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[1.0.2] Entropy: DangIt hardmode


Coffeeman

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Thanks!

- - - Updated - - -

I'll push this out with the next version, don't wanna update twice in 20 min. :)

No worries I assumed as much, but for those out there who know their way around a .cfg they can add it themselves for now. Also got a error with a part from Dr Jets chop shop. It is a 2 axis tracking solar panel. here is the relevant error I don't have the full long still, but will get it if needed. This was the only relevant local error.


InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.Single[ModuleDeployableSolarPanel] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Single[ModuleDeployableSolarPanel] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at coffeeman.ModuleSolarReliability.DI_ShowInfoInEditor () [0x00000] in <filename unknown>:0
at ippo.ModuleReliabilityInfo.GetInfo () [0x00000] in <filename unknown>:0
at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0
at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

Here is a copy of the part file so you don't haave to DL the whole mod hopefully.


PART
{
// --- general parameters ---
name = SSP_mk1
module = Part
author = Dr.Jet


// --- asset parameters ---
mesh = model.mu


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 0
node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 0


// --- editor parameters ---
TechRequired = advElectrics
entryCost = 4100
cost = 1560
category = Utility
subcategory = 0
title = SSP Mk1 (0.625m)
manufacturer = Dr. Jet's Chop Shop
description = Smart Solar Panels Mk 1 (probe-size). No more dead spots! Two-axis rotation guarantee your panels to ALWAYS face the sun. Batteries included. Works better when activated by action group.


// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1


// --- standard part parameters ---
mass = 0.2 // 200kg seems realistic
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 8
maxTemp = 1200
emissiveConstant = 0.95
heatConductivity = 0.06 // 1/2 the default
bulkheadProfiles = size0


RESOURCE
{
name = ElectricCharge
amount = 100
maxAmount = 100
}


[COLOR=#ff0000]// Central pivot rotation.[/COLOR]
[COLOR=#ff0000]
[/COLOR]
[COLOR=#ff0000]MODULE[/COLOR]
[COLOR=#ff0000]{[/COLOR]
[COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR]
[COLOR=#ff0000] animationName = start // To make central pivot ALWAYS active and get rid of surplus AG-actions - comment this line[/COLOR]
[COLOR=#ff0000]// sunTracking = true // And uncomment THIS line.[/COLOR]
[COLOR=#ff0000] raycastTransformName = MainRotator[/COLOR]
[COLOR=#ff0000] pivotName = MainRotator[/COLOR]
[COLOR=#ff0000] isBreakable = false[/COLOR]
[COLOR=#ff0000] resourceName = ElectricCharge[/COLOR]
[COLOR=#ff0000] chargeRate = 0[/COLOR]
[COLOR=#ff0000]}[/COLOR]
[COLOR=#ff0000]
[/COLOR]
[COLOR=#ff0000]// Solar panels deployment and rotation.[/COLOR]
[COLOR=#ff0000]
[/COLOR]
[COLOR=#ff0000]MODULE[/COLOR]
[COLOR=#ff0000]{[/COLOR]
[COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR]
[COLOR=#ff0000] animationName = extend[/COLOR]
[COLOR=#ff0000] raycastTransformName = PanelC[/COLOR]
[COLOR=#ff0000] pivotName = solarPivot[/COLOR]
[COLOR=#ff0000] isBreakable = true[/COLOR]
[COLOR=#ff0000] resourceName = ElectricCharge[/COLOR]
[COLOR=#ff0000] chargeRate = 12[/COLOR]
[COLOR=#ff0000]}[/COLOR]
}

Here is another part I think will probably trip up just after this part. They seem to be the same, but included for completetion sake.


PART
{
// --- general parameters ---
name = SSP_mk1_125
module = Part
author = Dr.Jet


// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 2.5


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 0
node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 0


// --- editor parameters ---
TechRequired = advElectrics
entryCost = 5200
cost = 3200
category = Utility
subcategory = 0
title = SSP Mk2 (1.25m)
manufacturer = Dr. Jet's Chop Shop
description = Smart Solar Panels Mk 2. No more dead spots! Two-axis rotation guarantee your panels to ALWAYS face the sun. Batteries included. Works better when activated by action group.


// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1


// --- standard part parameters ---
mass = 1.6
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 8
maxTemp = 1200
emissiveConstant = 0.95
heatConductivity = 0.06 // 1/2 the default
bulkheadProfiles = size1


RESOURCE
{
name = ElectricCharge
amount = 800
maxAmount = 800
}


[COLOR=#ff0000]// Central pivot rotation.[/COLOR]
[COLOR=#ff0000]
[/COLOR]
[COLOR=#ff0000]MODULE[/COLOR]
[COLOR=#ff0000]{[/COLOR]
[COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR]
[COLOR=#ff0000] animationName = start // To make central pivot ALWAYS active and get rid of surplus AG-actions - comment this line[/COLOR]
[COLOR=#ff0000]// sunTracking = true // And uncomment THIS line.[/COLOR]
[COLOR=#ff0000] raycastTransformName = MainRotator[/COLOR]
[COLOR=#ff0000] pivotName = MainRotator[/COLOR]
[COLOR=#ff0000] isBreakable = false[/COLOR]
[COLOR=#ff0000] resourceName = ElectricCharge[/COLOR]
[COLOR=#ff0000]chargeRate = 0[/COLOR]
[COLOR=#ff0000]}[/COLOR]
[COLOR=#ff0000]
[/COLOR]
[COLOR=#ff0000]// Solar panels deployment and rotation.[/COLOR]
[COLOR=#ff0000]
[/COLOR]
[COLOR=#ff0000]MODULE[/COLOR]
[COLOR=#ff0000]{[/COLOR]
[COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR]
[COLOR=#ff0000] animationName = extend[/COLOR]
[COLOR=#ff0000] raycastTransformName = PanelC[/COLOR]
[COLOR=#ff0000] pivotName = solarPivot[/COLOR]
[COLOR=#ff0000] isBreakable = true[/COLOR]
[COLOR=#ff0000] resourceName = ElectricCharge[/COLOR]
[COLOR=#ff0000] chargeRate = 48[/COLOR]
[COLOR=#ff0000]}[/COLOR]
}

Hope that helps! Here is a MM patch for now till it can if it can be fixed


@PART[SSP_*]:BEFORE[Entropy]
{
MODULE
{
name = NoFailureModules
}
}

Edited by Svm420
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Whoa! I had no idea 2-axis panels were possible!

Ill take a look at that.

Thanms for the tip off :)

- - - Updated - - -

Until I can fix that, maybe add a NoFailureModules node to it? Ill include something for that in the next patch as well.

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I have two questions:

1. I had a motor fail on my Science Jr (Material Science bay). But that didn't seem to have any real effect. It was highlighted in red and I got the failure message, but I could still get science, and I could still reset the experiment. Is that supposed to have an effect?

2. I had a parachute's lines get tangled. Is that a design flaw or just a random failure? I thought those two parachutes were a little close together, but I wanted some redundancy. Not sure if I made it less safe. At any rate, the second chute, plus some fancy flying with the sas, allowed Jeb to safely land.

Also, Jeb's cursed I think. (or really lucky). This was my second manned flight (I've had 14 unmanned flights with no random failures (just a couple of bad designs)), and Jeb's science experiment "breaks", and one of the parachutes tries to kill him. Great mod!

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I have two questions:

1. I had a motor fail on my Science Jr (Material Science bay). But that didn't seem to have any real effect. It was highlighted in red and I got the failure message, but I could still get science, and I could still reset the experiment. Is that supposed to have an effect?

2. I had a parachute's lines get tangled. Is that a design flaw or just a random failure? I thought those two parachutes were a little close together, but I wanted some redundancy. Not sure if I made it less safe. At any rate, the second chute, plus some fancy flying with the sas, allowed Jeb to safely land.

Also, Jeb's cursed I think. (or really lucky). This was my second manned flight (I've had 14 unmanned flights with no random failures (just a couple of bad designs)), and Jeb's science experiment "breaks", and one of the parachutes tries to kill him. Great mod!

1: Motor failures don't do anything to the actual functionality, they are more for stuff like cargo bays, where without animation you can't get stuff out.

2: There is no detection of parachute distance. However, I've set it up so that if there is only one chute it cannot fail (I don't want to kill jeb at the last minute without any hope of rescue, that's no fun :) )

Thanks!

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  • 4 weeks later...
  • 3 weeks later...

I think Failures should be preventable. I mean like, some kind of "parts check" Slider in editor (For individual parts) that goes from 0 to 1. If Set at one, Part will be 100% more costly, But will have 100% less chance to fail. If set at 0, Part cost will be same and failure rate same as normal. And for example, at 0.5 part cost gets 50% highter and have 50% less chance to fail

So you could basically choose if you want to pay your engineers to double check parts to make sure they work.

Infact, It would make it even more realistic. Some plane failures In real life are caused by engineers not doing stuff properly. (0 cost part check, So no engineers paid to check it)

Please consider my Idea and say if it's good, and sorry If someone else said it before.

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  • 1 month later...
I think Failures should be preventable. I mean like, some kind of "parts check" Slider in editor (For individual parts) that goes from 0 to 1. If Set at one, Part will be 100% more costly, But will have 100% less chance to fail. If set at 0, Part cost will be same and failure rate same as normal. And for example, at 0.5 part cost gets 50% highter and have 50% less chance to fail

So you could basically choose if you want to pay your engineers to double check parts to make sure they work.

Infact, It would make it even more realistic. Some plane failures In real life are caused by engineers not doing stuff properly. (0 cost part check, So no engineers paid to check it)

Please consider my Idea and say if it's good, and sorry If someone else said it before.

That's a really cool idea, actually.

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I think Failures should be preventable. I mean like, some kind of "parts check" Slider in editor (For individual parts) that goes from 0 to 1. If Set at one, Part will be 100% more costly, But will have 100% less chance to fail. If set at 0, Part cost will be same and failure rate same as normal. And for example, at 0.5 part cost gets 50% highter and have 50% less chance to fail

So you could basically choose if you want to pay your engineers to double check parts to make sure they work.

Infact, It would make it even more realistic. Some plane failures In real life are caused by engineers not doing stuff properly. (0 cost part check, So no engineers paid to check it)

Please consider my Idea and say if it's good, and sorry If someone else said it before.

I would go so far as to say MOST mechanical failures IRL are due to people forgetting to check, or not doing a repair correctly...

Hm. Now there's an idea... no idea if it's possible, but if a vehicle has been launched a few times, that particular vehicle gets an increased chance of failure, necessitating pre-flight checks.

On that note, there's an idea. Pre-flight checks. Even if the increased chance of failure isn't possible, how about a pre-flight check. A kerbal must walk around the vehicle to check for problems; a damaged engine might have a little dribble of fuel or some visible damage.

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I just had an idea about those pre-flight check:

What if there was an option to do pre-flight check, that can reduce the risk of a failure because the parts are inspected. However, there would also be a small chance that the inspection will make a part to fail after a random time(*), no matter the reliability of the part.

That would simulate the kerbal forgetting to re-install a part he had to remove for inspection, or even a kerbal breaking a part by accident during that inspection.

(*) by that I mean that the part would have an unknown count-down before a failure: when the count-down reach 0, the part WILL fail, even if you just start the engine, or if the flight begun 30 seconds ago.(Basically, it's a forced failure that can't be prevented).

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If you could add just one option, I would jump up and down for joy. Can you add an option to make KSP save its game (including F5) when something blows up, breaks, or dies?

Just for the REAL IronMen among us.

Edited by Probus
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  • 1 month later...
  • 2 months later...

Just to clarify before I obey the urge to install this, it uses the same system as Dangit to make it work with all mods?

--EDIT--

Nevermind! Sorry to waste anybodies time.

Edited by Andem
Got a chance to look around the thread.
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  • 4 weeks later...

It looks like this broke when DangIT moved to version 0.6.  I'm seeing a bunch of errors in the KSP.log:

[EXC 21:18:26.034] ReflectionTypeLoadException: The classes in the module cannot be loaded.
    System.Reflection.Assembly.GetTypes ()
    ContractConfigurator.ContractConfigurator+<GetAllTypes>d__2c`1[ContractConfigurator.ParameterFactory].MoveNext ()
    Rethrow as Exception: Error loading types from assembly EntropyRealChute_KSP1.0, Version=0.5.0.0, Culture=neutral, PublicKeyToken=null
[EXC 21:18:26.043] ReflectionTypeLoadException: The classes in the module cannot be loaded.
    System.Reflection.Assembly.GetTypes ()
    ContractConfigurator.ContractConfigurator+<GetAllTypes>d__2c`1[ContractConfigurator.ParameterFactory].MoveNext ()
    Rethrow as Exception: Error loading types from assembly Entropy, Version=0.5.1.0, Culture=neutral, PublicKeyToken=null

I've recompiled it on my own machine and everything seems to be working correctly... there are no errors in the log anymore at least.  I had to change the KSPAssemblyDependency on DangIt from 0.5 to 0.6 and correct two type conversion problems (float vs double) that prevented it from compiling.  Is there any chance of an official update?

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Any chance of adding an "engine hardover" failure mode where an engine is gimbaled all the way in one direction and locked in place?  It's a issue that can happen to rocket engines in the real world and usually means an abort or a range safety destruction.

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@RzTen1 @Dirk Slamchest This hasn't been updated in a long time (it says 1.0.2, but the Git repo dates back farther). But the thing is, Coffeeman, the author of this mod, is now running Dangit itself, so any changes he likely would have made to this mod, you'll likely see over there (just a hunch). In short, it's old, and the tail wags the dog now.

Cheers.

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@deimos-rast I'm think there are still differences between the two.  I downloaded the latest version of DangIt from GIT and it's missing a number of failure modules that only seem to be present in Entropy: animate, generator, parachutes, smallpartsexploder, solar, and SRB.  I can't find any of that code in any of the currently existing DangIt modules either.

Edited by RzTen1
I'm not used to the tagging sytem
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  • 3 weeks later...

I've been playing with Entropy and it *was* working as far as I could tell.  But just recently it seems to have gone nuts.  For the last day or two every time a kerbal boards a craft from EVA something (usually a battery or tank) breaks.  Time to uninstal it.

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