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[1.0.5 - Alpha 6] Dang It! (12 september 2015)


Ippo

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I read in the original post that down the line you where thinking of doing integration with other mods? Would one of these mods happen to be PeteTimesSix's Vessel View mod?

Would love to see damaged/malfunctioning parts flashing red on the screen!

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Well, I love it when I stumble across cool mods like this :)

I love realism-enhancing mods, so this is going right into my gamedata folder!

I've always thought about mods like this, and I'm glad someone finally decided to tackle the challenge!

I actually created a deck of cards of "random failures" that I gave my girlfriend for when she was pissed at me ignoring her for KSP. She could deploy them at me and watched to make sure I followed through. This mod replaces her function :). I love that all of my old skewl "paper and pencil" work I used to do with KSP (costs, space program management, antenna ranges/capacity, random failures) have been replaced with awesome mods and/or game updates. My notebook full of KSP worksheets sits unused now and i'm not sad.

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I actually created a deck of cards of "random failures" that I gave my girlfriend for when she was pissed at me ignoring her for KSP.

Have ALL of my rep. And know that you just sparked an idea that's likely never going to happen, but it's now my favourite feature suggestion.

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Haha thanks! I will totally upload a picture of one of the cards if I can find them. She wrote them up, labeled "Khaos Cards", and I just filled in the effect (kill your batteries, cut engine immediately, etc). She waited once until I performed my first IP burn in a 3-module interplanetary cruiser I built and told me to cut my engine (I was being loud about it). I lost my transfer window for the next 1.5 years... :(

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This is a great idea! Any mod that makes career harder is welcome.

But about this:

Spare Parts containers, in small, medium and large size;

Please don't! Mods that start proliferating parts are annoying.

The stock storage container is more or less useless (it's just a heavy pod), just give it the "spare parts" resource.

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I'm not sure what you mean with "stock storage container": what part are you referring to?

Also, I pretty much think that some parts will be necessary. Right now they are added to command pods as a temporary measure, but it's just not complete: right now, the only way you have to bring more spares is to bring more pods.

The good news is that I most likely won't be doing any part: I have never modeled in my life and I have no sense of aesthetics. I cannot say anything specific at this moment, just know that someone who's extremely good at this is considering making some parts for this mod :)

Anyway, when it will be the time to worry about it I'll make sure to give you the ability to customize it at will.

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I have yet to delve too deeply into my new game, and have only experienced a single failure so far. I am assuming each part can fix a single failure? 100 repairs possible with a command pod? I almost want to be cruel to myself and trim that down to less then a dozen or so. I definitely don't mind additional containers, as there should be a penalty of sorts to trying to be prepared for everything.

I do love having more to do on EVA.

Any possibilities of an automated repair system? Such as the using robotics or some such from another mod to allow tele-operated repairs? Of course I do see the reasoning behind needing a kerbal as it gives a good solid advantage to manned missions over unmanned. It also gives me an excuse to place a repair crew on my LKO station to manage my com-sat network (finally building RCS powered tenders has a purpose beyond satisfying my insane desire for realism).

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No, each failure has its own repair cost, which you can see in the reliability information in the VAB (just right click on the part to bring up the panel). For example, an engine costs 10 spares to repair, a battery only one. However, if your kerbal is really smart he might be able to figure out a way to save some parts; stupid kerbals will stick to the manual and use the default repair cost.

Also, you can inspect a part to obtain a short and temporary boost (useful before an important maneuver) or you can do some preemptive maintenance to lengthen the life of the part by keeping it in good shape. :)

Automated repair systems are not planned at the moment (as they are currently pretty much just science fiction).

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I actually created a deck of cards of "random failures" that I gave my girlfriend for when she was pissed at me ignoring her for KSP. She could deploy them at me and watched to make sure I followed through. This mod replaces her function :). I love that all of my old skewl "paper and pencil" work I used to do with KSP (costs, space program management, antenna ranges/capacity, random failures) have been replaced with awesome mods and/or game updates. My notebook full of KSP worksheets sits unused now and i'm not sad.

ha, reminds me of the critical fumble deck for RPG's :sticktongue:

I may have missed this somewhere, but is there any way to remove the dev-like buttons on right-click for making parts fail?

I keep accidentally disabling the battery in my capsules when I go to do a crew report...

One idea that I particularly like is the option to repair craft with a small unmanned probe...

maybe make some sort of robot-y arm looking thing (doesn't even have to move for all I care, preferably in the small .65m width, as an inline part so you can put a tiny docking port on the top of it)

so that I could, say, shoot out a small probe with some spare parts, and the repair arm, and dock with a broken unmanned probe (hopefully stranded in a not-too-hard-to-get-to orbit), and then the little probe could repair the bigger one...

or instead of sending parts, just give the robo-arm like 30 avalible parts (no more, no less, can't be boosted with part containers) that way you couldn't just dock a fixer arm with thousands of parts in a bin on the back to keep your station maintenance free forever)

probe Lander stranded with an engine that won't ignite over Duna?

Strap 5 SRB's to the bottom of a tiny probe and just fling it over there for a quick fix.

I feel like that'd be fun, and wouldn't really break any part of the balance.

And there's always the chance of "I sent a repair craft to my HKO telescope, but one of the thrusters malfunctioned, so I had to send ANOTHER repair craft to repair the initial one!" :confused:

EDIT: and I was wondering what that "inspect" button was for haha

EDIT EDIT: mini repair arm?... how about a scaled-down version of "the claw" that you can very gently bump into various parts of the ship to latch on (gently!) and repair it? that'd be super awesome, but I'm not sure how feasible it is.

I feel like the code for latching onto things is already there, so if you could just take that and reduce the neccesary force to latch to near 0...

imagine having to maneuver a little .56m rcs tug with a mini claw on the front down into a big custom engine cluster to fix a broken gimball or something... it just SOUNDS challenging and fun!

Edited by User Unrelated
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I'm not sure what you mean with "stock storage container": what part are you referring to?

This: http://wiki.kerbalspaceprogram.com/wiki/PPD-10_Hitchhiker_Storage_Container

Adding the resource to existing parts makes more sense than creating new parts just for it, as in real life any empty space in pods and habitable modules are filled with cargo.

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argh i should have read a bit more close. just noticed the variable repair costs while playing. and i sometimes forget i have my game set up to extend into the near future (2050 or so) and keep thinking of late hypothetical tech.

honestly the failures that happen far out on probes encourage a level of redundancy in my construction i have never needed before (but pretended anyways). it's forcing me to consider primary, secondary, and tertiary systems for automated craft. this mod really cranks up the engineering side, hell it's made me reconsider the whole way i've been doing payload for months now

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I'm guessing this is a compatibility thing, but I am using the HotRockets mod along side this, if an engine is active and then decides to fail, it stops producing thrust, but the exhaust animation still continues.

Not game breaking in anyway, just something I thought I should point out.

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I may have missed this somewhere, but is there any way to remove the dev-like buttons on right-click for making parts fail?

I keep accidentally disabling the battery in my capsules when I go to do a crew report...

No(t yet): at the moment I left them enabled in the code so that people could test it and tell me if it breaks something (well, something it shouldn't). You will see there is an option in the config file, but it's still a dummy right now.

Oh right, I had forgotten about that one :)

I'll make sure it has some parts in the next release. In the meantime you can add them yourself using the MM if you want.

argh i should have read a bit more close. just noticed the variable repair costs while playing. and i sometimes forget i have my game set up to extend into the near future (2050 or so) and keep thinking of late hypothetical tech.

honestly the failures that happen far out on probes encourage a level of redundancy in my construction i have never needed before (but pretended anyways). it's forcing me to consider primary, secondary, and tertiary systems for automated craft. this mod really cranks up the engineering side, hell it's made me reconsider the whole way i've been doing payload for months now

Well, I'm trying to keep it in the current days / very near future to blend in the stock game. I'm not saying that I will never do some automated system, but it surely won't be soon. It might come eventually though, since some people seem to want it.

I'm guessing this is a compatibility thing, but I am using the HotRockets mod along side this, if an engine is active and then decides to fail, it stops producing thrust, but the exhaust animation still continues.

Not game breaking in anyway, just something I thought I should point out.

Thanks, I'll look into it! :)

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Just checking - this mod can kick in and cause a failure on the launch pad (pre-flight) and during ascent? That would make some very interesting parabolic explosions. :) Just making sure there isn't some sort of care-bear mode that disables this if below 78km or something. I want the stress of having a catastrophic failure during ascent on hardcore mode (no resets).

Yes - I'm mad! ;D

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Just checking - this mod can kick in and cause a failure on the launch pad (pre-flight) and during ascent? That would make some very interesting parabolic explosions. :) Just making sure there isn't some sort of care-bear mode that disables this if below 78km or something. I want the stress of having a catastrophic failure during ascent on hardcore mode (no resets).

Yes - I'm mad! ;D

The mod kicks in as soon as you put your craft on the pad: technically a tank could start leaking before launch when you timewarp to your launch window ;)

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just to clarify, being forced to alter my entire engineering thought process is not a bad thing at all. in fact, i love it, it's like a whole new game.

just had my first in-flight failure in atmo while part testing with a VL rocket plane. lost SAS and started banking with my fuel load shifting, had to fight to an emergency landing (no way to repair in atmo). still completed my mission.. loved every minute of it.

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uuuh... Probe cores (at least the stayputnik that I have unlocked) comes with 50 spare parts... and those spare parts are actually pretty heavy I guess... I wouldn't expect them to contain spare parts, since unmanned craft can't (yet) repair themselves.

TIP TIP TIP!: Tweak the number of spares you bring for extra efficiency! I just watched my Dv go up almost 500m/s by simply tweaking the number of spare parts in the command pod to 10, and the number in the probe core to 0! (this ship is designed solely as a rescue craft for LKO, I shouldn't need too many)

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I'm just curious, for the OP or anyone else reading: I'm trying to decide between this mod, Kerbal Mechanics at http://forum.kerbalspaceprogram.com/threads/85798, or both. Is my instinct correct, that installing them both at the same time is asking for trouble?

As an overlapping-but-separate issue, very early on in that other thread, someone there thinks out loud that these two mods would do well if combined, and that other modder hints that it may be possible (and that these two mod authors might be communicating.) What's going on with that?

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I'm just curious, for the OP or anyone else reading: I'm trying to decide between this mod, Kerbal Mechanics at http://forum.kerbalspaceprogram.com/threads/85798, or both. Is my instinct correct, that installing them both at the same time is asking for trouble?

As an overlapping-but-separate issue, very early on in that other thread, someone there thinks out loud that these two mods would do well if combined, and that other modder hints that it may be possible (and that these two mod authors might be communicating.) What's going on with that?

I honestly have no idea what happens if you install both, but it doesn't really sound like a good idea.

Yes, Ben (IRNifty) and I are in contact on Skype: we are often exchanging thoughts, advices, and cat jokes. The two mods could definitely merge, and Ben has said he'd be available for that: I, instead, am not for the moment, because I'm a scene queen who doesn't want to share the stage ;)

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uuuh... Probe cores (at least the stayputnik that I have unlocked) comes with 50 spare parts... and those spare parts are actually pretty heavy I guess... I wouldn't expect them to contain spare parts, since unmanned craft can't (yet) repair themselves.

TIP TIP TIP!: Tweak the number of spares you bring for extra efficiency! I just watched my Dv go up almost 500m/s by simply tweaking the number of spare parts in the command pod to 10, and the number in the probe core to 0! (this ship is designed solely as a rescue craft for LKO, I shouldn't need too many)

I know, it's the poor quality of my cfgs. I only have written some place holders that just put spares in every command pod. More specific files with more sophisticated checks will come more down the road. If you prefer, you can change the default amount in the SpareParts.cfg file to 0 (just remember to take some before you launch).

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Any thoughts on the idea of failing science equipment?

Be it science modules so science cannot be done, or the failing of antennas/dishes so science cannot be transmitted back...or for the remote-tech sadists among us we can loose control of unmanned probes completely?

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I had a prototype of a failure module for antennae, but it wasn't working, so it's postponed.

Actually, (way down the line) remote tech will be even more sadist: you need connection to the KSC also for repairs, except trivial ones ;)

I haven't thought about science yet.

P.S: It's "lose control", not "loose"

Edited by Ippo
grammar national-socialism
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