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Releases: GarwelGarwel/KerbalHealth

1.6 Pre-release - Stress overhaul, changes to exhaustion, factors, settings and more

29 Jan 20:39

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This is a beta pre-release for the upcoming Kerbal Health 1.6. It is not backward-compatible with previous versions and, being a beta, may have bugs. Make sure to backup your save! Please report all encountered issues.

  • Compiled for KSP 1.12.2. Should be compatible with KSP 1.8+
  • Streamlining of training mechanics. Instead of training for individual parts, kerbals now train for part types (such as Mk1 Command Pod). The new system is more straightforward, intuitive and compact. All training-related UI has received an uplift.
  • Training caps (based on the level of the Astrounaut Complex) have been nerfed. Training times have changed. Training at KSC and in flight now takes the same time.
  • There is a new way to reduce Stress: it is now divided by the number of crewmates of the same profession on the vessel. For example, if you have one Pilot on the vessel with Stress taking 0.8 HP/day, you can add another Pilot to reduce Stress to 0.4 HP/day. Of course, you'll have to provide that other crew member with living space etc. But, in theory at least, you can now reduce Stress to tiny amounts if you are ready to have a large crew. It also gives you a gameplay reason to have multiple crew members of a specific profession.
  • Tourists have a slightly different mechanic: their Stress is reduced by the number of professional crew members on the vessel. If the Tourist is alone, they experience 100% Stress; if there is 1 crew member, it falls to 50%, for 2 crew members, it falls to 33%, and so on.
  • Exhaustion is now semi-random instead of automatic. When the crew member's health falls below 20%, they now have a chance of turning into a Tourist. The mean time to happen (MTTH) starts at 6 hours and reduces as health gets lower. So you probably have a few additional hours to evacuate your kerbal(s) before they give up work. Recovering after exhaustion works similarly when health goes avobe 20%.
  • Connected factor (which gave you +0.5 HP/day for having a connection to home) has been replaced with Isolation (which takes away 0.5 HP/day for not having such a connection). All related bonuses were removed.
  • Confinement factor was reduced from a base of -3 HP/day to -2 HP/day to compensate for the previous point.
  • Many parts' Living Space has been updated (usually with slight nerfs) and Recuperation increased. SSPXr and some other mods now have Recuperation parts.
  • Mod's settings have been overhauled: instead of setting manually each factor's HP per day, you now change their relative effects between 0 and 200%.
  • A setting to allow Decontamination when not at KSC has been added (off by default) as well as a setting for minimum required health.
  • Many other small and not-so-small changes and bug fixes.

A few words on updating Kerbal Health in an ongoing game. It is possible, and the mod will do its best to pick up your old settings (such as familiar part types from the old training system). But due to KSP's limitations and the nature of some updates, you should (1) check your settings, especially if you've tweaked them; (2) load all your manned vessels at least once to update their data. It is recommended that you return and recover all your kerbals before updating to ensure your vessels don't suddenly become unsuitable for the missions.

1.5.6 - Bug fixes

21 Nov 09:29
f277b27

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  • Compiled for KSP 1.12.2
  • Changed: Updated SSPX config
  • Fixed: Factor multipliers (e.g. artificial gravity effects) weren't saved and therefore didn't apply if the vessel wasn't loaded
  • Fixed: Error in KSP 1.12.2 when another mod (such as Ship Manifest) uses CLSInterfaces.dll
  • Fixed: Some edge cases for loaded but packed vessels (hopefully)
  • A bit of optimization of the health update loop

1.5.5 - Engine radiation & CLS fixes

07 Jun 20:13
737d7a3

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  • Added: Nuclear engines now emit radiation in proportion to their thrust. It can get really high (e.g. more than 15M banana doses per day for the NERV engine) but it's fortunately short lived
  • Changed: All health modules now show "Health Module" in Editor's part info instead of their type to hopefully reduce confusion
  • Fixed: NRE for kerbals in loaded but inactive vessels when Connected Living Space integration is active
  • Fixed: Non-stock antennas didn't apply health effects and spammed log with Connected Living Space integration

1.5.4 - Connected Living Space integration

25 May 21:18
222fc15

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  • Added: Integration with Connected Living Space. When enabled, your kerbals will only benefit from the parts they have access to (e.g. living space and bonuses). Shielding and part-emitted radiation are an exception (as well as some special parts like broadband antennas): they are affect the whole vessel. It may make your game a bit harder and will force you to think better how to connect your parts together. You can disable this feature in the settings.
  • Added: Kerbals now have a chance (100% by default) to have their lifetime radiation dose completely erased when they discover an anomaly. Note that it works only for one kerbal per anomaly
  • Changed: KerbalHealthModule configs now support affectsAllCLSSpaces value, which makes the part module ignore Connected Living Space compartments (i.e. work as previously in the game). At the same time, partCrewOnly value has been deprecated as it was barely used. MKS medical bays now affect only one kerbal.
  • Changed: Shelter Exposure is no longer displayed in Health Report when Kerbalism radiation is enabled as it has no use there
  • Fixed: Mod settings should now correctly reset when switching between difficulty levels
  • Various optimization and bug fixes

1.5.3 - Kerbalism fix

12 Apr 20:08
5d79e21

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  • Fixed: Kerbalism integration
  • Reduced amount of logging in Debug mode

1.5.2 - More rebalancing & fixes

05 Apr 07:19
9ecfa77

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  • Compiled for KSP 1.11.2. Should be compatible with KSP versions 1.8 up (not tested)
  • Changed: New rebalance pass for parts' living space, shielding and more (affects stock and most mods)
  • Added: Patches for Far Future Technologies, KRE, Near Future Launch Vehicles, Rational Resources, Rational Resources Parts
  • Changed: Kerbal Health's icon is now green out of respect for the work of the International Committee of the Red Cross
  • Changed: Replaced in-game settings for min levels of the Astronaut Complex and R&D building for decontamination with a single checkbox that lets you disable this check altogether. Actual needed levels can still be set via config files (can be used by mods that increase number of upgrades)
  • Changed: Small UI improvements and log spam reduction in Debug mode
  • Fixed: Decontamination was broken some releases ago
  • Fixed: Details for wrong kerbals were sometimes displayed on Health Monitor's pages beyond the first one
  • Thanks to @LouisB3 for PRs!

1.5.1 - Hot fix

26 Oct 06:01
e89888c

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Fixed: Incorrect exposure calculation for unloaded vessels and inconsistencies between flight and editor calculations (many thanks to gulegule for finding and testing this)

1.5 - Parts rebalance, Kerbalism integration, optimization & more

22 Oct 06:45
6cd0e84

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  • Compiled for KSP 1.10.1. Should work with KSP 1.8+
  • Changed: Completely rebalanced all crewed parts. Command pods now provide slightly less living space; habs (e.g. Hitchhiker) have two configurations to choose from, Living Quarters (for LivingSpace) and Lounge (for Confinement bonus); Confinement bonus doesn't require ElectricCharge anymore; broadband antennas instead of labs now give bonus to Connected, and much more. Be careful when updating: ongoing missions may be affected (I haven't checked it)
  • Changed: Rewrote the health update system from scratch. It is now more stable and easier to maintain. Many bugs have been fixed, but new ones were probably introduced; hence the need to test this version out
  • Changed: Loneliness factor has been strengthened to -2 from -1 HP/day (badass kerbals are still immune)
  • Added: Extended integration with Kerbalism including the option to use Kerbalism's radiation values (taking into consideration radiation belts, solar storms etc.) and disabling of most duplicate Kerbalism's mechanics
  • Added: You can now see in Health Monitor all health factors affecting the kerbal even when he/she is not loaded
  • Changed: Default health update interval reduced from 30 to 10 seconds (only affects new games)
  • Changed: Various small UI improvements
  • Fixed: Recently added kerbals weren't displayed in Health Report
  • Fixed: Activating or deactivating the health module in the Editor didn't update the Health Report immediately
  • Fixed: Localization fixes

1.5 Pre-release - Parts rebalance, Kerbalism integration and more

20 Sep 18:54

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  • Compiled for KSP 1.10.1. Should work with KSP 1.8+
  • Changed: Completely rebalanced all crewed parts. Command pods now provide slightly less living space; habs (e.g. Hitchhiker) have two configurations to choose from, Living Quarters (for LivingSpace) and Lounge (for Confinement bonus); Confinement bonus doesn't require ElectricCharge anymore; broadband antennas instead of labs now give bonus to Connected, and much more. Be careful when updating: ongoing missions may be affected (I haven't checked it)
  • Changed: Rewrote the health update system from scratch. It is now more stable and easier to maintain. Many bugs have been fixed, but new ones were probably introduced; hence the need to test this version out
  • Added: Extended integration with Kerbalism including the option to use Kerbalism's radiation values (taking into consideration radiation belts, solar storms etc.) and disabling of most duplicate Kerbalism's mechanics
  • Added: You can now see in Health Monitor all health factors affecting the kerbal even when he/she is not loaded
  • Fixed: Actiavting or deactivating the health module in the Editor didn't update the Health Report immediately

1.4.6 - Hot fix

08 Sep 20:01
291af6e

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  • Compiled for KSP 1.10.1
  • Fixed: Freezing the game when you had kerbals with quirks
  • Fixed: Stress factor calculations could corrupt health level
  • Fixed: Possible NRE for kerbals frozen with DeepFreeze