linuxgurugamer Posted March 22, 2018 Author Share Posted March 22, 2018 It's one of those quirks. Could you open an issue, I'll see if I can get to it sometime Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 22, 2018 Share Posted March 22, 2018 (edited) 7 minutes ago, linuxgurugamer said: Could you open an issue, I'll see if I can get to it sometime Erp. Ok, I'll see if I can. Never tried before. Done! Hope that's what you need.... Edited March 22, 2018 by smotheredrun Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted March 25, 2018 Share Posted March 25, 2018 what exactly is the trigger to check for control surface failure? for example: is it checked on a timer or only when a control surface is used. and if it is only when used will just setting the control surface authority limiter to zero, and thus preventing the surface from moving, prevent a control surface from failing? or is it the act of trying to move regardless of the actual motion that causes the failure? and in any of the above cases, will this mod prevent the check for failure, and thus limit control surfaces from failing while in space? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 25, 2018 Author Share Posted March 25, 2018 Parts can fail even when not being used. Im pretty sure it’s just a random thing, but I dont have time to dig into the code right now Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted March 26, 2018 Share Posted March 26, 2018 as a suggestion then. when you get around to fixing this one up for 1.4.1 maybe look into this. and if it is an easy change make the random check only happen if the part is currently in use. so if we carry a spare reaction wheel for instance, we can keep it turned off. then if the primary fails we can turn on the spare. or like in my previous post if we prevent the control surface from moving while in space they will not fail during this time. not sure on all the particulars as I have not really looked into the KSP API for modding. but I would assume at the time of the random check you could look to see if a surface was at some position other than zero, or if a reaction wheel was producing torque, or an engine is producing thrust etc. I do not know all the parts that are checked, but I would assume there is some parameter that can be looked at to quickly determine if it is in use. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 27, 2018 Share Posted March 27, 2018 On 25/03/2018 at 10:04 AM, linuxgurugamer said: Parts can fail even when not being used. Im pretty sure it’s just a random thing, but I dont have time to dig into the code right now Maybe a future feature (I know you already are superbusy, but it doesn't hurt to suggest) would be a GUI for the failures. As it is, it is not always possible to hear the sound alert and easily find the part that is malfunctioning. Sometimes it is indeed impossible, as not all parts glow in the appropriate yellow/red warning, some are embedded inside other parts, some are too tiny to see etc. Without knowing which part is malfunctioning, its impossible to interact with it, to turn the alarm off. A simple GUI accessible by a toolbar button would solve that. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 27, 2018 Author Share Posted March 27, 2018 17 minutes ago, Daniel Prates said: but it doesn't hurt to suggest Actually, right now it does 17 minutes ago, Daniel Prates said: A simple GUI accessible by a toolbar button would solve that. Not quite as simple as you may think. Post an issue on Github, so it doesn't get lost Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 27, 2018 Share Posted March 27, 2018 8 hours ago, linuxgurugamer said: Actually, right now it does Not quite as simple as you may think. Post an issue on Github, so it doesn't get lost The GUI could be a simple one. Doing it, I am sure, is not simple. That's what I meant, as I am sure you know already. Boy, does it take some finesse to say anything here! I bow to your mod-creating awesomeness, always! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 27, 2018 Author Share Posted March 27, 2018 15 minutes ago, Daniel Prates said: The GUI could be a simple one. Doing it, I am sure, is not simple. That's what I meant, as I am sure you know already. Boy, does it take some finesse to say anything here! I bow to your mod-creating awesomeness, always! Well, yes, I didn't mean to say it that way. But, it's amazing how people think a simple change should just take a few minutes, when in reality there is a lot of work going on in the background. Anyway, I'll think about it Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 27, 2018 Share Posted March 27, 2018 8 minutes ago, linuxgurugamer said: Well, yes, I didn't mean to say it that way. But, it's amazing how people think a simple change should just take a few minutes, when in reality there is a lot of work going on in the background. Anyway, I'll think about it Hehe. I am sure its a lot of work, specially for a veritable curator like yourself, who decided to patreon dozens of semi-abandoned mods. Here's saluting at you! PS: "hooligan labs airships". Another orfan looking for a foster home, wink-wink, nudge-nudge. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 27, 2018 Author Share Posted March 27, 2018 25 minutes ago, Daniel Prates said: PS: "hooligan labs airships". Another orfan looking for a foster home, wink-wink, nudge-nudge. No it doesn’t, it is atill supported, see this thread: https://forum.kerbalspaceprogram.com/index.php?/topic/49443-airships-in-13-hooliganlabs-mods/&page=53 Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 27, 2018 Share Posted March 27, 2018 1 hour ago, linuxgurugamer said: No it doesn’t, it is atill supported, see this thread: https://forum.kerbalspaceprogram.com/index.php?/topic/49443-airships-in-13-hooliganlabs-mods/&page=53 Oh great! I was reading the wrong thread. Quote Link to comment Share on other sites More sharing options...
KBluey Posted April 19, 2018 Share Posted April 19, 2018 I'm having trouble using Dang It!....the in-flight GUI offers the "inspect" option for a failed part, but when I click the button nothing happens. It also doesn't offer a "repair" option for the failed battery. As far as I can tell the other functionality of the mod is working...routine maintenance, replace insulation, clean engines etc. And for this failed battery it offered a "replace battery" option, but that didn't fix the battery (it still held zero charge). I have USI-LS installed, and KAS/KIS, along with a handful of other mods that I don't think would affect Dang It!...docking port alignment, EVE, Mechjeb, Trajectories, Chatterer. Any ideas....? Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 19, 2018 Share Posted April 19, 2018 Does routine maintenance actually do anything? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 20, 2018 Author Share Posted April 20, 2018 19 hours ago, KBluey said: I'm having trouble using Dang It!....the in-flight GUI offers the "inspect" option for a failed part, but when I click the button nothing happens. It also doesn't offer a "repair" option for the failed battery. As far as I can tell the other functionality of the mod is working...routine maintenance, replace insulation, clean engines etc. And for this failed battery it offered a "replace battery" option, but that didn't fix the battery (it still held zero charge). I have USI-LS installed, and KAS/KIS, along with a handful of other mods that I don't think would affect Dang It!...docking port alignment, EVE, Mechjeb, Trajectories, Chatterer. Any ideas....? Lets start off with a log file. I understand you have problems, but you didn't give any significant info, such as which version of KSP, which version of the mod, etc. The log file will provide all of that Quote Link to comment Share on other sites More sharing options...
KBluey Posted April 20, 2018 Share Posted April 20, 2018 (edited) 6 hours ago, linuxgurugamer said: Lets start off with a log file. I understand you have problems, but you didn't give any significant info, such as which version of KSP, which version of the mod, etc. The log file will provide all of that There doesn't seem to be a way to upload files in this forum, so here's my log file as a spoiler, which I hope will keep the length of the post down....please let me know if there's a better way to do this. I installed Dang It! using CKAN btw. [Gargantuan browser-destroying log file deleted by moderator] Edited April 20, 2018 by Snark Huge pasted log file removed by moderator Quote Link to comment Share on other sites More sharing options...
Snark Posted April 20, 2018 Share Posted April 20, 2018 2 hours ago, KBluey said: There doesn't seem to be a way to upload files in this forum, so here's my log file as a spoiler, which I hope will keep the length of the post down....please let me know if there's a better way to do this. I installed Dang It! using CKAN btw. Hi KBluey, Thanks for providing a log file, but please don't paste big log files directly into the forum. The huge content can bring browsers to their knees, especially for people on mobile browsers such as phones. Note that putting the content in a spoiler does not help because the browser tries to download the log even if the spoiler's not opened. Accordingly, I've removed the log spoiler from your message. So, when you need to share something really big... don't paste it here. Instead, upload it to some third-party file sharing site (like dropbox or whatever), and then post a link to it here. That will let people get access to your content, without strangling their web browsers when they try to read this page. Thanks! Quote Link to comment Share on other sites More sharing options...
KBluey Posted April 20, 2018 Share Posted April 20, 2018 7 hours ago, linuxgurugamer said: Lets start off with a log file. I understand you have problems, but you didn't give any significant info, such as which version of KSP, which version of the mod, etc. The log file will provide all of that Okay, second time lucky. I didn't know about Dropbox but that's pretty neat. https://www.dropbox.com/s/i8febxtpuv9npgr/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 21, 2018 Share Posted May 21, 2018 On 4/19/2018 at 1:32 PM, KBluey said: I'm having trouble using Dang It!....the in-flight GUI offers the "inspect" option for a failed part, but when I click the button nothing happens. It also doesn't offer a "repair" option for the failed battery. As far as I can tell the other functionality of the mod is working...routine maintenance, replace insulation, clean engines etc. And for this failed battery it offered a "replace battery" option, but that didn't fix the battery (it still held zero charge). I have USI-LS installed, and KAS/KIS, along with a handful of other mods that I don't think would affect Dang It!...docking port alignment, EVE, Mechjeb, Trajectories, Chatterer. Any ideas....? Also -- if I'm recalling correctly, the "inspect" triggers a message that shows up in the alert list, not a screen popup. Quote Link to comment Share on other sites More sharing options...
Saul Retav Posted May 28, 2018 Share Posted May 28, 2018 I'm having the exact same problem as kbluey. A part fails (the fuel tank for me), but there's no option for my engineer to fix it. There's only the options to inspect it and/or repair insulation. Here's the game log: https://drive.google.com/file/d/1wabCliU50okx_w7ppk5x-BMifDc_lTaf/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
kurgut Posted June 5, 2018 Share Posted June 5, 2018 Hi, thanks for this great mod! Is entropy still compatible/needed in 1.3.1 ? And, is kerbal launch failure compatible too? thanks a lot Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 7, 2018 Author Share Posted June 7, 2018 On 6/5/2018 at 5:27 AM, kurgut said: Hi, thanks for this great mod! Is entropy still compatible/needed in 1.3.1 ? And, is kerbal launch failure compatible too? thanks a lot Entropy is not needed, and probably not compatible anymore, no one is maintaining it. As far as I know, KLF is compatible Quote Link to comment Share on other sites More sharing options...
kurgut Posted June 7, 2018 Share Posted June 7, 2018 5 hours ago, linuxgurugamer said: Entropy is not needed, and probably not compatible anymore, no one is maintaining it. As far as I know, KLF is compatible Yes thanks Linux, I tried with KLF and works fine, and I'm currently testing with Testflight also Quote Link to comment Share on other sites More sharing options...
SupperRobin6394 Posted June 13, 2018 Share Posted June 13, 2018 It might be nice to disable the part failure (as option) above 100x or 1000x (or anything else) warp rate? Quote Link to comment Share on other sites More sharing options...
Voidryder Posted June 13, 2018 Share Posted June 13, 2018 First, let me say I love this mod. I play a strict rules-based soapbox. This mod is and has been a major part of my gaming since it was first released. Huge thanks to Linuxgurugamer for keeping it going. With that said, it looks like I'm having the same issue as Kbluely and Saul Retav. Parts fail, but I don't get the option to repair. Almost lost a station crew last night as their return vehicle sprung several leaks and then life support started to fail on the station. Anyhoo, I'm running 1.4.3 with the Making History DLC, 64-bit with forced d3d11. Dangit is version 0.7.17 Here's my log file. Hope it helps to troubleshoot my issue. Thanks!https://www.dropbox.com/s/d1h9iqv2cmlrt6x/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
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