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# Kerbal Health
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# Kerbal Health
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This mod introduces many aspects of astronauts' health management to KSP. It makes the game more challenging but also more realistic, encourages smarter mission planning, and adds to the fun. It works well alongside most popular mods.
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The following factors may affect kerbal's health:
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- Assigned (kerbal is on a mission): -0.5 HP/day
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- Crowded (effect scaled in proportion to crew/capacity ratio): -5 HP/day for a full vessel
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- Crowded (scaled effect): -3 x <Crew> / <Living Space> HP/day
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- Loneliness (only 1 kerbal on the vessel, badass kerbals are immune): -1 HP/day
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- Microgravity (orbital or suborbital flight or under 0.1 g conditions, e.g. Minmus): -0.5 HP/day
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- EVA: -10 HP/day (don't abandon your kerbals outside for long!)
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**Health Recuperation and Health Decay**
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Certain parts (such as the Cupola) provide Recuperation bonuses. If a kerbal receives, say, a 3% recuperation bonus, he/she will recover 3% of their lacking health (i.e. of the difference between their current HP and the maximum HP) every day. This change works in parallel with the normal health factors above.
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Certain parts (such as the Cupola) provide Recuperation bonuses. If a kerbal receives, say, a 1% recuperation bonus, he/she will recover 1% of their lacking health (i.e. of the difference between their current HP and the maximum HP) every day. This change works in parallel with the normal health factors above.
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*Example: A 5-star kerbal (maximum HP = 150) currently has 40 Health Points and is in a vessel that gives him 5% recuperation. The vessel is full, has connection and he has a crewmate. Therefore that he recovers (150 - 40) x 5% = 5.5 HP per day and loses also (0.5 + 5 + 0.5 - 0.5) = 5.5 HP per day. It means that the marginal change balances out the "normal" change and his health will stay around 40 HP (27%) until the situation changes.*
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*Example: A 5-star kerbal (maximum HP = 150) currently has 40 Health Points and is in a vessel that gives him 1% recuperation. The vessel has 10 units of living space and he has connection and he has a crewmate. Therefore he recovers (150 - 40) x 1% = 1.1 HP per day and loses also (0.5 + 3 x 2 / 10 + 0.5 - 0.5) = 1.15 HP per day. It means that the marginal change balances out the "normal" change and his health will stay around 40 HP (27%) until the situation changes.*
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As you see, this mechanics may allow some kerbals to stay relatively healthy indefinitely. It may look cheaty, but the point is that: (1) there should be a way to design long-term missions without spamming crew space, (2) it requires a lot of heavy parts and therefore still difficult, (3) the balanced health level is usually far from 100% and may fall lower if circumstances change (e.g., new crew arrives and fills the station), (4) these bonuses require a lot of EC, (5) radiation still keeps mounting (see below).
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Note that, since v1.1, Recuperation is not stacked and has crew cap. It means that one Cupola provides 1% Recup for 2 kerbals, 2 Cupolas give 1% for 4 kerbals (not 2%!), etc. If you have more kerbals than the crew cap, Recuperation will be split among them evenly (e.g. 4 kerbals with 1 Cupola will get 0.5% Recup).
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**Radiation**
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All kerbals on missions are affected by radiation, which slowly but permanently reduces their maximum HP. Radiation is measured in banana equivalent doses (about 1e-7 Sv), or simply bananas. 1e7 (10,000,000) bananas reduce max HP by 25%; 4e7 bananas kill a kerbal. Currently, there is no way to reduce the dose and, if it is added in the future, it's going to be really hard.
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**Supported mods**
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Kerbal Health should work well alongside most other mods and will try to adapt to them with smart MM patches. Some have better, native support though:
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- [B9 Aerospace](https://github.com/blowfishpro/B9-Aerospace)
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- [Blizzy's Toolbar](http://forum.kerbalspaceprogram.com/index.php?/topic/55420-120-toolbar-1713-common-api-for-draggableresizable-buttons-toolbar/)
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- [Bluedog Design Bureau](https://forum.kerbalspaceprogram.com/index.php?/topic/122020-131-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v141-атлас-1jan2018)
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- [Deadly Reentry Continued](https://forum.kerbalspaceprogram.com/index.php?/topic/50296-122-deadly-reentry-v760-june-9-2017-the-ariel-edition/)
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- [DeepFreeze Continued](http://forum.kerbalspaceprogram.com/index.php?/topic/112328-11-deepfreeze-continued)
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- [FASA](http://forum.kerbalspaceprogram.com/index.php?/topic/22888-105-fasa-544/)
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- [Kerbal Atomics](http://forum.kerbalspaceprogram.com/index.php?/topic/130503-10511-kerbal-atomics-fancy-nuclear-engines-initial-11-test/)
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- [KPBS](http://forum.kerbalspaceprogram.com/index.php?/topic/133606-130-kerbal-planetary-base-systems-v144-6-june-2017/)
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- [KSP-AVC](http://ksp-avc.cybutek.net)
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- [KSP Interstellar Extended](https://forum.kerbalspaceprogram.com/index.php?/topic/155255-12213-kspi-extended)
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- [Spacetux Recycled Parts](https://forum.kerbalspaceprogram.com/index.php?/topic/164829-131-spacetux-industries-recycled-parts/) (Atomic Age, FTmN, FTmN-New, RSCapsuledyne)
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- [SpaceY Heavy Lifters](https://forum.kerbalspaceprogram.com/index.php?/topic/90545-12213-spacey-heavy-lifter-parts-pack-v116-2017-01-30/)
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- [USI Kolonization Systems (MKS/OKS)](https://github.com/BobPalmer/MKS)
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- [USI-LS](https://github.com/BobPalmer/USI-LS)
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If you would like to include native support for your (or your favorite) mod, let me know.
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**Conflicts & Incompatibilities**
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- Any mod (including USI-LS), which can temporarily make kerbals Tourists, can conflict with Kerbal Health if both mods change kerbals' status and then rutn it back. In some situations it may mean that your kerbals will remain Tourists indefinitely or become active too soon. Kerbal Health tries to fix some of these situations, but cannot prevent all of them.
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**Future features**
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- New mechanics: injuries, medical supplies, quarantine, and whatnot...
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- New mechanics: health traits, injuries, medical supplies, quarantine, and whatnot...
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- API for collaboration with other mods
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**Copyright and License**

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