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Found 6 results

  1. Hello! welcome to my sizeable list of suggestions to make the game more difficult / fun! These range from Science to Life support, remember these are all my opinion, you may not like these suggestions, so please discuss below. 1 - Parts / Structures - Structural failure Structural failure refers to parts falling off of your rocket / plane similar to what we see here. The chance of this happening should be changed by multiple factors such as the amount of weight/force on the decoupler, the size of the decoupler, and the amount of research on the decoupler. For example, the formula could be: (((W x F)/S)/Si)/100)/100, so say you have a booster with a weight of 1000 kgs, it is pushing with 2 Gs, and is on a size 2 decoupler with a research value of 1; that would mean you have a 10% chance of the decoupler breaking. Now there are a few problems with this: A - performance could take a big hit for all the math involved. B- It may just become annoying. - Engine failure This would be similar to structural failure, but these could be fixed with an engineer Kerbal. I would also imagine that SRBs would explode on failure. The Reason these could be nice additions is that it will make for more interesting rocket designs, you would have to have a launch escape system, and redundant parts. I think these should only be enabled for the Rocket Scientist difficulty just because you can reset below hard, and hard shouldn't have to worry about failures in hard mode. 2 - Science TBD Yes, I know there isn't much here for now, but there will be more soon.
  2. A recommendation for people looking for more difficulty in the game, add the potential for parts failure as an option. Engine failures, control surfaces sticking, gimbal lock, partial damage states for parts overstressed by aerodynamic or gravitational forces. Maybe for each of those add a way to mitigate the potential for these problems too, balanced against extra weight for reinforcement or reduced speed for an aircraft. Several mods out there already based on realism and equipment limitations.
  3. Pay to Play (or get ready for the consequences) Download from Github or via CKAN Tested on KSP 1.8.1, 1.9.1, 1.10.1 and 1.11.1 Dependency - Module Manager HARD RECOMMENDATION FOR KSP 1.11+ - KSP Recall Recommendation - KCT 1.4.8.0+ (14 Jul 2020) Compatible with: Kerbalism (kerbalism's engine reliability is removed) Procedural Parts (SRBs) EngineIgnitor (ignitions number is handled by P2P) ReStock+, SETI-Rebalance and SETI-ProbeParts (configs for engines, including proc. HRB), Bluedog DB, Tantares/LV, Knes, Coatl. Licence - MIT What is this? This is a brand new mod to make you pay for reusing vehicles above just refueling them. Had a ride on your "Falcon" or SSTO? - Pay for the maintenance or the next flight will likely have a bad outcome. The changing cost of the engines also causes maintenance take time in case of using KCT - what a nice interaction. The gameplay 1. Add an engine provided with an EngineDecay MODULE to your craft 2. Choose rated burn duration and number of ignitions (if the engine needs them) 3. Start the flight 4. Your engines stop working if they fail or run out of ignitions. There is a 1% chance that the engine fails before it has been burnt for the "rated time". For more detail see a .docx in GameData/PayToPlay folder 5. Recover the craft. If you do not have KCT/use normal recovery, you get no recovery funds for the the engines that have been running (cmon, use KCT xD) 6. KCT recovery only! Press "maintenance" button while editing the craft to have your engine repaired (changing ignitions number, rated duration or some of the procedural SRB stats will make the engine repaired too) 7. You get NO refunds for used engines since 1.4.0. Why? Features Engines fail if they run for too long Engines have limited ignitions "Rated burn time" and number of ignitions can be configured while editing a vessel These tweaks increase engine's cost and mass Ignitions have configurable chances to be wasted and to cause a failure Configurable chanse of engine destruction on failure Speical treatment for SRBs (failures only on ignitions), see how to turn it on [here](https://github.com/DarthPointer/PayToPlay/wiki/What-do-those-numbers-in-the-configs-mean%3F#srbs-and-other-engines-with-no-failures-while-burning) or provided configs Ignition failure, failure on ignition and destruction on failure probability depend on reliability progress Procedural S/HRBs have separate reliability progress for "models". In order to gain usage experience on further recovery, press "Set as a New Model" button (if it is present) Configurable thrust and diameter margins for procedural S/HRB "models" Recovered engines improve "reliability", reducing early failure chance It makes sense to have 4-6 burn tests before using a recently developed engine Configurable oncoming failure warnings and switchable autoshutdown on warning Replace-or-Maintenance system Some sort of engine stats configuration Sibling Reliability Progress Yet a bit of words The mod is extremelly new (started on Apr 20, 2020). Get ready to report bugs and suggest features. Only stock, MH, SETI engines and ProceduralParts SRBs are provided with configs. Use your brain and hands to write copypaste the configs for all the other engines. Examples can be found in GameData/PayToPlay/Support/Stock. A lot of thanks to kerbalism's contributors as their open source has been the documentation for me! Mod logo by @Avira Latest Version Changes v1.5.6.4 Fixed: Excessive optimization was causing bugs and NREs when placing symmetrized engine parts. Previous Versions Changelog
  4. Hello there, Does anyone know of any mods that are compatible with 1.6.1 (yes I still use that, too lazy to find the updated versions of the 200000000000000 mods I have installed.) that add RANDOM FAILURES into the game? (capitalisation solely for dramatic effect) I want to add some realism into the game so, yeah. Also could anyone be so kind as to provide the link for Deadly Reentry's 1.6.x Release? The oldest I can get is 1.7.x Thanks and I appreciate it.
  5. Deprecated - Oh Scrap is now maintained by zer0kerbal here: Oh Scrap! (formerly UPFM) Poor Val, she's not having a good day. There she was on her way back from orbit, and this happened: You see, I forgot to take her shiny new ship for a test flight before sending it to space, so the reaction wheels failed. Then her oxygen started venting into space. So she quickly burned retrograde and started her re-entry. Except that as she came into land, the parachute failed too. Like I said, not a good day. Sound exciting? Then why don't you install Oh Scrap! today. Features Part Failures: Parachutes, Engines, Gimbals, Resources, Batteries, Reaction Wheels, Control Surfaces - all these failures can make your day turn out like Vals. (all can be disabled or enabled through the difficulty settings menu) Failures follow the bathtub curve - brand new untested parts are more likely to fail than pre-tested models. If you re-use a part too many times though, it will reach the end of it's shelf-life and be more prone to failure. Subsequent "new models" of parts become more reliable than their earlier counterparts. Ie, a part you've just researched is more likely to fail than a part that has been tried and tested many times - even if it's brand new. Repairs - some parts can be repaired remotely, some need an EVA. You always have a better chance of repairing a part on EVA Dependencies and Recommendations This mod uses ScrapYard to keep track of how many times a part has been built/recovered so that is a hard dependency. (obtained separately) Module Manager is required if you want the mod to actually do anything. (obtained separately) I've designed this with Kerbal Construction Time in mind, so would recommend that mod (make sure you use the latest dev version) If you plan to actually re-use your parts (and have them fail), you'll probably want StageRecovery too (see Kerbal Construction Time link) Eye candy of a really awesome Static Test that someone set up on facebook (used with permission): Special Thanks @magico13 both for ScrapYard, and helping me with all my questions issues while making this. The maintainers/authors of DangIt - most of this would never have happened without looking at your code to figure out how to make stuff work. DOWNLOAD: CHECK YOU HAVE SCRAPYARD AND MODULE MANAGER INSTALLED FIRST Download Here License: MIT A note to CKAN USERS:
  6. Energy I've noticed there is technological gap between OX-STAT solar panels and panels that track sun. We could have two new parts based on HG-5 High Gain Antenna animation. Instead of antenna on the end put solar panel (circular and triangular), they wouldn't be able to track the sun. Next thing is wind turbine, since we have drills that require lots of energy and we want them to work at night, we could use at least one small wind turbine. Making PB-NUK Radioisotope Thermoelectric Generator larger version for 1.25m would also be nice. Geothermal energy would be great to have on few planets, it can be heavy and large part, but it would add 24/7 energy source to the game. Z-400 Rechargeable Battery are small, IMO we need 800, 1600, 3200 radially mounted batteries. Wheels https://en.wikipedia.org/wiki/Mecanum_wheel lots of people in here would make real wonders with those wheels Communication Current antennas and communication system is easy and lets keep it that way. For harder and more realistic game play we could have laser communication systems that would require visibility between devices. Failures I was thinking about random failures that would add to the game, but not make it frustrating and there are minor game mechanics that may break randomly to makes things harder, but they won't break your mission. Solar panels - they could have malfunction in sun tracking system, this would require engineer to repair them, but you could keep going with your mission without repairs. Antennas - they could lose their ability to relay signal, this one could break your mission if you have single antenna per relay satellite. But making critical systems double/backup is good idea in space flights Lights - it is not critical system Wheels - motor malfunction, you can go further on other 3 motors, but you will go slower. Engines - broken alternator or Thrust vectoring won't make your rocket crash, but it will make your mission harder
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