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[1.8+] Kerbal Health 1.6.8 (2024-01-22)


garwel

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  On 6/14/2024 at 6:11 PM, Al_ex said:

I've run into a problem with Kerbal Health after installation. The health monitor in the editor does not work in career/science modes, as shown in the image below:

Screenshot-1.png

The log is spammed with reference exceptions:

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It's related to CLS integration, which constantly gives me pain in the ass. I'm wondering what kind of vessel you had at that moment.

I added some null checks to prevent it for the next release. For now, you may try disabling CLS integration in Kerbal Health options.

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  On 6/15/2024 at 8:29 PM, garwel said:

It's related to CLS integration, which constantly gives me pain in the ass. I'm wondering what kind of vessel you had at that moment.

I added some null checks to prevent it for the next release. For now, you may try disabling CLS integration in Kerbal Health options.

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The vessel on the picture is just a (re)stock mk1 pod. The problem persists on any crewed vessel regardless of the parts used. The monitor in the editor is broken, but in-flight one seems to work. For some reason, the issue does not affect sandbox saves.

The full log file with debug logging turned on:

https://file.io/C9h5YQW4PslX

P.S.: If i play with CLS integration disabled, will turning it on (after the issue gets fixed) break my save?

P.P.S.: How can I patch modded pods to have RadShield?

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  • 1 month later...
  • 2 weeks later...
  On 7/27/2024 at 11:19 AM, CastleKSide said:

Not sure what is happening with my save but I was getting some super weird gui errors. Removing Kerbal Health fixed the issues. No idea what is happening and if its a conflict or not but here is the log file:
https://github.com/CastleForever/Files/blob/main/KSP.log

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Judging by the log, the problem is caused by code that links Kerbal Health with Connected Living Space. Try disabling CLS compatibility mode in KH's settings and maybe it will go away. Meanwhile, I'll look into what causes the issue (might be an update on CLS side or something else).

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  • 5 weeks later...

Feature request/suggestion.

Problem: Timewarp keeps cancelling at high warp due to conditions, and there seems to be a LOT of conditions with a lot of Kerbals on a single vessel. I imagine this would happen with multiple missions spread out across different vessels too.

Proposed solutions:

  • Add in a function to disable the timewarp cancel entirely on condition changes

100000x time warp waiting for a maneuver node, and it pauses every 30 seconds or so to let me know that some Kerbal or another got a paper cut. Kind of annoying :(

  • Disable the cancel only at high warps (10000x or higher, or possibly even just configurable)

This would let me use conditions while not having to toggle it off during long transfers.

  • Allow a lower minimum value for condition occurrence.

10 or 5 or 1% minimum would be nice as an option, possibly with a clearer description on what the percentage represents (even if it's to provide a baseline, e.g. "100% averages to 1 condition per Kerbal per 30 Kerbin days" or something.

  • Add option to disable the cancel for conditions on non-focused vessels

I actually haven't run into this one myself yet, since I tend to do single missions at a time. Might already be in, but I wanted to toss it out there. :P

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hm. Also an actual bug report.

Loner and Claustrophobic quirks appear to have compounding effects under time warp which just kills kerbals. See the little video below:
https://www.dropbox.com/s/1y7cvmki9ej0yfa/2024-09-05 07-06-11.mkv?dl=0

Link to my KSP.log, which is just kiiiiind of big:
https://www.dropbox.com/scl/fi/4dowo6qcnf21tuujrb13u/KSP.log?rlkey=83m3ucwr9ukhgu5rhsze3x1jq&dl=0

Possibly notable, and I'm not sure if it's in the log, is the fact that I've set confinement to have 50% effect in the config (if I remember right.) This may or may not be relevant to reproduce the issue.

... hrm, and that's not in the log. Pasted the config bits from persistent.sfs below, again, in case it's relevant.

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  • 1 month later...

Hello! Big fan of the mod!
Would like to ask, I intend to use this mod with other mods that allow for long term permanent bases offworld and as such would like more ways for kerbals to naturally gain back their status outside of on kerbin. I understand the only way currently for them to do that is using recuperation which is 1% based on a cupola correct? Is there a way to add this to other parts?
Say I wanted to add 1% recuperation per hab module?

Thank you :)

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