garwel Posted March 21, 2019 Author Share Posted March 21, 2019 8 hours ago, RocketSquid said: I have a question: Does the lack of a specific configuration for Laythe in the KerbalHealth.cfg file mean that Laythe's atmosphere provides no protection from radiation, or that it provides as much protection as Kerbin's atmosphere? Kerbin's settings are used by default for all bodies that don't have custom configuration. Quote Link to comment Share on other sites More sharing options...
Eridan Posted March 22, 2019 Share Posted March 22, 2019 Good day. I'm unfortunately far from done - ModuleKerbalHealthAnim.cs is skeleton of needed functions, but it still behaves differently from stock modules. Meanwhile, I'm not very sure how to proceed with HealthModifierSet.cs. Right now, I just duplicated the code already in the file, but it makes the code difficult to maintain. Aside from the comment in the file, an alternative could be making the foreach loop a separate subroutine, then running the subroutine twice with different parameters (once for each type of module). What would you prefer? https://github.com/GarwelGarwel/KerbalHealth/compare/master...HSJasperism:master Quote Link to comment Share on other sites More sharing options...
Enorats Posted March 22, 2019 Share Posted March 22, 2019 So.. strangest thing. I launched a station with two scientists. I know that both scientists were present, because I realized that I needed one in the lab and one in the command module to control the station. I then docked a capsule with a pilot and three tourists on board and sent the whole thing off to minmus as a test trip/tourist contract. I know the pilot was on board, as the tourists couldn't fly the rocket and there were no probe cores. When I got to Minmus, my pilot and one scientist were gone. I found them back at KSC, waiting to be assigned a mission. I have no idea how they got there. Is this something Kerbal Health could have done? It's a rather odd occurance, and I can't think of any other mod that could have managed it. Quote Link to comment Share on other sites More sharing options...
garwel Posted March 22, 2019 Author Share Posted March 22, 2019 2 hours ago, Enorats said: So.. strangest thing. I launched a station with two scientists. I know that both scientists were present, because I realized that I needed one in the lab and one in the command module to control the station. I then docked a capsule with a pilot and three tourists on board and sent the whole thing off to minmus as a test trip/tourist contract. I know the pilot was on board, as the tourists couldn't fly the rocket and there were no probe cores. When I got to Minmus, my pilot and one scientist were gone. I found them back at KSC, waiting to be assigned a mission. I have no idea how they got there. Is this something Kerbal Health could have done? It's a rather odd occurance, and I can't think of any other mod that could have managed it. Well, my guess is, your pilot and scientist died and you respawned per your game settings. You should have received several warnings (low health and exhaustion for each at least). Quote Link to comment Share on other sites More sharing options...
Enorats Posted March 24, 2019 Share Posted March 24, 2019 (edited) On 3/22/2019 at 1:43 PM, garwel said: Well, my guess is, your pilot and scientist died and you respawned per your game settings. You should have received several warnings (low health and exhaustion for each at least). Hmm. I'm not sure what it's set to, lethal or respawn. Still, they certainly shouldn't have died. The craft was a prototype for a several year long Duna mission, on a shakedown to Minmus. It's big enough to support several times that crew indefinitely. Regardless, it hasn't happened again so far so I'm not sure what happened. Another question though - is there a way to disable the injuries and the like, or at least make it stop pausing my timewarps? None of it ever matters, since I only ever leave kerbals for extended periods on craft that can support them indefinitely (so any lost health is recuperated anyway).. so it's a little annoying when I'm time warping a year and a half for a Duna transfer and someone I left on a research station 3 years ago gets sick a dozen times over. Edited March 24, 2019 by Enorats Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 24, 2019 Share Posted March 24, 2019 You can turn off notifications in the options Quote Link to comment Share on other sites More sharing options...
Enorats Posted March 24, 2019 Share Posted March 24, 2019 (edited) 5 hours ago, Friznit said: You can turn off notifications in the options Ah, finally found the options menu. Forgot how to modify difficulty options on an already started game, lol. Interestingly, death is enabled.. so the pilot and scientists didn't die and respawn. Can't for the life of me figure out how they beamed back to KSC. This save has had a number of odd issues though. I just had like 8 contracts flat out disappear from my list, despite having another 5-10 years on each of them. The tourists are even still in my astronaut list, after having visited their locations. I don't think I even have any mods that do anything to contracts, lol. Edited March 24, 2019 by Enorats Quote Link to comment Share on other sites More sharing options...
OldMold Posted April 5, 2019 Share Posted April 5, 2019 Is there a way to mitigate artificial radiation from parts on a crewed vessel? For example, if I put a nuclear reactor on a long truss away from the vessel or base, or if I occlude it some way with other parts between the radiation source and the crewed parts of the vessel, would that make any difference? Or is it a flat per-vessel calculation? Quote Link to comment Share on other sites More sharing options...
garwel Posted April 6, 2019 Author Share Posted April 6, 2019 6 hours ago, OldMold said: Is there a way to mitigate artificial radiation from parts on a crewed vessel? For example, if I put a nuclear reactor on a long truss away from the vessel or base, or if I occlude it some way with other parts between the radiation source and the crewed parts of the vessel, would that make any difference? Or is it a flat per-vessel calculation? Relative location of parts is not taken into account, so all you can do is add more shielding to the vessel. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 9, 2019 Share Posted April 9, 2019 (edited) Two main questions: 1. You mentioned that relative location of parts doesn’t matter. Does that meant that if I keep a giant water tank connected to the vessel it will work just as well as a water tank built around the crew capsules? More importantly, is a part with radiation shielding in the part itself any safer than one with none, provided both are on the same vessel and the vessel has the same total amount of radiation shielding either way? 2. Is the microgravity test based on actual gee forces or exclusively on gravity? If I have the engines running or the ship spinning, does the ship have gravity, at least until I move into non-physical warp? If my ship is free-falling towards the surface of Tylo, does it have gravity? Edited April 9, 2019 by RocketSquid Quote Link to comment Share on other sites More sharing options...
garwel Posted April 10, 2019 Author Share Posted April 10, 2019 19 hours ago, RocketSquid said: Two main questions: 1. You mentioned that relative location of parts doesn’t matter. Does that meant that if I keep a giant water tank connected to the vessel it will work just as well as a water tank built around the crew capsules? More importantly, is a part with radiation shielding in the part itself any safer than one with none, provided both are on the same vessel and the vessel has the same total amount of radiation shielding either way? Shielding, as well as part radiation, is calculated very simply by going through all parts on the vessel and adding up their values. So you can put your water tanks, structural panels and nuclear reactors anywhere, it doesn't matter. A realistic simulation of radiation and shielding would be very difficult to make and would make a huge performance hit. 19 hours ago, RocketSquid said: 2. Is the microgravity test based on actual gee forces or exclusively on gravity? If I have the engines running or the ship spinning, does the ship have gravity, at least until I move into non-physical warp? If my ship is free-falling towards the surface of Tylo, does it have gravity? First it looks at the situation your vessel is in. If it's in free fall (suborbital or in orbit) then it is assumed to be in microgravity. Your engines can of course create temporarily paragravity, but it's just for a short time and the difference is negligible. Centrifugal forces are not simulated, because, again, it's too complicated and not really feasible in KSP's engine. Instead, centrifuge parts provide paragravity with PartModules (i.e. you usually need to enable them in the right-click menu and they'll use EC). If your vessel is landed/splashed down, the current G-force is taken into account (i.e. gravity acceleration at current location). The microgravity factor kicks in if it's less than 0.1 g. So, for instance, Minmus is considered a microgravity environment while Mun is not. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 10, 2019 Share Posted April 10, 2019 4 hours ago, garwel said: Shielding, as well as part radiation, is calculated very simply by going through all parts on the vessel and adding up their values. So you can put your water tanks, structural panels and nuclear reactors anywhere, it doesn't matter. A realistic simulation of radiation and shielding would be very difficult to make and would make a huge performance hit. First it looks at the situation your vessel is in. If it's in free fall (suborbital or in orbit) then it is assumed to be in microgravity. Your engines can of course create temporarily paragravity, but it's just for a short time and the difference is negligible. Centrifugal forces are not simulated, because, again, it's too complicated and not really feasible in KSP's engine. Instead, centrifuge parts provide paragravity with PartModules (i.e. you usually need to enable them in the right-click menu and they'll use EC). If your vessel is landed/splashed down, the current G-force is taken into account (i.e. gravity acceleration at current location). The microgravity factor kicks in if it's less than 0.1 g. So, for instance, Minmus is considered a microgravity environment while Mun is not. Well, the first fact is a relief. Now I don’t need to worry about covering my surface bases in shielding, I can just keep some extra water (and by that I mean the equivalent of a small lake) around and it will be automatically pumped around for shielding. And if I want a shadow shield, I can make one, and it’ll still work, even if it isn’t in the right spot. The inability to make custom centrifuges is inconvenient, but I can make do. I have plenty of centrifuges around, and I can certainly use some Some new questions: 1. Are ships affected by the radiation produced by other ships? 2. Do nuclear reactors produce radiation when they are off? Quote Link to comment Share on other sites More sharing options...
garwel Posted April 10, 2019 Author Share Posted April 10, 2019 7 hours ago, RocketSquid said: 1. Are ships affected by the radiation produced by other ships? No. 7 hours ago, RocketSquid said: 2. Do nuclear reactors produce radiation when they are off? Yes. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 10, 2019 Share Posted April 10, 2019 11 minutes ago, garwel said: No. Yes. Okay, those both make mission planning a lot easier. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 14, 2019 Author Share Posted April 14, 2019 Kerbal Health 1.3.5 Compiled for KSP 1.7 Added: Decontamination (radiation cleaning) feature, see readme Added: Patch for Tokamak Industries Refurbished Parts Updated: Patch for KSP-IE Fixed: Parts radiation wasn't applied to kerbals in unloaded vessels Fixed: Microgravity factor didn't apply to vessels on escape trajectories Fixed: Health Monitor didn't show ETA to exhaustion end for recuperating kerbals Fixed: Incorrect in-game description of NOT OR logic Small UI improvements and fixes Download here Quote Link to comment Share on other sites More sharing options...
garwel Posted April 14, 2019 Author Share Posted April 14, 2019 At last! I added the long-requested decontamination feature, so radiation is no longer permanent. However, I made it very difficult and costly, especially for career mode players, so you should still try to keep your kerbals' genes clean as much as you can. To start decontamination, open the kerbal's detailed view in Health Monitor, click Decon button and confirm by clicking OK. First, there are serious prerequisites to start decontamination procedure. You need to have both your R&D facility and your Astronaut Complex fully upgraded, i.e. level 3 (this condition naturally applies only to career games). The kerbal you are going to decontaminate also has to be at full health and without any health conditions; of course, he or she must not be on a mission. Then there is a price to pay, literally. Every decontamination, no matter the level of accumulated dose, costs 100,000 funds (in Career mode) and 1000 science (in both Career and Science modes). You can stop it at any moment by clicking Decon button again or simply assigning a kerbal to a mission, but there is absolutely no refund. Kerbal lawyers have assured us it is completely legal. So you better be careful around that button. Oh, there is one more thing. Decontamination is not quick. It removes radiation at a rate of 100,000 banana equivalent doses (KH's main radiation unit) per kerbal day. It means that if your kerbal has accumulated 20M banana doses, she will have to stay grounded for 200 days while the scientists go through all her cells. And this isn't the most pleasant process either: kerbal's health will be reduced to only 25% of their original maximum while they are being decontaminating. So give some time for them to restore their strength afterwards. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 14, 2019 Share Posted April 14, 2019 1 hour ago, garwel said: At last! I added the long-requested decontamination feature, so radiation is no longer permanent. However, I made it very difficult and costly, especially for career mode players, so you should still try to keep your kerbals' genes clean as much as you can. To start decontamination, open the kerbal's detailed view in Health Monitor, click Decon button and confirm by clicking OK. Fantastic news! I'm downloading the update now. @cakepie also just released something you might be interested in: a save-safe way to change Kerbal status without turning them into tourists! (I once had a bug where I had to change a pilot kerbal back into a pilot through save file editing, so it has happened.) Quote Link to comment Share on other sites More sharing options...
JWS Posted April 15, 2019 Share Posted April 15, 2019 Thank you for new release! This mod really enhances my game experiences. Unfortunately, I've been suffering from possible error related to this mod, recently. In the game console, below message keeps pop up from the beginning of any crewed flight. Quote [KerbalHealth] HealthModifierSet: 'part' is null. Unless the kerbal is on EVA, this is probably an error. in KSP 1.6.1 with MakingHistoryDLC with KerbalHealth 1.3.5 or KerbalHealth 1.3.4. What's really happening during the game play is that nothing goes wrong as long as I keep my kerbals inside their vessel. (Destpie the message continues to appear) In status window, Change/day and Time left, Radiation shows numbers as expected. Problem occurs whenever I go out EVA and get back to the vessel. Kerbal's health change/day properly reflected when going out EVA, but does not tracking the change when going inside again. In other words, the mod treats the kerbal like it is still in EVA. Both in terms of radiation and health change. Every other crews' status seems OK, only the EVA kerbal's one affected. It happens in a new game with same mod list. So I tried, but keep failing to replicate the issue with other saves by adding in and out suspcious mods. In clean install, of course, the problem doesn't occur. ModuleManager v4.0.2.0 = True 000_AT_Utils v1.6.2.0 = True 001_AnisotropicPartResizer v1.2.0.4 = True 002_MultiAnimators v1.1.0.2 = True ConfigurableContainers v2.4.3.4 = True SubmodelResizer v1.0.0.0 = True ClickThroughBlocker v0.1.7.1 / v1.0.0.0 = True BlendshapeModelLoader v1.0.0.0 = True TexturesUnlimited v0.0.0.0 = True aaa_Toolbar v1.7.18.0 = True USITools v1.0.0.0 = True ToolbarControl v0.1.6.20 / v1.0.0.0 = True ABCORS v0.5.0.4 / v0.4.1.0 = True ControlSurfaceToggle v1.3.1.0 / v1.0.0.0 = True ActionGroupManager v2.2.4.0 / v2.2.1.0 = True AGM-LiteUI v2.2.4.0 / v2.2.1.0 = True AGM-VisualUI v2.2.4.0 / v2.2.1.0 = True AtmosphereAutopilot v1.5.11.0 = True AtmosphereAutopilot.UI v1.0.0.0 = True B9PartSwitch v2.7.0.0 / vv2.7.0 = True B9_Aerospace_WingStuff v0.50.0.0 = True BetterBurnTime v1.0.0.0 = True SigmaTweakMaxResource v1.0.0.0 = True BonVoyage v0.14.3.0 = True CCK v4.0.0.0 / v4.0.0.0 for KSP 1.5.0 = True CommunityTraitIcons v1.1.1.0 = True CLSInterfaces v1.2.0.0 = True 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EVEManager v1.4.2.2 = True PartFX v1.4.2.2 = True PQSManager v1.4.2.2 = True ShaderLoader v1.4.2.2 = True Terrain v1.4.2.2 = True TextureConfig v1.4.2.2 = True Utils v1.4.2.2 = True _BuildManager v1.4.2.2 = True EvaFuel v1.6.5.3 = True KIS v1.18.6971.42939 / v1.18 for KSP 1.6+ = True EvaFuelKISCompat v1.0.6964.35909 = True EVAStruts v1.0.5.0 / v5.0 = True ExceptionDetectorUpdated v0.0.0.0 = True Firespitter v7.3.6867.18541 = True FlexoTubes v1.0.6.0 / v6.0 = True FMRS v1.2.7.4 / v1.0.2.0 = True Fusebox v0.1.16.8 = True GroundConstruction v2.2.0.0 = True KSP_GroundEffect v1.0.7021.29443 = True HangarGrid v0.4.0.0 = True HideEmptyTechTreeNodes v1.0.0.0 = True Hyperspace v1.0.0.0 = True IndicatorLights v1.0.0.0 = True InnerLock v1.0.7011.1348 = True JanitorsCloset v0.3.4.8 / v1.0.0.0 = True KAS-API-v2 v2.0.7037.1430 / vKAS API v2 = True KAS v1.2.7037.1765 / v1.2-pre for KSP 1.5+ = True KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ = True KerbalConstructionTime v1.4.6.3 = True KerbalEngineer v1.1.5.7 = True KerbalEngineer.Unity v1.0.0.0 = True KerbalHealth v1.3.5.0 = True KerbalKrashSystem v1.0.0.0 = True KerbalKrashSystem_Leak v1.0.0.0 = True KerbalKrashSystem_Repair v1.0.0.0 = True KerbalKrashSystem_Science v1.0.0.0 = True KerbetrotterTools v1.2.10.0 = True KSPDev_Utils.1.1 v1.1.6967.2347 / v1.1 for KSP v1.6+ = True ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0 = True kOS v1.1.6.3 = True kOS.Safe v1.1.6.3 = True KRASH v0.5.29.8 / v1.0.0.0 = True KSPDev_LogConsole v1.0.6932.30184 / v1.0 for KSP v1.6+ = True KSPRescuePodFix v1.0.0.0 = True KSPWheel v0.0.0.0 = True LightsOut v0.2.3.3 = True MagiCore v1.3.1.5 / v1.0.0.0 / v1.3.1.0 = True IRSurfaceSampler v1.0.1.7 / v1.7 = True InfernalRobotics v2.0.13.0 = True Scale_Redist v1.0.0.0 = True MandatoryRCS v1.5.0.0 = True MemGraph v1.1.1.7 = True modularFuelTanks v5.11.0.0 / v5.11.0 = True DockingPortAlignmentIndicator v1.0.0.0 = True DPAI_RPM v1.0.0.0 = True ModuleDockingNodeNamed v1.0.0.0 = True NearFutureElectrical v1.0.0.0 = True NFPropUtils v1.0.0.0 = True NearFutureSolar v0.4.0.0 = True NRAP v1.5.13.0 / v1.5.1.1 = True ParkingBrake v0.1.0.1 = True PartInfo v0.0.1.2 / v1.0.0.0 = True PermanentClamShell v1.0.6907.34024 = True PlanetarySurfaceStructures v1.6.8.0 = True PlayYourWay v1.0.6.0 = True PreciseEditor v1.0.0.0 = True PreciseManeuver v2.4.2.0 / v / v2.4.2 = True PreciseManeuver.Unity v2.4.0.0 = True ProceduralFairings v1.5.0.2332 / v1.5.0.5 = True ProceduralParts v1.3.16.1 = True RadarAltitude v1.2.2.0 = True RCSBuildAid v0.9.7.6 = True RealChute v1.4.6929.22720 / v1.4.7.2 = True RecoveryController v0.0.3.7 / v1.0.0.0 = True BackgroundResources v1.5.0.0 = True RetractableLiftingSurface v0.1.5.5 / v1.0.0.0 = True SCANsat v1.8.10.0 / vv18.10 = True SCANsat.Unity v1.8.10.0 = True ScienceAlert v1.9.6.2 = True ShipManifest v5.2.1.0 = True ScienceSituationInfo v1.3.3.2 / v1.2.1.1 = True SmartParts v1.9.13.4 = True SmokeScreen v2.8.1.0 = True SpeedUnitAnnex v1.3.5.0 = True Assembly-CSharp-firstpass v0.0.0.0 = True HabUtils v1.0.0.0 = True KSPAssets v1.0.0.0 = True KSPTrackIR v1.0.0.0 = True Mono.Cecil v0.9.6.0 = True Mono.Security v2.0.5.0 = True UnityEngine v0.0.0.0 = True StoreMyReports v1.1.0.0 = True Strategia v1.0.0.0 / v1.7.3 = True SunFixer v0.0.0.0 = True ModuleBounce v0.3.26.0 / v1.0.0.0 = True TalisarFilter v1.2.1.0 / v1.2.1 = True TacLifeSupport v0.13.12.0 / v0.13.12 = True TimeControl v2.9.6.0 = True TooManyOrbits v1.1.3.3 / v1.0.0.0 = True BetterTracking v1.0.4.1 / v4.1 = True BetterTracking.Unity v1.0.4.1 = True Trajectories v2.2.0.0 = True KerbalAlarmClock v3.10.0.0 = True TransferWindowPlanner v1.6.3.0 = True Hire v0.6.9.0 / v1.0.0.0 = True Scale v2.4.1.1 = True Konstruction v0.0.0.0 = True UniversalStorage2 v1.5.1.8 / vv1.5.1.8 = True UniversalStorage2.Unity v1.5.1.8 = True VesselMover v1.7.3.0 = True WaypointManager v1.0.0.0 / v2.7.5 = True Workshop v1.2.9.0 / v1.2.5 = True WorldStabilizer v1.0.7019.42563 = True 000_AT_Utils = True 000_ClickThroughBlocker = True 000_TexturesUnlimited = True 000_Toolbar = True 000_USITools = True 001_ToolbarControl = True ABCORS = True AECS_Motion_Suppressor = True AirplanePlus = True AquilaEnterprises = True AtmosphereAutopilot = True B9PartSwitch = True B9_Aerospace_ProceduralWings = True BasicProceduralTextures = True BetterBurnTime = True BetterSRBs = True BladeTweaks = True BonVoyage = True CommunityCategoryKit = True CommunityResourcePack = True CommunityTechTree = True CommunityTraitIcons = True ConfigurableContainers = True ConnectedLivingSpace = True ContractConfigurator = True ContractPacks = True CorrectCOL = True CrewLight = True CrewRandR = True CryoEngines = True CryoTanks = True CustomBarnKit = True DecouplerShroud = True DeployableEngines = True DMagicOrbitalScience = True DMagicUtilities = True DockRotate = True DynamicBatteryStorage = True EarlyBird = True EasyBoard = True EasyVesselSwitch = True EditorExtensionsRedux = True EditorTime = True EngineLightRelit = True EnvironmentalVisualEnhancements = True EvaFuel = True EVAStruts = True ExceptionDetectorUpdated = True Firespitter = True FlexoDocking = True FMRS = True FuseboxContinued = True Galen = True GroundConstruction = True GroundEffect = True HangarGrid = True HideEmptyTechTreeNodes = True Hyperspace = True IndicatorLights = True IndicatorLightsCommunityExtensions = True InnerLock = True InternalRCS = True JanitorsCloset = True JFJohnny5 = True KAS = True KerbalAtomics = True KerbalConstructionTime = True KerbalEngineer = True KerbalFoundries = True KerbalHacks = True KerbalHealth = True KerbalInventorySystemNoFun = True KerbalKrashSystem = True KerbetrotterLtd = True KIS = True Klockheed_Martian_SSE = True kOS = True KRASH = True KSPDev = True KSPRescuePodFix = True KSPWheel = True LightsOut = True MagiCore = True MagicSmokeIndustries = True MandatoryRCS = True MandatoryRCSPartPack = True ManualPatches = True / Clear out IVAs using MMpatchs. MarkIVSystem = True MemGraph = True MiningExpansion = True MissingHistory = True MK1CabinHatch = True ModularFuelTanks = True NavyFish = True NearFutureElectrical = True NearFutureElectricaNTRs = True NearFutureProps = True NearFutureSolar = True NRAP = True ParkingBrake = True PartInfo = True PermanentClamshell = True PhantomAerospace = True PlanetaryBaseInc = True PlayYourWay = True PreciseEditor = True PreciseManeuver = True ProceduralFairings = True ProceduralParts = True PylonFix = True RadarAltitude = True RCSBuildAid = True RealChute = True RealPlume = True RealPlume-Stock = True RecoveryController = True RemoteTech = True REPOSoftTech = True RetractableLiftingSurface = True SCANsat = True Science-Full-reward = True ScienceAlert = True Science_Revisited = True SHED = True ShipManifest = True SituationModuleInfo = True SmartParts = True SmokeScreen = True SpeedUnitAnnex = True StationPartsExpansionRedux = True StockVisualEnhancements = True StoreMyReports = True Strategia = True SunFixer = True SXT = True TalisarParts = True TheGoldStandard = True ThunderAerospace = True TimeControl = True TooManyOrbits = True TrackingStationEvolved = True Trajectories = True TriggerTech = True TRP-Hire = True TweakScale = True TweakscaleMakingHistoryConfigs = True UmbraSpaceIndustries = True UniversalStorage2 = True UnmannedBeforeManned = True VenStockRevamp = True VesselMover = True WaypointManager = True WetterWingsMM = True Workshop = True WorldStabilizer = True deltavdark.ksp = True ModuleManager.4.0.2.dll = True ModuleManager.ConfigCache = True ModuleManager.ConfigSHA = True ModuleManager.Physics = True ModuleManager.TechTree = True toolbar-settings.dat = True Here's my mod list(Dlls and Folders). Took it from LoaderInfo section of my sfs. Some of them are olds but still works. Now, as the problem seems to resides in some mod interactions, may I ask You to help me resolving the issue? Is there any known issue with a certain mod (other than USI-LS) that might break Kerbal health? or Could You look at my log file to see what's going on behind the scene? I'm attaching my log file (Doing EVA and get back) which contains the message I wrote above. If You need any information to fix this, please let me know. Thanks. Quote Link to comment Share on other sites More sharing options...
Jake_IV Posted April 15, 2019 Share Posted April 15, 2019 (edited) @JWS I took a quick look at the GitHub page and see that line you quoted. Unfortunately, I'm not well versed in code to decipher much from that alone but it leads me to ask.... When you are entering the vessel after EVA are you entering into a command pod or what part exactly? Is it a stock part? Just asking because KH seems to be looking for a vessel part and then applying that information to the Kerbal upon re-entry from EVA. It sounds like everything is fine before EVA so I'm not sure this is even the right direction to troubleshoot this issue. But it looks like you sorted out the issue with LGG in the Fusebox Continued thread. Good job, btw! Edited April 15, 2019 by Jake_IV Problem fixed in another thread/mod. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 15, 2019 Author Share Posted April 15, 2019 @JWS, yes, it would seem that the mod doesn't recognize the part Jebediah is in. Still, this situation should be handled better. Which part is it and from which mod? Quote Link to comment Share on other sites More sharing options...
JWS Posted April 15, 2019 Share Posted April 15, 2019 @Jake_IV Thanks! @garwel First I found the bug on Mk2 cockpit, then hitchiker container, Mk1 lander pod, and some fighter cockpit from Airplane plus mod(this is the case for the linked log file). I just checked that it happens in Mk1 pod, MK3 pod, and Mk2 landing can, too. And another thing. On the status window, 'Location' of the kerbal is updating well regardless of change/day. Quote Link to comment Share on other sites More sharing options...
JWS Posted April 15, 2019 Share Posted April 15, 2019 I think I found the curlpit. It was a MM patch I googled a while ago to reduce lags in game when launching crewed vessel. // MM-removeinternals.cfg // single patch to delete all INTERNAL from command pods // to alleviate fps problems with animated portraits // NOTE: obviously portraits will be gone, and IVA will no longer be possible // EVA and transfers can still be done by clicking the hatch of pods // // suggestion by NathanKell, initiative by FungusForge, implementation by swjr-swis // // usage: place this text in a file ending with .cfg anywhere in the GameData directory // requires Module Manager to work // @PART[*]:HAS[@INTERNAL[*]]:FINAL { !INTERNAL,* {} } // yep, all that comment space for a oneliner patch I thought deleting internals wouldn't affect game play logic, obviously wrong. Without it, this mod works as expected. Sorry for bugging you. Gotta find another way to remove the IVA. Thanks. Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 16, 2019 Share Posted April 16, 2019 5 hours ago, JWS said: I think I found the curlpit. It was a MM patch I googled a while ago to reduce lags in game when launching crewed vessel. // MM-removeinternals.cfg // single patch to delete all INTERNAL from command pods // to alleviate fps problems with animated portraits // NOTE: obviously portraits will be gone, and IVA will no longer be possible // EVA and transfers can still be done by clicking the hatch of pods // // suggestion by NathanKell, initiative by FungusForge, implementation by swjr-swis // // usage: place this text in a file ending with .cfg anywhere in the GameData directory // requires Module Manager to work // @PART[*]:HAS[@INTERNAL[*]]:FINAL { !INTERNAL,* {} } // yep, all that comment space for a oneliner patch I thought deleting internals wouldn't affect game play logic, obviously wrong. Without it, this mod works as expected. Sorry for bugging you. Gotta find another way to remove the IVA. Thanks. Maybe you can remove the MODEL node but keep INTERNAL. I used to run that patch too, but maybe try it without the patch. Performance has improved quite bit in recent versions. Quote Link to comment Share on other sites More sharing options...
JWS Posted April 16, 2019 Share Posted April 16, 2019 4 hours ago, Nightside said: Maybe you can remove the MODEL node but keep INTERNAL. I used to run that patch too, but maybe try it without the patch. Performance has improved quite bit in recent versions. @Nightside Thanks for the advice. I'll try that tonight. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 16, 2019 Author Share Posted April 16, 2019 12 hours ago, JWS said: I think I found the curlpit. It was a MM patch I googled a while ago to reduce lags in game when launching crewed vessel. // MM-removeinternals.cfg // single patch to delete all INTERNAL from command pods // to alleviate fps problems with animated portraits // NOTE: obviously portraits will be gone, and IVA will no longer be possible // EVA and transfers can still be done by clicking the hatch of pods // // suggestion by NathanKell, initiative by FungusForge, implementation by swjr-swis // // usage: place this text in a file ending with .cfg anywhere in the GameData directory // requires Module Manager to work // @PART[*]:HAS[@INTERNAL[*]]:FINAL { !INTERNAL,* {} } // yep, all that comment space for a oneliner patch I thought deleting internals wouldn't affect game play logic, obviously wrong. Without it, this mod works as expected. Sorry for bugging you. Gotta find another way to remove the IVA. Thanks. It makes sense. Apparently, when you remove INTERNAL node, seats data is deleted too. And Kerbal Health uses it to determine whether the kerbal is on EVA or not. Quote Link to comment Share on other sites More sharing options...
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