aceman67 Posted January 29, 2020 Share Posted January 29, 2020 What I meant was when you click train, is it possible to hand that timer off to the KCT window? Quote Link to comment Share on other sites More sharing options...
garwel Posted January 29, 2020 Author Share Posted January 29, 2020 59 minutes ago, aceman67 said: What I meant was when you click train, is it possible to hand that timer off to the KCT window? I think it would require @linuxgurugamer to build corresponding API into KCT. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 29, 2020 Share Posted January 29, 2020 (edited) 4 hours ago, garwel said: I think it would require @linuxgurugamer to build corresponding API into KCT. KCT deals with construction, not training. I would suggest that you possibly look at this mod: Edited January 29, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
garwel Posted January 29, 2020 Author Share Posted January 29, 2020 43 minutes ago, linuxgurugamer said: KCT deals with construction, not training. I would suggest that you possibly look at this mod 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. Quote Link to comment Share on other sites More sharing options...
AVaughan Posted January 30, 2020 Share Posted January 30, 2020 RP-1 also implements training. (I'm pretty sure it somehow prevents untrained astronauts from boarding capsules. It also has its own UI for displaying training status and can optionally add an alarm to KAC. And of course it is fully integrated with KCT). Quote Link to comment Share on other sites More sharing options...
garwel Posted January 30, 2020 Author Share Posted January 30, 2020 1 hour ago, AVaughan said: RP-1 also implements training. (I'm pretty sure it somehow prevents untrained astronauts from boarding capsules. It also has its own UI for displaying training status and can optionally add an alarm to KAC. And of course it is fully integrated with KCT). 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. Quote Link to comment Share on other sites More sharing options...
AVaughan Posted January 30, 2020 Share Posted January 30, 2020 I wasn't meaning to suggest actually adding kerbal health to an RP-1 install. Instead I was meaning to suggest you want closer integration between Kerbal Health's training mechanic and KCT, then it might be worth looking at how RP-1 achieves the that. Quote Link to comment Share on other sites More sharing options...
garwel Posted February 4, 2020 Author Share Posted February 4, 2020 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 Quote Link to comment Share on other sites More sharing options...
flart Posted February 8, 2020 Share Posted February 8, 2020 Could you also add to the Health Monitor table a marker of the kerbal traits (Bob Kerman (S)) and the quirk column (names or number of quirk as digits, or as repeating char "+" "++", ) Quote Link to comment Share on other sites More sharing options...
garwel Posted February 8, 2020 Author Share Posted February 8, 2020 5 hours ago, flart said: Could you also add to the Health Monitor table a marker of the kerbal traits (Bob Kerman (S)) and the quirk column (names or number of quirk as digits, or as repeating char "+" "++", ) I guess so. Quote Link to comment Share on other sites More sharing options...
garwel Posted February 8, 2020 Author Share Posted February 8, 2020 (edited) 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 Edited February 8, 2020 by garwel Quote Link to comment Share on other sites More sharing options...
garwel Posted February 10, 2020 Author Share Posted February 10, 2020 (edited) 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 Edited February 10, 2020 by garwel Quote Link to comment Share on other sites More sharing options...
WhitestWizard Posted February 10, 2020 Share Posted February 10, 2020 Cheerrs for the update Pal. Anyone have any issues with rescues kerbals recovering to Kerbin with training enabled. '[EXC 20:39:55.291] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthScenario.TrainVessel (Vessel v) (at <7cd891f768c14bf491f07256806d7dc7>:0) KerbalHealth.KerbalHealthScenario.UpdateKerbals (System.Boolean forced) (at <7cd891f768c14bf491f07256806d7dc7>:0) KerbalHealth.KerbalHealthScenario.FixedUpdate () (at <7cd891f768c14bf491f07256806d7dc7>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object). Quote Link to comment Share on other sites More sharing options...
garwel Posted February 10, 2020 Author Share Posted February 10, 2020 6 minutes ago, WhitestWizard said: Cheerrs for the update Pal. Anyone have any issues with rescues kerbals recovering to Kerbin with training enabled. '[EXC 20:39:55.291] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthScenario.TrainVessel (Vessel v) (at <7cd891f768c14bf491f07256806d7dc7>:0) KerbalHealth.KerbalHealthScenario.UpdateKerbals (System.Boolean forced) (at <7cd891f768c14bf491f07256806d7dc7>:0) KerbalHealth.KerbalHealthScenario.FixedUpdate () (at <7cd891f768c14bf491f07256806d7dc7>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object). 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. Quote Link to comment Share on other sites More sharing options...
WhitestWizard Posted February 10, 2020 Share Posted February 10, 2020 Appreciate the rapid response. That error message spams the log infinite times, was unable to change scene once I landed the rescued kerbal back to Kerbin. Clicking on space centre, tracking station, recover vessel etc had no effect. Attempted to swap vessel through Kerbin engineer without success. I alt+f4 and reloaded the game. My game loaded to my autosave where the kerbal was already in my rescue craft. I backed out and edited my save (kerbal health scenario) to remove any reference to the rescue pod he was spawned in. This allowed me to land mt rescue craft and recover to space centre without error. Quote Link to comment Share on other sites More sharing options...
scottadges Posted February 10, 2020 Share Posted February 10, 2020 On 1/20/2017 at 1:04 PM, garwel said: banana equivalent doses (when you eat a banana, you get approximately 1e-7 Sv of radiation). 1e7 (10M) bananas reduce max HP by 10%; 1e8 (100M) bananas kill a kerbal Can I just say how brilliant / amusing this is to use the "banana metric" for radiation calculations? I played with Kerbal Health a ways back and anyways I'm thinking I'll bring it back for my next 1.8.x playthrough. Quote Link to comment Share on other sites More sharing options...
Slowsloth Posted February 11, 2020 Share Posted February 11, 2020 Same problem here as WhitestWizard, soft lock upon collecting a rescue kerbal into an owned craft. Same log and symptoms. Rolled back to v1.3.8 to fix it. Love the mod though. Quote Link to comment Share on other sites More sharing options...
garwel Posted February 11, 2020 Author Share Posted February 11, 2020 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 Quote Link to comment Share on other sites More sharing options...
Slowsloth Posted February 12, 2020 Share Posted February 12, 2020 Successfully recovered a rescue kerbal on the new patch, can confirm all seems well; thanks much! Quote Link to comment Share on other sites More sharing options...
Syczek Posted February 15, 2020 Share Posted February 15, 2020 Is there possibility to reduce cost of decontamination?? Quote Link to comment Share on other sites More sharing options...
garwel Posted February 15, 2020 Author Share Posted February 15, 2020 1 hour ago, Syczek said: Is there possibility to reduce cost of decontamination?? Have you checked the settings? It's in the Radiation tab. Quote Link to comment Share on other sites More sharing options...
Syczek Posted February 16, 2020 Share Posted February 16, 2020 13 hours ago, garwel said: Have you checked the settings? It's in the Radiation tab. U mean in game mod settings or cfg file?? Quote Link to comment Share on other sites More sharing options...
garwel Posted February 16, 2020 Author Share Posted February 16, 2020 3 hours ago, Syczek said: U mean in game mod settings or cfg file?? Press Esc, click settings and navigate to Kerbal Health (2). Quote Link to comment Share on other sites More sharing options...
Syczek Posted February 18, 2020 Share Posted February 18, 2020 On 2/16/2020 at 2:10 PM, garwel said: Press Esc, click settings and navigate to Kerbal Health (2). Thanks:) Quote Link to comment Share on other sites More sharing options...
New Horizons Posted February 24, 2020 Share Posted February 24, 2020 Has anyone experiences using Health alongside Kerbalism lately? Quote Link to comment Share on other sites More sharing options...
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