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Everything posted by IRnifty
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Thank you, soranno, for your feedback. While I do not wish to hide behind this, I must first state that nothing is balanced and almost everything in this mod has default values. That said, let's address some of these concerns. The decoupler: All decouplers run off the same code, which runs completely independent of the reliability or quality, which means it always has the exact same chance of failing. This is something I wish to fix, but I have been too busy going back and forth between 3 total projects and a job. When I first designed the decoupler's failure, I intended it to be non-permanent and deal-with-able (if you know what I mean), such that it can eventually be detached, assuming you have the time. Someone recently requested that some things be more permanent, but more rare to balance. I did add this to a few things, like the engine cooling having a chance to explode if kicked, and the gimbal potentially permanently locking if kicked. So I ask for your opinion: how would you feel the decoupler should best fail and be repaired? The engine: You say the engine ignition fails frequently? Interesting. In all my tests working with the g-force-based modules, never once has an ignition failure happened. Were you staging and then throttling, or throttling and then staging? I guess good ol' Jeb likes selling you some crappy engines... Actually, that's an interesting idea... Having companies that sell crap parts, and having to reprimand them for their parts' failures... Digression aside, I'll look at how it's working, run launch tests, and so forth to see how it's doing. Again, thanks for bringing these up. I can't make a good mod without the players' opinions on what to fix. -
This mod is compatible with 0.24.2 with no issues.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
This mod is compatible with 0.24.2 with no issues. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Updated! Welcome to Funds support in version 0.4! Changes: - Updated mod to KSP version 0.24.1. (Compatible with 0.24.2) - Added Funds support. Terrible quality parts (all modules 0%) cost 50% of the part's default cost. Default quality parts (all modules 75%) cost 100% of the default. - Added thrust gauge failures. Excessively high g forces will cause the thrust gauge to display incorrect data. If multiple parts with gauge capabilities are present, all must fail to cause true failure. - Added Reliability Monitor to all command parts. Has both quality and reliability, but no true failure. Low reliability results in inaccurate reliability data across the ship. - Added a control panel to the Reliability Monitor that allows highlighting of parts with failed modules. Also allows the player to map the status of the ship's parts on the ship. (Green is good, red is bad.) - Added option for quality changes in the editor to also affect parts in symetry with original part. -
Updated! Welcome to Funds support in version 0.4! Changes: - Updated mod to KSP version 0.24.1. (Compatible with 0.24.2) - Added Funds support. Terrible quality parts (all modules 0%) cost 50% of the part's default cost. Default quality parts (all modules 75%) cost 100% of the default. - Added thrust gauge failures. Excessively high g forces will cause the thrust gauge to display incorrect data. If multiple parts with gauge capabilities are present, all must fail to cause true failure. - Added Reliability Monitor to all command parts. Has both quality and reliability, but no true failure. Low reliability results in inaccurate reliability data across the ship. - Added a control panel to the Reliability Monitor that allows highlighting of parts with failed modules. Also allows the player to map the status of the ship's parts on the ship. (Green is good, red is bad.) - Added option for quality changes in the editor to also affect parts in symetry with original part.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
No good. It's just too much trouble for both me and the users of my mod. It's better to just wait for an answer from Squad. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
As much as I wish I could say yes... No. There's a big problem with modifying an individual part's cost in the editor: it also modifies the default cost. I've already sent an urgent email to Squad support for this. -
Updated! v0.3.1: - Updated mod to KSP version 0.24. - Fixed instant and automatic altimeter failures on all but one pod. - IMPORTANT NOTE: Due to a fault in how part costs work, this mod currently DOES NOT support funds. An urgent email to Squad support has already been sent.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Updated! v0.3.1: - Updated mod to KSP version 0.24. - Fixed instant and automatic altimeter failures on all but one pod. - IMPORTANT NOTE: Due to a fault in how part costs work, this mod currently DOES NOT support funds. An urgent email to Squad support has already been sent. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
I'll check it out. Thanks for the report! EDIT: I've found the problem, but I want to fix it right and don't have the time for a few days. Meanwhile, the problem is basically that the system thinks all the other pods have failed, when in reality they don't even have the module installed. Open up Injections.cfg, find the node that injects the altimeter module into the mk1 pod, and duplicate it for the other pods, renaming each to the cfg name of the pod. I'll post when it's fixed! Thanks again! -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Thanks! And actually, the creator of DangIt and I are talking, and are feeding off each other's ideas. It's my hope that we will one day merge our projects, pulling all of our ideas into one great mod. So I wouldn't call us competitors at the moment. -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
It sounds like the internal is affected by the external's scale in some way. Did you create the internal at 3.75m in Blender? If you did, did it still only fit if the external had a rescale of 1? -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
Ok then. Anyone else with a Mac and a good microphone want to help make an episode of my series? -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
As you've seen (heard?), the audio is patchy at best in the first two episodes. That's because I didn't post-process it in the first, and did with the second, but still with a bad mic. You'll notice that episodes 3 and 4 are much clearer and more bearable to watch. I'm aware that there are better tools out there, but the goal is to keep things simple. Notepad is perfectly fine if you don't try to do anything special, and beginners shouldn't be doing anything special. The conversion between Blender meters and KSP meters is the exact same as the conversion between Blender's default "None" unit and the KSP meter. Hence, 1 Blender "None" unit is equal to 1 Blender meter, which are both equal to 1.25 KSP meters. Since this is true, why bother dragging a new viewer through Blender's already intense UI just to add an "m" to the end of every number? In my eyes, that's even more confusing, because it is then easy to accidentally believe that the ratio is 1m:1m when it's not. With that said, the feedback post right after yours reveals why this is, and I'll be the first to admit that I did not know this until now: So by default, KSP applies the rescale of 1.25 to everything until the player modifies it in a custom model's (part, internal, or prop) config. Thanks for that information, nli2work. I did not know that... Indeed, they are, but I'm trying to keep it simple. PNG was the default option, and it does fine for the purposes. Anyone that cares enough for that level of detail probably already knows how to use Blender or an equivalent program. Yes, you do, but I claim simplicity again. If you need more control, then the knowledge needed is outside the scope of the tutorial. Consistency prevents confusion. Squad uses MBM, and so will I. At least in the tutorials, anyway. I'm sure it is, which is why I recommended that any custom parts are placed inside their own mod folders. I simply mentioned it so questions didn't have to be raised. I know it looks like I ripped your criticism to shreds, but please know that I appreciate it regardless. I'd rather have to repeatedly explain my methods than not receive that one thought-provoking criticism that would take my tutorials over the top. So thanks for your opinion regardless. I was wondering when an OS X user would show up. Would you like to help make a video on Xcode, to help beginners on OS X in plugin development? Holy crap, I'm done with quotes for the day... But I mean it: thanks for your guys' posts. They really do help me. -
Hello all ('-')/, I'd like to present my mod: Kerbal Mechanics: Part Failures and Repairs V0.6.4.1: Alpha This software is provided "as-is" with no warranties. Presented under the GPL v3 license. Creation and/or publication of media (images, videos, etc.) while using this software is authorized. Created by: Nifty255 Copyright 2014 All rights reserved. This mod is in ALPHA. There will likely be bugs. The parts are not balanced. If you have a bug, or a suggestion, please leave your feedback in a mature manner. Also, all parts currently included in the mod are NOT the IP of Nifty255 and will change before final release. DOWNLOAD: MediaFire SOURCE: GitHub Get Kerbal Mechanics on CKAN! Dev Thread: KSP Forums [Moderator removed defunct website link] FEATURES: Parts that can fail are tested based on their "reliability", which drains faster or slower, depending on the "quality". The quality of a part also affects the cost of that part. Lower quality makes it cheaper, but also makes failure more likely. Some parts also rely on not being shaken up too badly (excessively high g forces) to remain operational. Each kind of failure is individually tested against the appropriate module. As an example, an engine will have up to 4 different pieces that can fail: - The ignition coil - The cooling system - The gimbal motor - The alternator Most failures have two options for fixing: A standard fix, which will cost Rocket Parts, and a second, more silly option, which is free, but provides a risk of further damage. The free option may need to be clicked more than once. Engines can fail: - Ignition failures while throttling up from 0, preventing the engine from firing. - Cooling failures while the engine is running, causing greatly increased heat production. - Gimbal freezes while the engine is running, reducing maneuverability of the craft. - Alternators can fail due to engine burns or excessively high g forces. Decouplers can fail: - While decoupling in any way, the decoupler may either decouple, do nothing, or explode. Lights can fail: - Once a light has begun to fail, it will begin flickering for a few seconds, and then burn out. Tanks can leak: - Over time, tank walls can weaken, leading to leaks. The size of a leak is random, and the leak is quickest the fuller the tank is, simulating pressure. The altimeter can fail: - Excessively high g forces can damage the altimeter, causing it to display incorrect height data. The thrust gauge can fail: - Excessively high g forces can damage the thrust gauge, causing it to display an incorrect thrust value. A Reliability Monitor has been added: - The monitor also has quality and reliability, but cannot "break". Instead, reliability information becomes more inaccurate as reliability drains. - Through the Monitor GUI, parts with failed modules can be set to highlight red. - Through the Monitor GUI, a color map of the ship's status can be placed on the ship. Green for high reliability, yellow for aging, and red for very low. Failures can be fixed by going on EVA, getting some spare Rocket Parts, right-clicking the part, and attempting the fix. Most failure types have two repair options, one which costs Rocket Parts and is more reliable, and another, more silly option that is free, but may make the problem worse. Be warned, though. Most proper repairs require an experienced Kerbal Engineer. CHANGELOG: v0.6.4.1: - Fixed icon duplication bug. v0.6.4: - KSP 1.0 "Kompatibility" update ;3 v0.6.3: - Fixed App window bug on resolutions other than 1080p. v0.6.2: - Fixed KSP App Launcher bug when switching to the main menu and back. - Fixed bug with App window not showing when an alert is showing. v0.6.1: - Fixed part highlighting compatibility issue with Ship Manifest (and any other mod that highlights parts). v0.6: - Added settings option to stop time warp when a failure occurs. Default on. - Added settings option to display an alert dialog when a failure occurs. Default on. - Added settings option to highlight in red the failing part while the alert is open. Default on. - Added icon to the KSP toolbar (A.K.A the "App Launcher") which handles the new settings and the ship status highlighing. - Removed "Highlight Failed Parts" ship status option. Failed parts now automatically display as red when ship status highlighting is active. v0.5: - KSP 0.9 compatibility update. Fixed IPartCostModifier bug and part highlighting bug resulting from changes between 0.25 and 0.9. - All proper repairs require a Kerbal with the Engineer skill, with varying degrees of experience. Improper repairs remain accessible by any Kerbal. - All proper repairs can be done by any Kerbal of any experience if not in Career Mode. - Reduced Decoupler chance of silent failure from 20% to 10%. - Module Injector now searches all config files for injections, allowing separated injection files. - Modified reliability drain logic to properly reflect the Kerbin 6 hour day. 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. v0.4.1: - 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. v0.4: - Updated mod to KSP version 0.24.1. (Compatible with 0.24.2) - Added Funds support. Terrible quality parts (all modules 0%) cost 50% of the part's default cost. Default quality parts (all modules 75%) cost 100% of the default. - Added thrust gauge failures. Excessively high g forces will cause the thrust gauge to display incorrect data. If multiple parts with gauge capabilities are present, all must fail to cause true failure. - Added Reliability Monitor to all command parts. Has both quality and reliability, but no true failure. Low reliability results in inaccurate reliability data across the ship. - Added a control panel to the Reliability Monitor that allows highlighting of parts with failed modules. Also allows the player to map the status of the ship's parts on the ship. (Green is good, red is bad.) - Added option for quality changes in the editor to also affect parts in symetry with original part. v0.3.1: - Updated mod to KSP version 0.24. - Fixed instant and automatic altimeter failures on all but one pod. - IMPORTANT NOTE: Due to a fault in how part costs work, this version DOES NOT support funds. An urgent email to Squad support has already been sent. v0.3: - Modified reliability drain algorithm to use a curve, such that increases in quality past a certain point gives less and less decrease in reliability drain. The same about quality decrease is also true. - Reliability drain now goes by Kerbin days instead of tiny percentages per 10 seconds, but the drains are still calculated every 10 seconds. - Most modules now drain a small initial amount while idle, and an increased amount if the part is considered in operation. - Added preventative maintenance. This allows the player to increase the reliability of old parts before failure occurs or after repairs at a cheap Rocket Parts cost. - Added fuel tank leaks. Leaks become more likely the longer a craft remains. Once a leak is started, the amount leaked is initially large and leaks less as time goes on, simulating pressure. - Added engine alternator failures. The alternator may fail as its reliability drains, or at a vastly increased likelyhood under excessively high g forces. - Added altimeter failures. Excessively high g forces will cause the altimeter to display incorrect data. If multiple parts with altimeter capabilities are present, all must fail to cause true failure. v0.2.3: - Fixed bug that allowed use of lights while broken via the Lights button at the top of the flight screen. - Reduced reliability drain of lights. v0.2.2: - Fixed bug that prevented proper loading of quality and reliability data. - Fixed bugs in ModuleReliabilityIgnitor and ModuleReliabilityCooling that prevented proper fixing. v0.2: - The entire system has been rewritten, such that failure modules no longer inherit the module they cause to fail. - Parts can have multiple failure capabilities. - The mod no longer replaces stock parts, but instead injects its modules once the game starts. - The engine's failure module has been split into three: Gimbal, Ignition, and Cooling - The information on all failure modules on a given part can be viewed by right clicking the part and selecting "Reliability Stats" - The quality of a part can be modified in the editor through the same window. - A part with a broken module will now glow red until fixed. v0.1: - INITIAL RELEASE
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Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
Thanks, mod. I had no idea where to put this initially. -
Woops... I guess I deleted the link when I updated the description. Thanks for watching out!
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Ladies and gents, Kerbal Mechanics ALPHA v0.3 is now out! Take a look at the original post, or go to the new site, Kerbal Stuff, to see it there, and even get notified when I update again! Also, shameless advertising: Check out my modding tutorial series, with up-to-date information compiled in one place, right here!
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So the problem you're having is something Blender is EXTREMELY picky about when it renders. Basically, those faces are not PERFECTLY aligned with the rest of the face they neighbor. Luckily, Unity likes to solve this problem by smoothing the normals out during the import process. If you remember looking at my part in my tutorial, you'll notice that it really isn't all that round in Blender, and yet in-game, it looks perfectly round. I love normal smoothing...
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Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
WooDzor, let's continue this conversation in PM, k? I'll give you my Skype details there, so we can voice chat, if that's fine. -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
Kerbice, thanks for the feedback. Should I cross-post to that forum? Also, I know sound quality sucks in episode 1. For that episode, I used a headset mic without mastering. You'll notice that in episode 2, I used the same mic, but mastered it all, and that in episodes 3 and 4, I used a much better mic with mastering. WooDzor, Blender's UI is complicated as crazy. If you can export models to FBX with what you're using, you're fine, but if you want help with Blender, shoot me a PM and I'll help you out in person. -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
Oh, didn't recognize you there. Sorry, it kinda did sound like sarcasm. Hard to tell through text -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
Not sure if sarcasm. Is there something wrong, or were you genuinely waiting for that information? If you have any feedback, I'm more than willing to take it. -
Ladies and gents, I have been working on a series of tutorials lately and have just recently finished Volume 1, Custom Parts! With up-to-date information (as of 0.23/0.23.5) compiled into one place, the simple tutorials in this volume are all any beginner needs to develop their own parts, and even help build the foundation for future tutorials! So, without further ado, here are the episodes! Any feedback or requests are welcome! Also, feel free to ask questions. I'm all ears! https://https://www.youtube.com/watch?v=FypO9m-i6uw
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The problem isn't with the language. It's how Unity and KSP use it. First, I have to ask, do you know the basics on how KSP's ship engine runs? About the relationship between a vessel, its parts, and their modules? If you don't feel free to watch . It provides plenty of useful info for beginners and advanced modders alike. Shoot, I find myself referring to a part of it from time to time, and I wrote it.If you do know how KSP works, then you should automatically know that every single module in the base game is vastly different from the next. A single class for a type of failure happening across multiple different modules is just going to get too messy, because of those vast differences. At the point of finishing a single class, I guarantee you that you'll have done less work designing multiple classes for individual modules. Heck, a single engine was so complex, I decided to split it into 4 different failure classes. And one isn't even in my mod yet! You have to understand that I'm building my mod from the ground up to be easily extended by anyone wanting to add more failures for more modules. If Majiir want's his Kethane drills to dull, he should have little to no problem creating a single class indicating the failure behavior his drills should take on. Bar-none, the simplest and most effective method of doing this is what Ippo and I are already doing. Believe me when I say that both Ippo and I know exactly what you mean, and it would definitely make sense, if only all modules had a standardized method of controlling its behavior, but they don't.