severedsolo

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About severedsolo

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  1. It wipes some of your rep out if you underspend. Off the top of my head I think it's 1 rep lost for every 10,000 funds left when the budget fires.
  2. 30(or whatever you've set it to) * your home worlds rotation period. I'd guess if you don't have kronometer installed, it would then be translated into kerbin days on the UI.
  3. These are kind of related, so I'll address them together. Reusable vehicles are worth it in the sense that reusing the vehicle will immediately bump up the reliability from the second flight onwards. As you keep reusing it, the parts will eventually wear out, but that just means that you replace the part that wore out, the next iteration will be a bit more reliable on it's first flight and then much more reliable on it's second flight again. In essence, you get more bang for your buck for reusing, because the improvements between generations are much slower than the improvements gained by testing. I take your point baldamundo about gaining experience by reusing that can be implemented in future generations, but that's a difficult thing to code. It already does (or it should do anyway).
  4. Yep, generation specifically refers to new builds of a particular part. While a part will be more reliable once it's completed it's shakedown cruise, it's still the first iteration of that part (with the manufacturing defects baked into it). As your engineers build more of that same component, they will get better at it, and first builds won't be so likely to fail. Recovering and re-using means that your engineers can retrofit/repair them to work around the manufacturing defects. Don't get too attached to the current system though, I might, have a play with it.
  5. I'm going to assume by "a couple of generations" you mean new builds? (not applying parts from the ScrapYard inventory). Parts will get gradually better with each new generation, by the time you reach Gen 10 there is no need to run tests, as they will have reached the minimum failure level. Reusing your rocket is the way you are supposed to "test" them. After a successful test (ie, you use the rocket, and then use the same parts from the ScrapYard inventory again after recovery) - the parts will get the bonus for being tested. A part is at it's most reliable on it's second use, after that the reliability will gradually drop off again as it starts to wear out after multiple uses (but usually they have to get to at least 6 uses before they can be considered unreliable)
  6. No, but it's also free science, and I felt there had to be a price. The story behind this goes something like this: I needed a few extra science points to unlock a part that I really needed. I wrote that feature so I had a way to get those science points, but felt like I was cheating, so I gave myself a hefty penalty for doing so.
  7. It means whether the part has gone through a "shakedown cruise". In essence, the bonuses that parts get for being reused don't get applied if the part is just stuck on the pad and recovered without a test.
  8. From the OP: You aren't the first person to mention this though. I'll add a tooltip when I next do an update.
  9. Indeed. MADLAD 1.1 Released Errors will now be logged to GameData/MADLAD/Logs/log.txt as well as popping up in game. Fixed a bunch of issues with the version file
  10. Apologies for the slow replies here, it's been a difficult few weeks. A modifier is applied to the failure rate which is equivalent to timesRecovered/expectedLifetime. If timesRecovered is greater than expectedLifetime (ie it has exceeded it's lifetime) then a further penalty is applied to the failure rate. Practical example: Control Surfaces have a base failure rate of 0.11% and an expectedLifetime of 6. For simplicity we'll assume our part is generation 1 (further bonuses are applied for higher generations) Case 1 - Part is brand new. failureRate = baseFailureRate+0.01 (the 0.01 is applied as generation 10+ parts would have a failure rate of 0 otherwise). failureRate = 0.12 12% chance of failure. Case 2 - Part has been used once failureRate = (baseFailureRate+0.01) * (timesRecovered / expectedLifetime) failureRate = 0.12 * (1/6) failureRate = 0.12 * 0.166666667 = 0.02 2% chance of Failure. Case 3 - Part has been used ten times (beyond expectedLifetime) failureRate = (baseFailureRate+0.01) * (timesRecovered / expectedLifetime) failureRate = 0.12 * (10/6) + endOfLifePenalty. failureRate = 0.12 * 1.666666667 + 0.04 (complicated calculation that I won't get into here) failureRate = 0.24 24% chance of failure. I think I'm going to remove the additional penalty though. It already ramps up enough when beyond EOL anyway, I think that's a hangover from when we only checked once for failures.
  11. That method only has one thing that can possibly throw an NRE. Probably what's happening is that something is removing ModuleReactionWheel after the OhScrap patches have ran, so when it's trying to grab ModuleReactionWheel it's returning null. As a bandaid, you can put :FINAL at the end of the ReactionWheelFailureModule patch @PART[*]:HAS[@MODULE[ModuleReactionWheel]]:FINAL Having said that, I should handle that ALOT better. Raised #19
  12. I said similar, not the same. You have a big blunt object hitting the atmosphere very fast. That craft is going to be taking alot of heat all along that surface area, because the superheated air is hitting it at every point. That heat is then radiating throughout the craft The wings are happening to go first, because they have a bigger surface area. (Post edited to make my point a little more concisely)
  13. Yes - your wings are overheating due to re-entry. The mk1 pod has a similar heat tolerance to those wings, and cannot survive re-entry without a heatshield from the Mun. As the wing's have a high surface area, they are naturally absorbing alot of the heat (and I bet the heat from other parts is radiating into them too). You need to find a way to dump that excess heat, or re-enter at a lower velocity.