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Suggestion: HP affects gee-tolerance #43

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LouisB3 opened this issue May 28, 2017 · 2 comments
Open

Suggestion: HP affects gee-tolerance #43

LouisB3 opened this issue May 28, 2017 · 2 comments

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@LouisB3
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LouisB3 commented May 28, 2017

Stock KSP includes g-force limits as an optional difficulty setting (though it is not clear how to calculate the exact tolerance for any given kerbal.) If a kerbal's tolerance is exceeded, they pass out temporarily - I believe the duration of unconsciousness is affected by the length and severity of tolerance exceedance.

  • Low HP could reduce g-force tolerance.
  • Extended or severe g's could reduce HP, eventually causing unconsciousness or death. (Might need a specific recovery mechanic to represent the ability to bounce back quickly once g-forces are reduced to a tolerable level.)

This would be conceptually similar to the mod KeepFit, but it would incorporate KerbalHealth's holistic health tracking instead of just exercise.

@GarwelGarwel
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The first option (health influences g-tolerance) sounds quite good. I'll see if it's worth the effort (personally, I'm still to see my single kerbal pass out due to excessive g) and if g-tolerance is writable in the first place.

I've considered adding a high-g factor, but I don't see much use for it. For humans, such brief overloads usually don't have any long-term effects on health, Of course, you can pass out or even die of extreme and prolonged g, but under normal circumstances you will recover quickly from it. So I guess we can let the stock game handle these situations while KerbalHealth will focus on longer-term health issues.

@Mihara
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Mihara commented Oct 15, 2018

I just had a random thought about how this might be accomplished. While I'm not up to coding this myself, I hope sharing the idea comes in helpful.

  1. Define a kerbal skill, say, Endurance -- look at Extraplanetary Launchpads for an example. It gets access to ProtoCrewMember when it executes, so you should be able to get at the current health level of a particular kerbal when determining the effects.
  2. Add that skill to every type of kerbal with ModuleManager kinda like that:
     @EXPERIENCE_TRAIT[*]
     {
         EFFECT[Endurance]
         {
         }
     }
    
    (I might be wrong with the syntax here.)
  3. This skill can return a list of ExperienceEffect to be applied to a kerbal, and you could impose a variety of penalties from gee tolerance reduction to reduction in work efficiency, based on the current health level.

Just don't go overboard. :)

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