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  1. Download on Curseforge or Github or SpaceDock. Available on CKAN as OhScrap. OhScrap! (OHS) (formerly UPFM) Adopted by @zer0Kerbal, originally by @severedsolo brought to you by KGEx Description Preamble by @severedsolo Sound exciting? Then why don't you install Oh Scrap! today. Features This mod adds: - Part Failures: - Parachutes, Engines, Gimbals, Resources, Batteries, Reaction Wheels, Control Surfaces, and more - All these failures can make your day turn out like Vals. - 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. - Generations - Subsequent "new models" of parts become more reliable than their earlier counterparts. - 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 - Engineers have a better chance of repairing a part on EVA, the more experienced the engineer, the better the chance of success - Compatibility - KRASH - Kerbal Construction Time Eye candy of a really awesome Static Test that someone set up (used with permission): Cabin notes Localization work in progress How to support See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use Dependencies [x] Kerbal Space Program [^1] [x] Module Manager [^2] to keep track of how many times a part has been built/recovered so that is a hard dependency. (obtained separately) [x] ScrapYard is required if you want the mod to actually do anything. (obtained separately) Recommends [x] Comprehensive Kerbal Archive Network (CKAN) [^3] [x] Kerbal Construction Time designed with this with in mind, so would recommend that mod (make sure you use the latest dev version) [x] StageRecovery If you plan to actually re-use your parts (and have them fail), you'll probably want StageRecovery too [x] KRASH Suggests Mods that benefit OhScrap (OYS) [x] Kerbal Changelog [x] KaboOom! (BOOM) another way to not go to space today [x] Contract Configurator Other fun mods by zed'K [x] Solar Science (SOLS) [x] Biomatic (BIO) [x] DaMichel's CargoBays (DCB) [x] Simple Cargo Solutions (SCS) [x] On Demand Fuel Cells (ODFC)) [x] SimpleLogistics! (SLOG!) [ ] Foundations (FND) - beta Helps prevent ground constructions from floating away [x] Komplexity (KPLX) [x] Stork Delivery System (SDS) [x] Mini Sample Return Capsule (MSRC) [x] Pteron (MSRV) [x] Jack-O-Lantern (JACK) [x] MoarKerbals(MOAR) [x] Field Training Facility (FTF) [x] Field Training Lab (FTL) [x] Docking Port Descriptions(DPD) [x] PicoPort Shielded (PPS) [x] Transparent Command Pods) (TCP) [x] More Hitchhikers) (MHH) [x] B9 Stock Patches (B9S) [x] DaMichel's AeroRadial (DAR) [x] DaMichel's Fuselage (DMF) [x] DaMichel's Spherical Tanks (DST) [x] KerGuise Experimental Engineering (KGEx) [x] The Gold Standard (GOLD) [x] Keridian Dynamics Vessel Assembly (KDVA) [x] Olympic's ARP Icons (ARPI) [x] Stack Inline Lights (SIL) [x] Stack Inline Lights - Patches (SILP) Supports [x] FAR [x] RemoteTech [x] USI MKS [x] Kerbal Changelog [x] RemoteTech Conflicts none Replaces none Tags plugin, config, career, uncrewed, crewed *red box below is a link to forum post on how to get support* Credits and Special Thanks @magico13 both for ScrapYard, and helping with all the questions/issues while making this. @severedsolo 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. @`Zelda' for ideas and support @eightiesboi for ideas, support and testing! Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Original (0) - Author: severedsolo Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.2.1.0 original: 01 Oct 2019 zed'K | updated: 28 Sep 2021 zed'K [^1]: may work on other versions (YMMV) [^2]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! [^3]: this isn't a mod.
  2. I want to have some sort of Failures with Aircraft Engines (for example i wanna add support for such thing to My mod) The mod should -just include basic failure system (or it should have availability to turn anything besides failures off) -it should not be a big mod Bonus: If the mod can do particles or animations when the part fails, it would be a bonus TL;DR: Searching for Simple Part Failure Mod
  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 (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. So as not to pollute the SpaceX thread with non SpaceX discussion, let us do so here. What would it take, in terms of engineering, to assure all weather launch capability? @sevenperforce @DerekL1963 Feel free to tag any other of the usual suspects in here.
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