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Releases: GarwelGarwel/KerbalHealth

1.3.5 - Decontamination

14 Apr 20:13
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  • 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

1.3.4 - KSP 1.6 update

21 Dec 08:22
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  • Compiled for KSP 1.6 "To Vee or Not To Vee" (may be compatible with KSP 1.5)
  • Updated KSP-IE patch for 1.20.15

1.3.3 - Hot fix

29 Nov 08:28
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  • Fixed Feline Utility Rovers, Karibou and Malemute patches lacking crew caps for health modules

1.3.2 - Patches improvements & fixes

29 Nov 00:01
02fcfaa
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  • Compiled for KSP 1.5.1
  • Added: You can now add health modules' actions in action groups (untested, thanks to @DefiantZombie)
  • Added: Patch for Feline Utility Rovers
  • Added: If RealisticAtmospheres & OPM mods are installed, Tylo will have 0.2-strong atmospheric radiation absorption
  • Changed: Redone from scratch patches for Malemute, Karibou and FTT, with more parts supported
  • Fixed: New mk1 pod (since KSP 1.5) now has correct Kerbal Health settings
  • Removed: TundraBFR patch, which was incomplete and unbalanced anyway

1.3.1 - KSP 1.5 update

17 Oct 21:29
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  • Recompiled for KSP 1.5
  • Added: Celestial bodies can now be radioactive; so far only one body from Outer Planet Mod uses this (good luck finding it without looking at the source code), but it can easily be added with MM patches; see wiki for details
  • Added: Radiation and Dose are now displayed with prefixes such as K, M or G if they are big enough
  • Fixed: Duplicate health modules in some SSPX and other parts

1.3.0 - Conditions & events overhaul, major radiation rebalance

22 Sep 06:51
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NOTE: This release may be backward incompatible with 1.2.1, i.e. reverting back to an older version can be problematic. I recommend that you backup your persistent.sfs file before running the game. After updating, load every crewed vessel once to update data.

  • Overhauled: Merged conditions and events systems. Health conditions can now appear, disappear or change based on chance and various factors
  • Added: Conditions for injuries, food poisoning, panic attacks and more
  • Added: Health environment sensors allow you to see amount of magnetosphere shielding and/or cosmic radiation level before sending kerbals. The sensors are built into corresponding parts in certain mods (currently DMOS and KSP-IE) or, if you don't have those, advanced probe cores
  • Added: Location column in Health Monitor; kerbals can now be sorted either alphabetically or by their location (default)
  • Added: Supplies and Mulch parts in USI-LS provide a small amount of radiation Shielding
  • Added: Better support for Tantares, Extraplanetary Launchpads, Near Future Technologies, RLA Reborn
  • Changed: Radiation settings rebalanced to more realistic values. Nominal levels of radiation significantly increased (especially in low orbit), but their health effect lowered 2.5 times. All artificial radiation provided by parts was updated too
  • Changed: Crowded health factor renamed to Confinement; Sickness factor renamed to Conditions
  • Changed: Conditions settings merged with Quirks settings
  • Changed: SSPXR support patch is now included in Kerbal Health instead of being bundled with SSPXR
  • Fixed: 'title' key for health modules didn't work for custom parts
  • Performance improvements and fixes for potential issues

1.3.0 Pre-release #2

16 Sep 17:18
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1.3.0 Pre-release #2 Pre-release
Pre-release
  • Added: Patch for Near Future Electrical and NFE+MKS nuclear reactors
  • Changed: Radioactivity levels of nuclear reactors in MKS and KSP-IE
  • Fixed: Kerbals didn't revive correctly after being incapacitated by Panic or Dehydration conditions
  • Fixed: Tourists got Crew type after being revived
  • Improved performance

1.3.0 Pre-release

14 Sep 07:13
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1.3.0 Pre-release Pre-release
Pre-release

This is a public beta intended for testing purposes. It is not backward-compatible with previous versions, so backup your saves! Please report all issues on Github or the forum.

  • Overhauled: Merged conditions and events systems. Health conditions can now appear, disappear or change based on chance and various factors
  • Added: Conditions for injuries, food poisoning, panic attacks and more
  • Added: Health environment sensors allow you to see amount of magnetosphere shielding and/or cosmic radiation level before sending kerbals. They are currently provided either by mods (DMagic Orbital Science, KSP-IE, Extraplanetary Launchpads and SEP are supported) or by stock advanced probe cores
  • Added: Location column in Health Monitor; kerbals can now be sorted either alphabetically or by their location (default)
  • Added: Supplies and Mulch parts in USI-LS provide a small amount of radiation Shielding
  • Added: Patches for crewed modules of Tantares and Extraplanetary Launchpads
  • Changed: Radiation settings changed dramatically to more realistic values. Nominal levels of radiation increased (especially in low orbit), but their health effect lowered by 60%. All artificial radiation provided by parts changed too
  • Changed: Crowded health factor renamed to Confinement; Sickness factor renamed to Conditions
  • Changed: Conditions settings merged with Quirks settings
  • Fixed: 'title' key for health modules didn't work for custom parts
  • Performance improvements

1.2.1 - Not All Planets Are The Same

15 Aug 07:56
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  • Compiled for KSP 1.4.5 (should be compatible with 1.4.x)
  • Added: Planets and moons now have individual configuration (defined in KerbalHealth.cfg and modified manually or with MM patches) for their magnetospheres' and atmospheres' effects on radiation. Configs for stock and OPM bodies included. See specifics in the wiki.
  • Added: Support for nested moons (i.e. moons orbiting other moons), moons in very low orbit and other complex body configuration
  • Added: Kerbals who discover an anomaly can now gain a free quirk (chance is defined in the settings)
  • Changed: In Health Monitory, kerbals that have <1 day until they become tourists or die are shown in red; those that have more time left are in orange
  • Changed: KSP-IE reactors' radioactivity has been rebalanced; included configs for recently added reactors
  • Changed: Part radioactivity has been changed slightly (rounded to the nearest 5)
  • Changed: Operator/Logic entries in quirk configs is now case-insensitive ("or" and "Or" are both ok)
  • Fixed: Game Addict quirk not working properly
  • Fixed: Parts' radiation had different effect if your day length was not 6 hours

1.2.0 - Quirks & more

09 Jun 13:32
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  • Added: Health quirks—individual features of kerbals so that they react to health factors differently. The quirks are 100% editable; you can add, remove or change them by editing KerbalHealth.cfg or with MM patches. Kerbals have a 25% chance of getting a semi-random quirk (depending on their Stupidity and Courage) when they level up. Everything is adjustable (or can be disabled) in the Settings, as usual.
  • Added: Support patches for SSTU, Malemute, Tundra (thanks @Maffif ), RLA Reborn
  • Added: UI is now colorful (I welcome suggestions about the color scheme)
  • Added: Health decay is now displayed in Details view
  • Changed: Radiation now increases gradually as you get farther from a celestial body (due to occlusion); body radiation shielding setting has been deprecated
  • Fixed: 1.875 m heat shield from Making History now provides radiation shielding
  • Fixed: Blurry toolbar icon
  • Fixed: Date/time displayed incorrectly for periods over 1 year
  • Fixed: Panic Attack time was displayed incorrectly
  • Fixed: Exposure was not calculated correctly on game load
  • Fixed: NRE when renaming kerbals
  • Fixed: Potential NRE when kerbal currently viewed in Health Monitor is killed/removed
  • Fixed: NRE related to Sickness in some crew configurations