Search the Community
Showing results for tags 'reliability'.
Found 3 results
Download on SpaceDock, Github or Curseforge. Available on CKAN. Oy!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 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. @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. Installation Directions: Use CKAN A note to CKAN USERS: Kerbal Changelog is not a hard dependency, in that "Oh Scrap will load just fine without it". However, on CKAN it is a dependency. When I make a serious save / mod breaking change, CKAN will happily update you without you ever seeing a changelog. This means you could happily load your save, not notice the major version number has changed, and seriously break something. I do not like this. So CKAN users must use Kerbal Changelog, because that way nobody can say they weren't warned :). Changelog Summary See for full details of mod changes Requires: Kerbal Space Program v1.9.1, may work on earlier versions (YMMV) Depends: 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) Recomends: Kerbal Changelog Kerbal Construction Time designed with this with in mind, so would recommend that mod (make sure you use the latest dev version) StageRecovery If you plan to actually re-use your parts (and have them fail), you'll probably want StageRecovery too KRASH Suggests: FAR RemoteTech zer0Kerbal's Stuff Docking Port Descriptions On Demand Fuel Cells (Refueled) SimpleLife MoarKerbals SimpleConstruction) Not So SimpleConstruction (NSSC) SimpleLogistics Biomatic B9StockPatches DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's SphericalTanks Supports: USI MKS Conflicts: no known conflights (NKC) Replaces: none License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Download Here Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v220.127.116.11 original: 01 Oct 2019 zed'K | updated: 12 Mar 2020 zed'K
Pay to Play (or get ready for the consequences) Download from Github or via CKAN Tested on KSP 1.8.1, 1.9.0 and 1.10.0 Dependency - Module Manager Recommendation - KCT 18.104.22.168+ (14 Jul 2020) Compatible with: Kerbalism (kerbalism's engine reliability is removed) Procedural Parts (SRBs) EngineIgnitor (ignitions number is handled by P2P) SETI-Rebalance and SETI-ProbeParts (configs for engines, including proc. HRB) 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 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 Changelog v22.214.171.124 Fixed: Too large step for ignition issues sliders. v1.5.3 Fixed: Vessels that have been rolled out via KCT had their engines stats reset to "a new up-to-date" state on EVERY flight scene (re)load. v1.5.2 Added: Automatic reliability progress update for rolled out engines if replace cost is 0 (no need to KCT-edit vessesl using engines that got reliability upped). Fixed: Replaced OnVesselChanged calls for updating the PAW. v1.5.1 Added: Random startig reliability bonus (configurable) Hiding burn time for engines with no usage experience recovered yet (switchable) Random strings instead of "failed" status (switchable) Automatic model reliability update if vessel is not KCT-built or replacement is free. (Needs KCT 126.96.36.199+) Uptweaked usage experience generation for engines without burntime failures (SRBs) Separate PAW group for buttons Extra logging switchable Fixed: Some misbehaviour with procedural SRB's Autoshutdown on warning button should be removed properly now Handling of burn time visibility for P2P 1.4 saves Switching of burn time hiding did not reveal it for "existing" parts v1.4.3 Fixed: Random failure time miscalculation (mostly affected low reliability models) v1.4.2 Added: Random warnings about oncoming failure (toggled in settings, chances and deviation from failure depend on reliability progress and settings). Warning sets part highlighted in yellow.Autoshutdown for warings (toggled per part) v1.4.1 Added: Funny random reliability status strings (stored in GameData/PayToPlay/Data/ReliabilityStatuses/*.txt, you can change the strings) Better ignition issues chances model v1.4.0 Added: Replace-or-Maintenance system Fixed: Ignition failure chances being too low at low reliability v1.3.1 Fixed: Description of some of the settings v1.3.0 Added: Reliablility progress for procedural S/HRB with separate "models" Settings tweaking is now available in savegames Ingame tweaking of ignition failures Ignition failures now depend on reliability progress Config for SETI-Rebalance HRB and Procedural HRB Config for SETI-ProbeParts Config for Making History Time displaying format switching v1.2.3 Added: Applied a fix for .version Added a .pdf copy of "thoughts" v1.2.2 Added: Modulekiller for Kerbalism support is disabled (renamed the file) as Kerbalism 3.8+ does all the stuff we need. Rename it into .cfg to use with Kerbalism 3.7- v1.2.1 Added: EngineIgnitor support patch removing its ignition limits Symmetry Maintenance button (runs maintenance for the whole "symmetry group") v1.2.0 Added: Support for procedural SRBs (Procedural Parts) Settings when starting a new game v1.1.0 Added: Special behavior for engines with no failures while burning. See wiki or configs Subtracting resources cost (for engines with resources) It means SRBs have a proper support, I have added configs for them (no reliability progress though) v1.0.0 Added: New failure time generation Reliability progress Random failures on ignitions and ignition failures Random engine explosions on failures Fixed: Failed engine was restartable via staging
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.