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Mod for non-instant part destruction?


Fraktal

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Is there any mod out there that models part damage gradually, rather than the "if(current_impact/heat/pressure_tolerance > maximum) violently_detonate_part-immediately();" model used in the stock game?

I don't mean breakable solar panels/wheels/antennae, I meant all parts. I thought of an idea in that regard today, but don't know if there would be interest in it or if someone else had already done it.

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I wasn't looking for random failures (and consider the idea to be BS). I was thinking more along the lines of parts gradually losing functionality in response to damage sustained.

 

Thoughts I had in mind about how it would work:

  • Every part has a structural integrity stat calculated at part load based on volume and empty weight (since assigning values manually would make it a nightmare to maintain compatibility with other mods). This is a hidden value not normally shown on the UI but whenever a part is currently taking damage, remaining structural integrity is shown on the part itself similarly to the overheating overlay. The exact value might also be shown in the PAW while in EVA construction mode.
  • Structural integrity decreases in response to the following, with the mod's code hooking into where part destruction would normally happen:
    • Impact exceeding the part's maximum tolerance. How much structural integrity is lost depends on both the part's maximum tolerance and how much the impact exceeded said tolerance. Impact tolerance is now "upper threshold for no damage", rather than "lower threshold for instant destruction".
    • Core or skin temperature exceeding the part's maximum tolerance. Similarly to impacts, overheating now causes constant damage over time while the heat is sustained, rather than instant destruction. How fast damage is accumulated depends on both how far above maximum tolerance the part is heated and how long the part is subjected to that temperature (eg. overheating once for five seconds will do more damage to a thermometer than overheating five times for one second each).
    • Ambient pressure exceeding the part's maximum tolerance. Handled the same as overheating.
  • Every time a part's structural integrity drops below an even multiple of 10%, there's a cumulative chance of the part losing partial functionality without physically being destroyed. What can go wrong dynamically depends on what functionality the part has (ie. when you look at it via Module Manager, what modules the part has).
    • Parts containing resources can spring a leak (slowly at first but it can stack), clog up (contents cannot be used or even transferred anymore, turning it into dead weight unless you had the foresight to bring a Drain Valve, but even that won't work if it's a battery that broke) or both. Crossfeed might also malfunction.
    • Solar panels and antennas can stop working without being broken. Same with science parts.
    • Docking ports can become unable to attach, unable to detach once attached, suddenly detach if currently attached, or all of the above. Shielded ports are more resistant to damage, but can additionally jam open/closed.
    • Decouplers and stack separators might end up releasing their contents and fairings can fall off as well.
    • Engines can lose thrust (and can stack for eventual total shutdown), lose gimbal, jam gimbal in a random angle and direction (and has a non-zero chance of ignoring the currently set gimbal limit in the process, even if you locked gimbal ahead of time which does help your chances a bit) or even get stuck burning with no way to shut them off.
    • Probe cores and command modules can lose not just reaction wheels and built-in antennas and batteries, but SAS functionality as well, unless you have a second command module or probe core that isn't damaged yet.
    • Aero surfaces can gradually lose lift or cause drag due to physical deformation. Maneuvering surfaces can either stop articulating or get stuck on a random deflection angle.
    • Very low structural integrity also starts acting as a negative multiplier to how much G-forces a part can take before being snapped off.
  • If structural integrity drops to 0%, the vanilla part destruction code is called. Again, part malfunctions never kick in randomly, only in response to damage.
  • Stock repair kits can restore either functionality plus a small amount of structural integrity, or a larger amount of structural integrity and no functionality, but the amount of structural integrity restored per kit is inversely proportional to the current level of damage and additional diminishing returns are applied for each subsequent kit being used without docking to another vessel.
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