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Ippo

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Everything posted by Ippo

  1. Nice question. Short answer: yes, they only happen on an active ship. Long answer: I'm not actually 100% sure. As far as I know, they can only happen on a *loaded* ship: so if you get within 2.5 km of a ship you are not flying, this is loaded and it can have failures. However, in the dev thread I've had a report of a ship that apparently has suffered a failure while the player was not flying it. In fact, please keep an eye open for this and let me know if you see anything strange, please. P.S: oh, and thank you SO much for Auto Asparagus, I can't imagine playing without it
  2. Hey dude, sorry to bother you: could you check again to confirm? I just tested and while it's true that the gui is still displayed, it doesn't allow me to "fix" the control surface. At least for me, it remains stuck until I do the EVA repair. Also, I don't know if I can hide those controls because they are not events, they are KSPFields and I can't seem to be able to edit their guiActive property.
  3. You get a message on the top of the screen, plus the failed part glows red. Careful though: the modding mondays feature doesn't make it very clear that this is still HIGHLY experimental. If you really wanna try it, at least backup your saves in advance.
  4. Yes, that's definitely good news. I was checking just now and the blacklist is loaded right from the cfg, but then is not saved in the persistence and then basically disappears, because I'm dumb. EDIT: or even dumber, since for some reason I can't get to fix it. UPDATE: Well, the blacklist is now fixed through a sort-of hack. Unfortunately I realized that I'll never get this done properly without a run time controller, so this is what I'll do next.
  5. ... wait... are you guys serious? EDIT: OH GOD I JUST CHECKED YOU WERE FOR REAL
  6. Lots of modded engines probably are using ModuleEnginesFX instead of ModuleEngines; long story short, they are not considered engines as far as my mod is concerned. Support will be included in the next update, it will be released whenever*. * whenever = I just came home drunk from my last exam and I haven't watched Game of Thrones yet, I don't even know the current year at the moment let alone the release date of an update I haven't prepared yet
  7. My mod is still way unfinished, so it's a premature talk for me: however, I decided that I will not include it in the download, but I will still reserve a paragraph in the post to redirect here so that my users can choose to participate if they want to.
  8. This is actually a very cool idea I have no idea if it can even be done, but I'll try and see just out of curiosity.
  9. I hadn't thought of them, good catch. I'll look into it. It's not interesting, it's annoying: SolidFuel is in the blacklist so it should ignore it ... and this instead completely slipped through. I had solved it for the gimbal and then forgot to do it for control surfaces Thank you dude, you are really helping me a lot I'll take care of them asap.
  10. Look for the InputLockManager class: you can use it to disable the controls. I haven't used it myself though, so you'll have to experiment a bit to find out what you want to lock exactly.
  11. Sadly, doesn't always work like that...However, on the pad you are literally as safe as it gets, because you have the lowest failure chance of the whole mission. I don't get the purpose of this, could you elaborate? If you have a lot of batteries then you will obviously see them fail more often than the other components. (Also, thanks for the post transfer)
  12. Setting the silent flag in the cfg will prevent notifications. However it will also disable the onscreen message. If enough people request it I might split it in two separate flags however. It might be, I haven't looked into that. An engine locked thrusting would be far too dangerous for the intended scope of this mod (try to go on EVA with an engine running...) At some point, yes. Not sure when though.
  13. Everybody please post his suggestion and ideas in the dev thread. Leave this thread for issues related to the current release, thank you.
  14. This has been suggested many times over. As said before, I can't comment until the system is out and I can see what I can do with it.
  15. This is by design: I'm trying to model everything to be realistic-ish. MTBF buff it is, then.
  16. I do sometimes. But then I peek at the list and see ramon, ferram, chris, sarbian and the rest of the pantheon and I feel like I'm not worthy of them
  17. Actually you should be able to load 250 on each of them. The default is 25 but you can tweak it in the VAB. We'll see if I live up to the challenge As I mentioned, I have an exam on monday. Next week I'll give top priority to re-checking again everything in the base framework and see what's going wrong. In the meantime, you can always check out Kerbal Mechanics by IRnifty. I haven't tried it myself and it's still in development (we are actually sharing tips and tricks as we go), so I can't comment on its stability, but it might be an alternative until I fix my code.
  18. Hi, sorry to break into someone else's thread. I'm Ippo, I'm developing a mod with the same scope of this one. Sorry but it just won't work that way: when a failure happens, you want to render the part unusable, and I can tell you that this is never an easy task in KSP. One way or the other, you will always need dedicated code for every specific failure you want to implement, and yes, it's very likely that you will also need a dedicated module for new parts introduced by other mods. This is because disabling a part is different for each of them. For instance, if you want to disable the reaction wheel all you need to do is set a flag and you are done; on the other hand, engines require that you also call another method to deactivate the particle fx, or you get an engine that is not running but still produces flames and sounds; my personal favourites are the light bulbs, you need to completely remove the ModuleLights from the part (effectively making it a part that can never produce a light) if you want it to stop responding correctly. tl;dr: it's way, way more complicated than how you imagined it under the hood because there is no standardized way to disable / enable a part. P.S: liking Europa Report?
  19. That's very strange, actually. Could you please open the cfg files and check the values for me? Tanks should have a MTBF of 24 thousand hours (~ 3 years) and batteries of 8000 (~ 1 year). EDIT: I just checked the release on github and it has the updated values. I guess I'll have to buff them again, but that's seriously confusing. I'll check again the conversion from MTBF to failure chance, I guess. I have to go through the base system again anyway, I found a couple more edge cases Alpha 3 is going to take a while, but I promise it will be worth it
  20. Well, after two days of not studying I have some encouraging results, so I can say it officially now... PERKS Yep: I'm doing perks. Each kerbal will have his own random set of perks and it will affect his ability to do repairs. Please understand that I have been knee-deep in Reflection code for two days and I haven't thought for a single moment to how to balance this. I don't know what the effects will be or anything else: just know that I have now a system in place that allows me to give perks to the kerbals* and access them in flight, anything else is still completely not designed at this moment. And now I'm off to bed, 'coz here in Italy it's night * Actually, the system allows to keep a separate persistent file for each kerbal, plus it can automatically fill data in with user-defined classes. This is of course targeted to other modders and I will release it asap, as soon as I write a minimum of documentation for it.
  21. Absolutely. Actually I don't need any persistence for the module itself: it maintains a copy of the hired and applicant kerbals in a separate cfg file so that you can have a persistence file for each kerbal Ill release it soon, probably tomorrow: I want to write a short documentation before I upload it, but it's midnight here so I'm going to sleep before
  22. Ok, I am using KSPAddonImproved: it does precisely what I need and it's super-easy to use I just tested it and I'm super happy with it
  23. So if I'm not mistaken, this (from scansat) does basically the same that you told me, except it's only in one class. It tries to get the controller from the loaded modules, and creates one if it can't find it. [B]public[/B] [B]static[/B] SCANcontroller controller { [B]get[/B] { Game g = HighLogic.CurrentGame; [B]if[/B](g == [B]null[/B]) [B]return[/B] [B]null[/B]; [B]foreach[/B](ProtoScenarioModule mod [B]in[/B] g.scenarios) { [B]if[/B](mod.moduleName == [B]typeof[/B](SCANcontroller).Name) { [B]return[/B] (SCANcontroller)mod.moduleRef; } } [B]return[/B] (SCANcontroller)g.AddProtoScenarioModule([B]typeof[/B](SCANcontroller), GameScenes.FLIGHT).moduleRef; } [B]private[/B] [B]set[/B] { } }
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