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Ontresanas

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  1. Bump for new version and new failure cases!
  2. Kerbals on EVA require monopropellant. One unit of monopropellant = ten units of EVA propellant. That's the entirety of the mod as of right now. It's mostly meant for those of us who don't like the idea of fuel spawning from nowhere when a Kerbal enters and leaves a capsule repeatedly. The source and license (GNU GPL 3) can both be found in the download for the mod. Download EVAFuel This mod is still in the testing phase, and should not be considered stable just yet. As such, while it is doubtful that this mod would corrupt saves, it would be prudent to not use it with saves you do not wish to be corrupted, or to back up your saves in case they are. Please give feedback about balance, suggestions, bugs, etc.
  3. How about detecting EVA transitions? How would I go about detecting transitions from EVA to IVA or vice versa, and how would I determine what capsule the transition occurred from/to?
  4. Which is exactly what I want. The KSPEvents are already visible from, and work in, EVA. I want to display a value in the EVA menu, but I don't want it to have a button. [KSPField(isPersistant = true, guiActive = false, guiName = "Examination Result")] public string ExamineStatus; It's correctly visible when not on EVA, but on EVA it's not visible in the right-click context menu.
  5. It is set to true once the part has been examined, but it's still only visible when not on EVA: foreach (BaseField F in this.Fields) if (F.guiName == "Examination Result") F.guiActive = true;
  6. @Thomas P. That works, thanks! However, I can't seem to figure out a way to have a KSPField that's visible from EVA as well as not during EVA.
  7. @Thomas P. How would I get the Kerbal responsible for, in that example, detonating the part?
  8. I'm trying to make it so that kerbals on EVA can interact with a part, but I'm not sure how to do so. How would I go about doing this? Also, how does one determine the skillset and skill level of a kerbal? I can't seem to find a way. In the interest of not starting even more threads, I'm going to ask these here: How do I make a KSPField visible during EVA? guiActive = true doesn't seem to work. Also, how do I detect transition from EVA to IVA or vice versa, and how do I determine what capsule the transition occurred from/to?
  9. I could look into it, but there's no guarantee that I'd be able to figure out how to actually make it work correctly. Currently, I'm still stuck on making decouplers not decouple.
  10. @sarbian That didn't work, unfortunately. UPDATE: Actually, it does work, I just had it in the wrong place. By the time I was setting it to true, the decoupling had already occurred! Thanks for your help!
  11. I'm now trying to make it so that decouplers have a chance to fail to decouple, leaving them unexpectedly attached to your craft. However, I'm not sure how to do this. if (HasFailed) { if (HasFailedHard) { List<ModuleDecouple> ToRemove = new List<ModuleDecouple>(); foreach (PartModule M in part.Modules) { ModuleDecouple D = M as ModuleDecouple; if (D == null) continue; ToRemove.Add(D); } foreach (ModuleDecouple D in ToRemove) part.Modules.Remove(D); } else if(part.isActiveAndEnabled) part.explode(); } The "soft" failure mode works fine, but the "hard" failure just has the decoupler work as per normal. Setting the ejectionForce to 0 presumably wouldn't work either, as that just controls how hard the newly-seperated pieces are shoved away from each other. How would I stop the decoupling from actually happening?
  12. @MK3424 I'm sure this mod, or mods similar to it, has been done plenty of times before, but that's not the sole purpose of the mod - it's also to allow me to learn how to properly mod KSP. No one starts writing a totally novel program as their first attempt to learn a new environment. After all, why else would we have so many "Hello World!" programs? Also, KLF specifically says that it only causes failures on ascent. This mod can cause a failure in a part at any stage. So you could be landing on the Mun, and you ditch the second-to-last stage only to find the landing engine is a dud. And yes, I'm aware that not everyone would like that type of thing, but that's probably part of the reason there are so many different mods for it - different people want different things from otherwise very similar mods.
  13. The reason I check for whether or not it has solid fuel is because the FailChance is different for the two blocks - for SRBs, it's 0.01, and for LFEs, it's 0.001.
  14. Part Failure is a mod to introduce a potential for certain types of parts to fail in-flight. Currently, all engines, parachutes, and decouplers are automatically given a chance of failure. You can override this by adding these modules to a part of the corresponding type: ModuleChuteFailure (failure: semideployment; catastrophic: no deployment) ModuleDecouplerFailure (failure: explosion; catastrophic: no seperation) ModuleEngineFailure (failure: no activation; catastrophic: violent explosion) Each one of these modules inherits from ModulePartFailure, which has the following properties: MODULE { name = ModulePartFailure FailChance = [0 - 1] // Chance that the part will be bad. HardFailChance = [0 - 1] // Chance that, if the part has failed, the failure will be catastrophic. The raw chance is FailChance * HardFailChance. ExaminationChanceDumb = [0 - 1] // The odds that a level 0 Engineer or non-Engineer with full Stupidity will detect a failure. ExaminationChanceSmart = [0 - 1] // The odds that a level 0 Engineer or non-Enginner with empty Stupidity will detect a failure. ExaminationLevelMult = [0 - 1] // The increase in odds for each Engineer level - 0 is no increase, 1 will make all Engineers of level 1+ always find any failures. RepairChanceDumb = [0 - 1] // The odds that a level 0 Engineer with full Stupidity will successfully repair a failure. RepairChanceSmart = [0 - 1] // The odds that a level 0 Enginner with empty Stupidity will successfully repair a failure. RepairLevelMult = [0 - 1] // The increase in odds for each Engineer level - 0 is no increase, 1 will make all Engineers of level 1+ always repair any failures. } The default chances of failure are defined by PartFailure.cfg, and are as follows: Solid Rocket Boosters: 1% failure, 0.1% catastrophic failure Liquid-Fuel Engines: 0.1% failure, 0.001% catastrophic failure Decouplers: 1% failure, 0.01% catastrophic failure Parachutes: 1% failure, 0.01% catastrophic failure Kerbals can also now go on EVA to examine or attempt to repair a damaged part. However, trying to repair an undamaged part can actually make it become damaged, so spamming the repair button is probably not a good strategy. Also, if an engineer fails to successfully examine or repair the part, future attempts to examine that part must overcome their engineer level. So spamming the examine button also won't work. The source and license (GNU GPL 3) can both be found in the download for the mod. Download Part Failure 0.8.3 This mod is still in the testing phase, and should not be considered stable just yet. As such, while it is doubtful that this mod would corrupt saves, it would be prudent to not use it with saves you do not wish to be corrupted, or to back up your saves in case they are. Please give feedback about balance, suggestions, bugs, etc.
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