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IRnifty

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Everything posted by IRnifty

  1. Navball failures are my intention in the future, but I first want to figure out how to apply failures to the insides of capsules and cockpits. Currently (and don't tell anyone), the altimeter inside the cockpit still works just fine even when the UI's has failed.
  2. Your parts are impressive! Thanks for the feedback, and I'm glad they were useful to you!
  3. I appreciate that you are willing to give this document to me, jandcando. I'll be glad to take it into consideration as I develop Kerbal Mechanics. I must admit, though, that I've found myself with less time than usual lately, but I promise to work with the mod when I can. If you want to learn how to make mods for KSP, I am running a tutorial series for beginners such as yourself. Check out my signature!
  4. While I do intend to support as many mods as I can, and be compatible with the rest, I cannot at this time make support automatic with MM due to the complexity of managing so many failure modules effectively, but after a few weeks break of working of other projects, I can come back to this with a fresh mind and see if I can't work something out. As close to release as this is, I still feel like something is missing and I want to finish the base mod before supporting others. Thanks for your interest, and I really hope that you enjoy my mod.
  5. I've thought about it, and may well do it, but it will indeed be difficult to implement. Firstly, I'm trying to find time to finish recording my next mod tutorial episode. I am rarely alone and in a quiet enough place, and it's starting to really bug me.
  6. Sorry about that! There was a tiny little build problem that overwrote the config files for my rocket parts container and removed it from the tech tree. Try re-downloading from the forums here and that should get the container into the "General Construction" node. Remember that you must go into the tech tree to unlock recently added parts if you've already unlocked that node. Happy failing! ('-')/
  7. Woops... I think I added the tech requirement to the wrong file and let it overwrite when I rebuilt the code... Give me a few minutes... EDIT: There, fixed!
  8. Updated! v0.4.2: - Fixed Decouplers not completing contract tests when either exploding or silently failing. - Lowered decoupler default chance to explode from 12.5% to 6.25%. - Lowered decoupler default chance to silently fail from 50% to 20%. - Fixed fuel tanks with more than one resource initially leaking one resource, and occasionally reloading with a different one leaking. - Fixed more variables not loading properly. - Changed "reliabilityDrain" variable names to "lifeTime" to coincide with the fact that they hold the number of days a part will take to hit 0% reliability. - Added Small Spare Parts Container to tech tree under "General Construction" and fixed the base price to 100 FUNds. - Set RocketParts resource unit cost to 1 FUNd per unit of RocketParts, making a full Small Spare Parts Container cost 600 FUNds.
  9. Updated! v0.4.2: - Fixed Decouplers not completing contract tests when either exploding or silently failing. - Lowered decoupler default chance to explode from 12.5% to 6.25%. - Lowered decoupler default chance to silently fail from 50% to 20%. - Fixed fuel tanks with more than one resource initially leaking one resource, and occasionally reloading with a different one leaking. - Fixed more variables not loading properly. - Changed "reliabilityDrain" variable names to "lifeTime" to coincide with the fact that they hold the number of days a part will take to hit 0% reliability. - Added Small Spare Parts Container to tech tree under "General Construction" and fixed the base price to 100 FUNds. - Set RocketParts resource unit cost to 1 FUNd per unit of RocketParts, making a full Small Spare Parts Container cost 600 FUNds.
  10. Alright, I'll PM you a link to a test build within the next two or three hours.
  11. Thanks for that. I think I might have a fix, but I'll have to test. Do you still have that contract? If you do, please make a copy of that save for testing if you plan to continue it.
  12. Welcome back, Ippo! ('-')/ He's right. MonoProp leaks will attempt to drain until completely gone, because the flow mode allows it to flow anywhere on the ship without connection. Liquid fuel and oxidizer will only flow between connected tanks, so leaks usually stay localized. There is no way to fix this, but it's not quite that big a problem. EDIT: It seems Ippo has found a clever solution that I think is worth implementing, so I'll reveal what it is on the next patch notes, which won't be long. Well why would you want to cheat the system by disallowing failures during time warp? It's bad enough you can skip them by time warping while the craft isn't loaded. Yes, parts can fail during time warp, just as if the checks were happening real time. Every in-game 10 seconds, the system checks, which can be affected by time warp. I've recently noticed, though, that some failures will happen early in the lifetime of a part, given the average is a year, and the failures usually happen after a few days...
  13. Ok, cool. Originally, both I and Ippo (the developer of DanIt! Random Failures) had this issue, but we decided it would be more realistic to let it leak from all, and would provide more than enough incentive to just go out and fix it, instead of blocking it off and not sparing the parts (or duct tape).
  14. I see your concern. I'll hotfix the decouplers and reduce their chances. And soranno, all tanks at once? As in they all glowed red? Or was it one tank leaking and cross feeding from the others? Can you test if its possible to stop a single tank's leak by stopping its crossfeed?
  15. Sigmar, I've included the rocket parts resource from Extraplanetary Launchpads into my mod, such that you don't need Ex Launchpads, but you can have it, and my repairs will work with it. In the Utilities category, there is a container that looks like it came from Kerbal Attachment System. That's because it did. It's a placeholder part until I've completed the core of the mod and can move onto making the containers. And about the failures, I honestly don't understand how everyone is encountering failures so much. I put some really low random chances in there and haven't encountered many failures myself without cheating them in. Are they genuinely too common, or are you guys going on the cheap with your parts? Oh well, they can't be too rare... Thanks, both of you, for your interest and feedback. It really helps.
  16. No, don't worry! You're being extremely helpful. Indeed, old ships have a problem with new module functionality. They just don't pick up new actions well, and tend to hold on to changes or removals. Quite unavoidable. And the rocket parts deal, also a problem. I would display a warning, if I knew how to. It's not easy intercepting default functions, but I'll give it a look some time.
  17. Updated! Version 0.4.1 Alpha: Changelog: - Fixed the inability to fix the Altimeter and the Thrust Gauge. - Fixed the Alternator fix action saying "Fix Altimeter" instead of "Fix Alternator". - Fixed being able to perform additional actions on a spent decoupler. - Changed Maintenance context action to read "Maintain <Module>" instead of the generic "Perform Maintenance". - Changed the ship color map such that a part with a failed module will always appear red, regardless of the average reliability.
  18. Updated! Version 0.4.1 Alpha: Changelog: - Fixed the inability to fix the Altimeter and the Thrust Gauge. - Fixed the Alternator fix action saying "Fix Altimeter" instead of "Fix Alternator". - Fixed being able to perform additional actions on a spent decoupler. - Changed Maintenance context action to read "Maintain <Module>" instead of the generic "Perform Maintenance". - Changed the ship color map such that a part with a failed module will always appear red, regardless of the average reliability.
  19. Wow, soranno. Can I hire you as QA for my game? You give very good answers. I'll check these things out later today and come back with news.
  20. Thanks, soranno, for your continued feedback. I think it's hilarious that you have so many problems with the T45's and claim good balance on all other engines. Fun fact: they all use the same numbers, so I still find this very strange. I've gone over it and have found nothing changed out of the default. Now about that thrust gauge issue. I think the issue is that undocking might produce a short lived, yet extremely drastic, spike in g forces, but that will have to be tested. So does this happen with both vessels being undocked, or just the one you control immediately after the undock? Does it happen rarely, commonly, or every time? Lastly, how many command parts do you have on the docked vessel combined, and how many on the undocked vessel afterwards? Last thing. You say the bash saved your ship. When you used that option, had you already used the decoupler? Because if it's been used, you're not supposed to be able to bash it to produce any explosion.
  21. Due to the delicate way I had to handle failure functionality, my mod requires a little more than what MM can offer, so I wrote my own custom module injector that works in a similar fashion, but more specific to my mod. But with a list of mods to work with, I can easily set the mod to automatically add failures to mod parts with stock modules. To add failures to custom modules, I'd need to write brand new failure modules, which is fine, but that's not my current focus.
  22. Let's not be hateful. Chances are he's too excited and didn't read. No harm, just point it out. No, my mod doesn't yet add failures to others. But assuming other mods' parts use stock modules, it's very easy to make that happen. For adding failure to a mod's modules, I have to do a bit more. Let me know what mods you guys want failures added to most and I'll see what I can do, but the focus is currently to finish the features and then balance.
  23. 1: No, it doesn't, but it can be made to include them very easily as long as they use stock modules (engines, decouplers l, etc.) If you want, PM me a list of the mods you want me to try and work with and I'll get a config file set up that will include them. 2: Actually, I'm allowed to bring my computer and do what I want for most of the day, it's simply a matter that I've set a deadline of December for the game I'm making, and I also can't take too long making my tutorial episodes. So while I have a lot of time to do things at the moment, I also have a lot of things to do, on top of my DNS (Internet) failure issues.
  24. soranno, I know what caused that strange bit with the separated 909. The failure module uses the active vessel's main throttle instead of its own. Easy fix. You know you can allow the ship to highlight parts that have failed right? Alias and Tripod, thanks for the suggestions and feedback. I'll be taking a look at everything in a few days. I'm currently rotating between this, 2 other projects, and a job, so I'm a bit busy, but luckily I can do some of these things while working.
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