karamazovnew Posted October 17, 2017 Share Posted October 17, 2017 55 minutes ago, linuxgurugamer said: I don't quite follow. Do you mean that if a part fails with DangIt, that it would somehow notify Scrapyard? To be perfectly honest, I don't know what I want exactly, apart from the end result. Scrapyard isn't even done yet, and I don't know how it will work with Stage Recovery, or if it will replace it completely. But here's how such a scenario could look like: - Vessel hits the ground, either through FMRS or Stage Recovery, or normal manual flight. - Stockyard asks the player if he wants to recover the vessel or just the Pilots/Science. If he recovers the vessel... - Dangit reads the impact speed and looks at Stage Recovery's Variable Rate model values. Let's say that the player impacted with speed which would've cost him 50% of the part's value. Let's say he impacted in the water. Dangit would decide to lower the part's reliability based on these values. - Instead of repaying money for the part, Stage Recovery now subtracts money based on how far the vessel landed from KSC and passes the parts to Stockyard's inventory. It then repays the value of any resources found on the craft (fuel, ores, etc) - While in the Stockyard, all parts are inspected automatically by Dang-It, giving the "inspected" bonus for the next launch and showing faults or reliability. But... - Stockyard won't allow the player to use a part if It has a fault. Must repair it first through Dangit's logic and choice for complexity/durability gain etc. It has not yet been maintained, again Dangit's logic. Dangit decided for whatever reason that the part is too old and must be scrapped (even if that part is say a structural part which can't normally fail during flight). Engineers brake the part by accident while trying to repair it (oops). - Allow player to execute a more complex maintenance, which costs more but increases reliability even more for the next flight. - Give Stockyard info about the maintenance complexity, so that it can decide how much using that part will reduce Construction Time and cost. - Optionally, read Stockyard's value of how many times that part has been used, to increase MTBF for brand new parts of that model. Bonus for repairing(or failing to repair) faulty parts (now you know what could break). All in all, it would allow the player a more realistic control of construction time: rushing by using old parts with poor maintenance. reliability: spending more time and money costs: it might cost more to recover/repair/reuse a part, but it increases reliability for future new ones. So, early in the Career, Dangit might run with some really punishing values, forcing the player to recover as much as possible. Later, a more sustainable space program might be possible, with reliability high enough for safe long missions and many recovery and reuse cycles, even with lower maintenance costs, so, faster to build. When the player is not in a hurry, he can focus on safety. How does that sound? We already have all the pieces, they just need to fit together. Quote Link to comment Share on other sites More sharing options...
Epiphanic Posted October 17, 2017 Share Posted October 17, 2017 @karamazovnew For what it's worth, @severedsolo has a part failure mod that is specifically designed to take advantage ScrapYard. Perhaps that has the features you're looking for. I hope I'm not out of line suggesting an alternate mod in a different mod's thread, but I just thought I'd suggest something that might work that already exists. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2017 Author Share Posted October 17, 2017 22 minutes ago, Epiphanic said: @karamazovnew For what it's worth, @severedsolo has a part failure mod that is specifically designed to take advantage ScrapYard. Perhaps that has the features you're looking for. I hope I'm not out of line suggesting an alternate mod in a different mod's thread, but I just thought I'd suggest something that might work that already exists. Not out of line, I also have recommended that mod. Sounds like a better idea Quote Link to comment Share on other sites More sharing options...
Matuchkin Posted October 17, 2017 Share Posted October 17, 2017 (edited) It'll be fun to have a Realism Overhaul adaptation of this. While losing stuff is quite nasty in the small Kerbin universe, it will be much more dramatic if it happens in an environment in which you have single-thrust engines, insulators, supplies at play. Also, perhaps you should make suits fail? Such as making them inflate with too much gas, or make the O2 tanks fail, or make the oxygen atmosphere inside ignite, or fail the heat system, make the glass helmet crack and kill the kerbal inside, I can keep going on about the possibilities. Even then, I want you to develop a system in which a part's quality goes up the more you use that spacecraft, or in which you can get your parts to raise their quality in the VAB. That way you will be able to make a reliable lifter after a while of using it, while any new lifters you create will be unreliable and prone to faliure. Edited October 17, 2017 by Matuchkin Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2017 Author Share Posted October 17, 2017 1 minute ago, Matuchkin said: It'll be fun to have a Realism Overhaul adaptation of this. While losing stuff is quite nasty in the small Kerbin universe, it will be much more dramatic if it happens in an environment in which you have single-thrust engines, insulators, supplies at play. Also, perhaps you should make suits fail? Such as making them inflate with too much gas, or make the O2 tanks fail, or make the oxygen atmosphere inside ignite, or fail the heat system, make the glass helmet crack and kill the kerbal inside, I can keep going on about the possibilities. Feel free to submit a PR This mod is stable, and does enough to make things exciting. Adding failures for the sake of failures is not fun. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 22, 2017 Author Share Posted October 22, 2017 On 10/17/2017 at 11:36 AM, Matuchkin said: Even then, I want you to develop a system in which a part's quality goes up the more you use that spacecraft, or in which you can get your parts to raise their quality in the VAB. That way you will be able to make a reliable lifter after a while of using it, while any new lifters you create will be unreliable and prone to faliure. You seem to have a number of "wants", phrased almost as demands. Just a friendly word of advice, That is a very good way to discourage a mod author from doing anything. It's not going to happen. Quote Link to comment Share on other sites More sharing options...
lordcirth Posted October 22, 2017 Share Posted October 22, 2017 On 10/17/2017 at 11:36 AM, Matuchkin said: It'll be fun to have a Realism Overhaul adaptation of this. While losing stuff is quite nasty in the small Kerbin universe, it will be much more dramatic if it happens in an environment in which you have single-thrust engines, insulators, supplies at play. Also, perhaps you should make suits fail? Such as making them inflate with too much gas, or make the O2 tanks fail, or make the oxygen atmosphere inside ignite, or fail the heat system, make the glass helmet crack and kill the kerbal inside, I can keep going on about the possibilities. Even then, I want you to develop a system in which a part's quality goes up the more you use that spacecraft, or in which you can get your parts to raise their quality in the VAB. That way you will be able to make a reliable lifter after a while of using it, while any new lifters you create will be unreliable and prone to faliure. Testflight was developed for Realism Overhaul, and it makes parts more reliable as you use them. Go use that. Quote Link to comment Share on other sites More sharing options...
Matuchkin Posted October 24, 2017 Share Posted October 24, 2017 On 22/10/2017 at 10:51 AM, lordcirth said: Testflight was developed for Realism Overhaul, and it makes parts more reliable as you use them. Go use that. Okay then, I will. Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted October 31, 2017 Share Posted October 31, 2017 (edited) delete Edited November 1, 2017 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
DrPastah Posted November 27, 2017 Share Posted November 27, 2017 When I install this mod, do I need to do anything extra like setting the modifier or something? I notice the modifier says 0. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2017 Author Share Posted November 27, 2017 12 hours ago, DrPastah said: When I install this mod, do I need to do anything extra like setting the modifier or something? I notice the modifier says 0. You can look at the settings, but in general, it should be fine as-is Quote Link to comment Share on other sites More sharing options...
DrPastah Posted November 27, 2017 Share Posted November 27, 2017 (edited) 54 minutes ago, linuxgurugamer said: You can look at the settings, but in general, it should be fine as-is Yeah, I finally got a failure last night. But the DangIt button in the toolbar during flight brought open a window with 0 modifier or something which made me question if the mod was working. Edited November 27, 2017 by DrPastah Quote Link to comment Share on other sites More sharing options...
DrPastah Posted December 4, 2017 Share Posted December 4, 2017 (edited) How do I set ignore beeping for a part if I don't care about repairing it like a light bulb? Right clicking the failed part doesn't show "Mute Alarms". I also got a weird bug where it kept doing 3 beeps when I came out of map mode even when I set the mod to disabled or put alert volume to 0%. But I didn't get get a warning popup or a glow. Edited December 5, 2017 by DrPastah Quote Link to comment Share on other sites More sharing options...
matko1990 Posted December 13, 2017 Share Posted December 13, 2017 Hi, I just wanted to start a new game with the Galileo Pack and wanted to increase the difficulty, so I installed DangIt (via CKAN). When loading the game the Modulemanager says that there is an error related to Gamedata/DangIt/ModuleManager/Tanks.cfg I don´t know how to fix it, but i´d really love to start that new game with a complete mod set. Can anyone help? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2017 Author Share Posted December 13, 2017 On 12/3/2017 at 11:02 PM, DrPastah said: I also got a weird bug where it kept doing 3 beeps when I came out of map mode even when I set the mod to disabled or put alert volume to 0%. But I didn't get get a warning popup or a glow. This is a known bug 1 hour ago, matko1990 said: Hi, I just wanted to start a new game with the Galileo Pack and wanted to increase the difficulty, so I installed DangIt (via CKAN). When loading the game the Modulemanager says that there is an error related to Gamedata/DangIt/ModuleManager/Tanks.cfg I don´t know how to fix it, but i´d really love to start that new game with a complete mod set. Can anyone help? Would really help if you give some more information. such as a log file, list of mods, version of KSP, etc Quote Link to comment Share on other sites More sharing options...
matko1990 Posted December 13, 2017 Share Posted December 13, 2017 I think I have already found the problem: Apparently ModuleManager 3.0.1 had some changes so that some cfg files need to be updated. I downgraded to MM 2.8.1 and the error is gone. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2017 Author Share Posted December 13, 2017 3 hours ago, matko1990 said: I think I have already found the problem: Apparently ModuleManager 3.0.1 had some changes so that some cfg files need to be updated. I downgraded to MM 2.8.1 and the error is gone. I'd still like the log, I think I know what the problem is, but they would be helpful in indentifying it Quote Link to comment Share on other sites More sharing options...
matko1990 Posted December 13, 2017 Share Posted December 13, 2017 Here is the log: https://drive.google.com/file/d/0BziCDYez7CzlTGlYYjNGT3JIX1U/view?usp=sharing And the Modlist: Spoiler { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2017.12.13.10.11.03", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "FirespitterCore", "version": "v7.6.0" }, { "name": "KerbalJointReinforcement", "version": "v3.3.3" }, { "name": "BetterBurnTime", "version": "1.6" }, { "name": "B9-props", "version": "1:v6.4.0" }, { "name": "B9PartSwitch", "version": "v2.1.0" }, { "name": "B9AnimationModules", "version": "v1.1.0" }, { "name": "B9AerospaceHX", "version": "1:v6.4.0" }, { "name": "SixSeatMk3cockpit", "version": "1.1" }, { "name": "SigmaReplacements-Heads", "version": "H_v0.1.8" }, { "name": "Kopernicus", "version": "2:release-1.3.1-3" }, { "name": "GPP", "version": "1.5.88" }, { "name": "GPPTextures", "version": "3.0.0" }, { "name": "B9", "version": "1:v6.4.0" }, { "name": "xScience", "version": "v5.11" }, { "name": "GPPCloudsHighRes", "version": "1.5.88" }, { "name": "SigmaReplacements-Suits", "version": "S_v0.1.5" }, { "name": "SigmaReplacements-Navigation", "version": "N_v0.1.3" }, { "name": "SixCrewScienceLab", "version": "1.1" }, { "name": "ModularFlightIntegrator", "version": "1.2.4.0" }, { "name": "Scatterer-config", "version": "2:v0.0320b" }, { "name": "CommunityTerrainTexturePack", "version": "1:1.0.1" }, { "name": "EnvironmentalVisualEnhancements", "version": "2:EVE-1.2.2-1" }, { "name": "Scatterer", "version": "2:v0.0320b" }, { "name": "ModuleManager", "version": "3.0.1" }, { "name": "OPM-Galileo", "version": "1.2.4" }, { "name": "Toolbar", "version": "1.7.15" }, { "name": "REPOSoftTech-Agencies", "version": "V1.5.1.0" }, { "name": "AmpYearPowerManager", "version": "1:V1.5.1.0" }, { "name": "RasterPropMonitor-Core", "version": "1:v0.29.2" }, { "name": "SmokeScreen", "version": "2.7.5.0" }, { "name": "Chatterer", "version": "0.9.93" }, { "name": "BonVoyage", "version": "0.13.2.1" }, { "name": "CapCom", "version": "2.7" }, { "name": "ChattererExtended", "version": "0.6.1" }, { "name": "CommunityCategoryKit", "version": "2.0.2.0" }, { "name": "CommunityTechTree", "version": "1:3.2.1" }, { "name": "ConnectedLivingSpace", "version": "1.2.5.5" }, { "name": "ContractConfigurator-CleverSats", "version": "1.4" }, { "name": "ContractConfigurator-FieldResearch", "version": "1.2.1" }, { "name": "ContractConfigurator-KerbalAcademy", "version": "1.1.7" }, { "name": "ContractConfigurator-KerbinSpaceStation", "version": "2:3.7.0.1" }, { "name": "ContractConfigurator-RemoteTech", "version": "2.1.4" }, { "name": "ContractConfigurator-Tourism", "version": "1.5.2" }, { "name": "ContractRewardModifier", "version": "2.5" }, { "name": "ContractsWindowPlus", "version": "8.1" }, { "name": "CrewLight", "version": "v1.10" }, { "name": "CrowdSourcedFlags", "version": "1.55.5" }, { "name": "CrowdSourcedScience", "version": "v4.1" }, { "name": "ProgressParser", "version": "8.0" }, { "name": "ContractParser", "version": "7.0" }, { "name": "ContractConfigurator", "version": "1.23.3" }, { "name": "RemoteTech", "version": "v1.8.9" }, { "name": "RasterPropMonitor", "version": "1:v0.29.2" }, { "name": "DeadlyReentry", "version": "v7.6.2" }, { "name": "DeepFreeze", "version": "V0.23.7.0" }, { "name": "DistantObject", "version": "v1.9.1" }, { "name": "DistantObject-default", "version": "v1.9.1" }, { "name": "FinalFrontier", "version": "1.3.6-3189" }, { "name": "DockingPortAlignmentIndicator", "version": "6.7.0" }, { "name": "EasyVesselSwitch", "version": "1.5" }, { "name": "EditorExtensionsRedux", "version": "3.3.16" }, { "name": "EVAEnhancementsContinued", "version": "0.1.12" }, { "name": "FerramAerospaceResearch", "version": "3:0.15.9" }, { "name": "JanitorsCloset", "version": "0.3.3" }, { "name": "ForScience", "version": "v1.5.0" }, { "name": "Karbonite", "version": "1:0.10.0.0" }, { "name": "KAS", "version": "0.6.3.0" }, { "name": "KeepItStraight", "version": "1.0.3" }, { "name": "KerbalAlarmClock", "version": "v3.8.5.0" }, { "name": "KerbalEngineerRedux", "version": "1.1.3.0" }, { "name": "KIS", "version": "1.7" }, { "name": "KWRocketryRedux", "version": "3.1.4" }, { "name": "KWRocketryRedux-GraduatedPwr", "version": "3.1.4" }, { "name": "LightsOut", "version": "v0.2.2" }, { "name": "TriggerAu-Flags", "version": "v2.9.2.0" }, { "name": "USITools", "version": "0.10.1.0" }, { "name": "CommunityResourcePack", "version": "0.8.0.0" }, { "name": "USI-Core", "version": "0.5.0.0" }, { "name": "InfernalRobotics", "version": "v2.0.14" }, { "name": "MalemuteRover", "version": "0.4.0.0" }, { "name": "MechJeb2", "version": "2.6.1.0" }, { "name": "MechJebForAll", "version": "1.2.0.0" }, { "name": "NearFutureConstruction", "version": "0.8.4" }, { "name": "NearFutureElectrical", "version": "0.9.8" }, { "name": "NearFutureElectrical-Core", "version": "0.9.8" }, { "name": "NearFutureElectrical-DecayingRTGs", "version": "0.9.8" }, { "name": "NearFutureLaunchVehicles", "version": "1.1.3" }, { "name": "NearFutureProps", "version": "0.7.4" }, { "name": "NearFuturePropulsion", "version": "0.9.5" }, { "name": "NearFutureSolar", "version": "0.8.8" }, { "name": "NearFutureSolar-Core", "version": "0.8.8" }, { "name": "NearFutureSpacecraft", "version": "0.7.4" }, { "name": "RaginCaucasian", "version": "1.4.3.2" }, { "name": "TweakScale", "version": "v2.3.7" }, { "name": "InterstellarFuelSwitch-Core", "version": "2.10.3" }, { "name": "DynamicBatteryStorage", "version": "1:0.4.10" }, { "name": "FirespitterResourcesConfig", "version": "v7.6.0" }, { "name": "NMSG", "version": "2.5" }, { "name": "OPTSpacePlaneMain", "version": "v2.0.1" }, { "name": "PortraitStats", "version": "15.1" }, { "name": "ReentryParticleEffect", "version": "1.2a" }, { "name": "StationPartsExpansion", "version": "0.5.2" }, { "name": "Strategia", "version": "1.6.0" }, { "name": "surfacelights", "version": "1.6" }, { "name": "SXTContinued", "version": "1:0.3.20" }, { "name": "CommunityTraitIcons", "version": "v0.1.2" }, { "name": "CustomBarnKit", "version": "1.1.16.0" }, { "name": "RetractableLiftingSurface", "version": "0.1.5" }, { "name": "AT-Utils", "version": "v1.5.0" }, { "name": "ConfigurableContainers-Core", "version": "2.4.1.1" }, { "name": "Trajectories", "version": "v1.7.1" }, { "name": "UKS", "version": "1:0.53.0.0" }, { "name": "USI-ART", "version": "1:0.11.0.0" }, { "name": "USI-EXP", "version": "0.9.0.0" }, { "name": "USI-LS", "version": "0.7.0.0" }, { "name": "Konstruction", "version": "0.3.0.0" }, { "name": "GroundConstruction-Core", "version": "1.2.1" }, { "name": "SCANsat", "version": "v18.2" }, { "name": "SurfaceExperimentPack", "version": "v2.4" }, { "name": "TransferWindowPlanner", "version": "v1.6.2.0" }, { "name": "WaypointManager", "version": "2.7.0" }, { "name": "CollisionFX", "version": "v4.0" }, { "name": "DangItContinued", "version": "0.7.15" }, { "name": "DeployableEngines", "version": "0.4.10" }, { "name": "EVAParachutes", "version": "0.1.15" }, { "name": "ExceptionDetector", "version": "3" }, { "name": "ExtraPlanetaryLaunchpads", "version": "5.9.0.0" }, { "name": "FilterExtensions", "version": "3.2.0.1" }, { "name": "FilterExtensionsDefaultConfig", "version": "3.2.0.1" }, { "name": "KerbalImprovedSaveSystem", "version": "v2.2.0" }, { "name": "MarkIVSpaceplaneSystem", "version": "2.4.0" }, { "name": "RealChute", "version": "v1.4.5" }, { "name": "ResearchBodies", "version": "1:V1.9.6" }, { "name": "RoverScienceCont", "version": "2.3.3" }, { "name": "SafeChute", "version": "v2.1.8" }, { "name": "StageRecovery", "version": "1.7.2" } ] } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 17, 2017 Author Share Posted December 17, 2017 New release, 0.7.16 Fixed MM patches for new MM 3.0.1 Quote Link to comment Share on other sites More sharing options...
LoadingTimeExpert Posted December 17, 2017 Share Posted December 17, 2017 *on my very big and delicate moon mission using BDB in career mode* alright, first stage liftoff. *1 minute later* "thruster has stopped working" DANGIT Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 18, 2017 Author Share Posted December 18, 2017 23 hours ago, [email protected] said: *on my very big and delicate moon mission using BDB in career mode* alright, first stage liftoff. *1 minute later* "thruster has stopped working" DANGIT And? Quote Link to comment Share on other sites More sharing options...
Trator Posted December 28, 2017 Share Posted December 28, 2017 I'm sorry, I do not speak English well. I installed this mod, but when I attempt to repair a damaged element an inscription appears "is really quallified for this ..." appears and repairs do not occur. What could be the problem? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2017 Author Share Posted December 28, 2017 9 hours ago, Trator said: I'm sorry, I do not speak English well. I installed this mod, but when I attempt to repair a damaged element an inscription appears "is really quallified for this ..." appears and repairs do not occur. What could be the problem? Log file please. What were you trying to repair? How did you try to do the repair? ie, with a pilot, scientist, or engineer? and what level was he/she? It should have had the name of a kerbal in front, so,f or example, using Jeb, it should have said: Jebediah Kerman isn't really qualified for this... It also sounds like you have the setting "Require Experience" enabled, if it makes it too hard, you can disable that in the settings. Quote Link to comment Share on other sites More sharing options...
Trator Posted December 29, 2017 Share Posted December 29, 2017 (edited) Link log https://drive.google.com/open?id=1AWmNCulb3Z5mmnm4iMsq68ihrjVvABJt The repair is done by an engineer with one experience star. The capacity of the life support system from the mod TAC LIFE SUPPORT is being repaired. Edited December 30, 2017 by Trator Quote Link to comment Share on other sites More sharing options...
bojangles9999 Posted January 11, 2018 Share Posted January 11, 2018 hi @linuxgurugamer - thanks again for keeping another excellent mod up to date!!! do you know if this is compatible with mission controller? it looks like it is, but the wiki says it is not, just wanted to make sure. thanks again! Quote Link to comment Share on other sites More sharing options...
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