Author Share Posted January 29, 2020 8 hours ago, marioq70 said: Greetings! I Just installed the mod, latest version. I have a station equipped with 40,000 (+ -) electric charge, the station can hold around 24 kerbals, but was crewed with around 12 at the time. Mostly SSPER parts. The station have plenty of solar panels, fuel cells and L/O tanks for emergency shortage, but just loaded the game after KH was installed, and the whole 40k+ electric charge depleted rapidly just in a few minutes! That make it unpractical for me ¿is there a way to reduce the electric charge consumption? Thank you in advance! EC is consumed by health modules, some of which are quite hungry. You can disable unneeded modules in the PAW (right-click menu). Also note that the SSPX (SSPER) patch isn't very well-balanced at the moment. It will be fixed in the next release. 2 hours ago, aceman67 said: Is there any possibility of adding integration into this mod for Kerbal Construction Time to help manage the training time w/ ship building and such? I use KCT all the time (and indeed the training mechanic was conceived with that mod in mind), but I don't know how hard it is to integrate with Kerbal Health. TBH, I'm not even sure what such integration could look like. In KCT, you choose crew right before the launch, which is too late for training. So the way I do it, I design the vessel in the editor, assign the crew, click Train (in Health Report) and Launch (to start building the vessel in KCT). I then make sure that by the time the vessel is ready all crew has completed training (and that I assign the right crew in KCT window). That's about it. Quote Link to comment Share on other sites More sharing options...
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