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[1.9.x, 1.10.x] Kerbal Launch Failure Revived


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If you want to include it, that would be awesome!

http://www.thatsmywebguy.com/shared/warning.png
http://www.thatsmywebguy.com/shared/warning2.png
http://www.thatsmywebguy.com/shared/failed.png

Every time I tried to put the path, it turned into the image. So I dropped it in here as code.

 

Thanks!

Jamie

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Just now, linuxgurugamer said:

Awesome, I'll add them to the next release.  

Cool! I'm glad to have contributed in a small way.

I'd love to do some texture work, but so far, I haven't learned how to use 3D modeling software. I just need to get around to it, I guess.

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  • 2 weeks later...

@linuxgurugamer I've been goofing around with this in a temporary "Wait for ALL of my mods to be updated, and holy #$%&@ !!! This is a new kind of pain (fun :wink: )  I think I have the failure frequency set too high (this is confirmed to be a PEBKAC issue), but still loads of fun.  Thanks for keeping this one going.

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  • 4 weeks later...
5 hours ago, genericeventhandler said:

Last night I launched three consecutive flights, with three consecutive failures.  At 1% failure rate. 

Something is not working as intended or I need to buy a lottery ticket!

I think something is wrong with chance calculation. 

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Possible, but no one replied when it was in beta, and I'm working on something else right now.

I'll take a look at it this weekend if I have time

In the meantime, if you can, please save your game, and run a test to see if it happens.  If it does, send me the saved game along with the exact steps you did to replicate it.

Thanks

Edited by linuxgurugamer
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5 hours ago, linuxgurugamer said:

Possible, but no one replied when it was in beta, and I'm working on something else right now.

I'll take a look at it this weekend if I have time

In the meantime, if you can, please save your game, and run a test to see if it happens.  If it does, send me the saved game along with the exact steps you did to replicate it.

Thanks

Np, if it happens again I will, but I run a LOT of mods on my current game, I don't know how useful it would be.

I reduced the altitude to 20% and the chance to 1% if that helps.

As I said I'm not looking for support, but If it helps I will send you a save and my mod list. 

GEH 

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On 29/06/2017 at 6:45 PM, linuxgurugamer said:

Possible, but no one replied when it was in beta, and I'm working on something else right now.

I'll take a look at it this weekend if I have time

In the meantime, if you can, please save your game, and run a test to see if it happens.  If it does, send me the saved game along with the exact steps you did to replicate it.

Thanks

So I've been playing around with this for the last 6 hours,  

I have 3 machines at home,  I've copied the game and saves to all three machines. 

 

Same ship, same launch parameters via gravity turn. Revert to launch on failure or successful obit.

Machine 1 - Gaming machine and principal - high end gaming machine

Machine 2 - Secondary machine for my Daughter - high end gaming machine

Machine 3 - Work machine -  over spec laptop

Results.

Machine 1 - Every launch results in a failure, no exceptions and it's always the same, thrust loss to mammoth engine

Machine 2 -  4 / 10 launches fail with winglet failure. 

Machine 3 - no detected failures. 

From what I can gather, the unity random generator is not very random. 

-

I've disactivated the mod in my career game, it's obviously linked to my machine and not reproducable by anyone else. 

GEH

 

 

 

 

 

 

 

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1 minute ago, linuxgurugamer said:

It almost seems that the better systems see more failures

Maybe, more cycles more chance for it to fail?

 maybe instead of checking on each update you add a real time elapse into the code before checking again. 

And that also means that I need to check the specs of my daughters machine and see what I can upgrade ;-)

----   Added: as I've just seen this in KLF utils,

private static System.Random rng = new System.Random();

this will always give the same random number sequence on any machine. 

you need to seed it to the current clock ticks of the processor. 

Here is a stackoverflow article on how to make random random. 

https://stackoverflow.com/questions/10903613/using-clock-ticks-as-random-number-seed

Hth

GEH

 

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  • 2 weeks later...
12 hours ago, checkyostagin said:

In the difficulty settings, what does Exp. Part failure probability mean?

It gives you an increased chance of failure for parts from "Test this part" contracts.

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  • 3 weeks later...

Just wondering...would it be possible to tie reliability improvements to unlocking parts of the tech tree? if so, you could start the game with a higher failure rate, but have that decrease as more advanced engines are researched. It would be a much simpler model than doing per-part reliability rates but would still simulate improvements in reliability.

Something like this

  • Start - 15%
  • Basic Rocketry - 10%
  • General Rocketry - 5%
  • Advanced Rocketry - 3%
  • Heavy Rocketry - 1%
Edited by Tyko
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8 hours ago, Tyko said:

Just wondering...would it be possible to tie reliability improvements to unlocking parts of the tech tree? if so, you could start the game with a higher failure rate, but have that decrease as more advanced engines are researched. It would be a much simpler model than doing per-part reliability rates but would still simulate improvements in reliability.

Something like this

  • Start - 15%
  • Basic Rocketry - 10%
  • General Rocketry - 5%
  • Advanced Rocketry - 3%
  • Heavy Rocketry - 1%

There are other mods which do this in a better way.

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1 hour ago, linuxgurugamer said:

There are other mods which do this in a better way.

I've looked at the other options and have found that to be the case. KLF is great because it doesn't create a ton of overhead management. I don't have to take each part and run a bunch of tests on it. I don't have to do inspections, maintenance, etc. It feels very KSP in that it enables players to get a feel for the real issues without burdening them with a lot of grind. Kerbal career and science modes are also about being able to improve through science points. I thought this idea would dovetail nicely :)

Anyway. Thanks for responding. I can still manually change the failure rates in the settings menu

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  • 1 month later...

Recently on one of my Space Shuttle flights I had a body flap failure over an hour into the mission, at an altitude of 130 km, altough I have max time before failure set to 180 seconds and max altitude of failure to 65%. Is this a known problem?

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2 hours ago, notJebKerman said:

Recently on one of my Space Shuttle flights I had a body flap failure over an hour into the mission, at an altitude of 130 km, altough I have max time before failure set to 180 seconds and max altitude of failure to 65%. Is this a known problem?

First i've heard of it.  What other mods are you using?

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