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


Ippo

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So I made this little guy, and Marce extended his Kerbal EVA Resource Transfer mod to work with tiny ships. Problem solved, both for SpareParts transfer as well as EnrichedUranium and other CRP/MKS resources :)

DSOHEsb.png?1

Yes, that's a roll of duct tape on the side of the maintenance pod.

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So I made this little guy, and Marce extended his Kerbal EVA Resource Transfer mod to work with tiny ships. Problem solved, both for SpareParts transfer as well as EnrichedUranium and other CRP/MKS resources :)

http://i.imgur.com/DSOHEsb.png?1

Yes, that's a roll of duct tape on the side of the maintenance pod.

Are you married? If not, do you wanna be?

*squees*

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Alpha 4

is now available

:)

There we go, 0.25. As promised, the perks system is now implemented: kerbals will need to have the right perks for the stuff they are repairing. Training them is intended to be very expensive, and can only be done when they are at the KSC.

Refer to the OP for the full changelog.

Also, one of these days I'll get around to writing the wiki, I have a feeling it will be useful from now on...

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And of course, I had screwed up the .version file. There should be 10 people who downloaded 0.4 and have a bad .version file. Also, I think that 1 person has downloaded 0.3.3.1 while I was re-uploading the correct .zip. Sorry!

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Looking forward to trying it. So how many different perks are there? If I staff a space station with 10 Kerbals, each with different perks, will that be enough to ensure that I've covered all possible failures?

Also, slightly off-topic: what "endgame" mods do you suggest with Dang It? I notice you've been collaborating with RoverDude about MKS/OKS, for example. I've enjoyed MKS, but I've been tempted to try Station Science or some other space-station mod for a change of pace in .25. And there's always Interstellar. Any thoughts on nice mods to mix with Dang It?

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Looking forward to trying it. So how many different perks are there? If I staff a space station with 10 Kerbals, each with different perks, will that be enough to ensure that I've covered all possible failures?

Also, slightly off-topic: what "endgame" mods do you suggest with Dang It? I notice you've been collaborating with RoverDude about MKS/OKS, for example. I've enjoyed MKS, but I've been tempted to try Station Science or some other space-station mod for a change of pace in .25. And there's always Interstellar. Any thoughts on nice mods to mix with Dang It?

At the moment, there are only 2 perk lines: electrician and mechanic. Of course the plan is to expand the system in the future (I made sure it won't be too much of a pain, code-wise), but I'll need suggestions about that.

As for other mods... I really don't know what to advise. I play this game surprisingly little, most of my time is spent trying to stare down the bugs in this mod :)

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I've always wondered if KSP was going to have failure levels for components and was waiting anxiously for them to implement it (selectable through options of course :) ).

But now as look at this download, I have Jeb on one shoulder shouting, "More fun! Do it!" and Bill on the other telling me, "Um, boss, I'm sorry but your designs typically explode and break, all on their own, remember?"

Oh what the heck, *downloading*, thanks for the mod! Now, I'm just hanging on for Kerbal Alarm Clock to be updated and I'll be back on track.

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I've always wondered if KSP was going to have failure levels for components and was waiting anxiously for them to implement it (selectable through options of course :) ).

Funny you say this, because while developing this mod I found some little things in squad's code that strongly hint towards the fact that they were considering the idea too. For example, reaction wheels have 3 states: Active, Disabled, and BROKEN. I think they had plans for this (and hope they still have them).

Now, I'm just hanging on for Kerbal Alarm Clock to be updated and I'll be back on track.

By the way, the beta of version 3 is working like a charm for me (and I like it much better than v2 anyway).

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So.... With the new update, any chance of this being fixed to work with Bahamut Dynamics? I really like that mod..... Currently it's the only thing keeping me from installing this :(

UPDATE: since Bahamuto Dynamics is apparently still not compatible with 0.25, I will postpone the test until an update is available for that.

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Funny you say this, because while developing this mod I found some little things in squad's code that strongly hint towards the fact that they were considering the idea too. For example, reaction wheels have 3 states: Active, Disabled, and BROKEN. I think they had plans for this (and hope they still have them).

By the way, the beta of version 3 is working like a charm for me (and I like it much better than v2 anyway).

Glad to hear that on both accounts. I will go grab the beta version then, thanks for the heads-up.

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Alpha 4.1 is out!

This is a very small update with a couple more fixes that I discovered after release.

Specifically, it updates the blacklist for the latest version of MKS, it blacklists IntakeAir from stock, updates Module Manager to 2.5.1.

I also baked CompatibilityChecker in the code: don't worry, the mod won't disable itself if you use Win64. But please, if you are using Win64 and have an issue with this mod, please double check before reporting it. This mod spams the log file (A LOT), so if something goes wrong and I didn't spam the log, it's unlikely to be an issue with the mod but rather with x64 itself.

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Aw, shoot: I forgot to update the cost definition in SpareParts.cfg to match the new CRP definition. I will do it ASAP.

I'm sorry, this release has been pretty sloppy so far (it is however an improvement over the previous one, that was sloppy AND buggy).

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At the moment, there are only 2 perk lines: electrician and mechanic. Of course the plan is to expand the system in the future (I made sure it won't be too much of a pain, code-wise), but I'll need suggestions about that.

Currently there are nine failure types. To me, they seem to fit reasonably well into three categories of three apiece:

Electrical: Engine Alternator, Batteries, Lights

Aerospace: Engine Gimbal, Reaction Wheel, Control Surface

Propulsion: Engine, RCS, Tank

Slap an "Engineer" or "Specialist" or whathaveyou after each one and you've got three function-based specializations, the exclusion of any one of which could be problematic for any voyage.

As for other mods... I really don't know what to advise. I play this game surprisingly little, most of my time is spent trying to stare down the bugs in this mod :)

RemoteTech and TAC Life Support pair wonderfully with this mod, but I kind of assume most people who use this mod also use those. Kerbal Construction Time can compound the problem of rescue missions necessitated by Dang It!, so that's fun, too.

Anything where you use a lot of unmanned vessels makes this mod especially devious, and the potential for water or oxygen to leak adds a lot of interesting gameplay. For example, on a recent moon mission, Jeb ran out of fuel in orbit around the Mun. I had to quickly construct a rescue vessel before Jeb's food ran out; KCT meant I would only have time for one attempt. I opted for an unmanned rescue vessel for cost and weight reasons; I just didn't have the rocketry to get two manned pods to the Mun and back easily. Because of RemoteTech, I had to time my rendezvous very carefully; there was not much of a relay network yet.

Anyway, the rescue vessel sprung a leak on oxygen long before it reached Jeb. I had to get Jeb home using (a) a vessel with no fuel, or (B) a vessel with no oxygen (I had no resource transfer mods). I opted for (B), because even though a normal Hohmann transfer from the Mun to Kerbin's atmosphere would take too long to last without oxygen, an unconventional flight path got him back in just under the amount of time his EVA supplies lasted. In effect, I traded some excess delta v for a shorter flight time. That meant a dangerous reentry (with Deadly Reentry/FAR installed of course), but it worked.

Long story short, if you like this mod, use the other "hardcore" mods. They function in concert to create problems you'd never expect, and that's really fun. My suggestions: FAR, DRE, TAC-LS, RT, KCT, KIDS, EngineIgnitor, and KesslerKaos, a seemingly abandoned mod that nevertheless appears to work for me so far: http://forum.kerbalspaceprogram.com/threads/74382-Kessler-chaos-space-debris-clouds-0-23-5-WIP-Plugin

Great mod, by the way. :)

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Alpha 4.2 is out!

Fixes the issue with the SpareParts' cost in command pods.

I also have bundled MiniAVC in the download: this is just an update checker that will notify you when an update is available (and you have seen that I do often need to fix some mistake I made, so...). I want to stress that the update is strictly opt-in, and no information is sent unless you allow it to update. Even then, it will only fetch the latest version number, and nothing more. If you want to know more, head to its thread.

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Currently there are nine failure types. To me, they seem to fit reasonably well into three categories of three apiece:

Electrical: Engine Alternator, Batteries, Lights

Aerospace: Engine Gimbal, Reaction Wheel, Control Surface

Propulsion: Engine, RCS, Tank

Slap an "Engineer" or "Specialist" or whathaveyou after each one and you've got three function-based specializations, the exclusion of any one of which could be problematic for any voyage.

You know, that's a really good suggestion, I like it :) But it will need revision later on, when I'll add the remaining failures (oh yes I will: if it can break, I'll find a way...).

RemoteTech and TAC Life Support pair wonderfully with this mod, but I kind of assume most people who use this mod also use those. Kerbal Construction Time can compound the problem of rescue missions necessitated by Dang It!, so that's fun, too.

Those are 3 mods that I consider "core": I wasn't able to play until TAC was updated earlier tonight, it feels like cheating without it :)

For example, on a recent moon mission, Jeb ran out of fuel in orbit around the Mun. I had to quickly construct a rescue vessel before Jeb's food ran out; KCT meant I would only have time for one attempt. I opted for an unmanned rescue vessel for cost and weight reasons; I just didn't have the rocketry to get two manned pods to the Mun and back easily. Because of RemoteTech, I had to time my rendezvous very carefully; there was not much of a relay network yet.

Anyway, the rescue vessel sprung a leak on oxygen long before it reached Jeb. I had to get Jeb home using (a) a vessel with no fuel, or (B) a vessel with no oxygen (I had no resource transfer mods). I opted for (B), because even though a normal Hohmann transfer from the Mun to Kerbin's atmosphere would take too long to last without oxygen, an unconventional flight path got him back in just under the amount of time his EVA supplies lasted. In effect, I traded some excess delta v for a shorter flight time. That meant a dangerous reentry (with Deadly Reentry/FAR installed of course), but it worked.

Now these are the kind of stories I hoped to hear :) I'm glad you are having fun :)

No problem, Ippo.

Thanks for all your work on this great mod. It's one of my must-haves.

Thanks for putting up with me :)

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Cool mod. But I'm running tests on everything and noticed that DangIt! radically reduced my deltaV because it adds lots of SpareParts to every command pod by default. For instance, the default 50 units of spare parts for one-man pods can double their weight (790kg to 1735kg for the HGR "spud").

Spare parts in each command pod is great, but the default for small pods should be zero or at least something close to zero. I would suggest cutting the "amount" defaults in the SpareParts.cfg to 10% of "maxAmount" values. Players can always add more if needed.

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I did. I've spent the last couple hours building cfgs to patch holes in mods I like (ECLSS life support, HGR etc). MM is great.

At the moment DangIt only addresses crewed pods. Does anyone want a cfg to add SpareParts capacity to the new cargo bays and/or mk2 docking port module.? Another option might be adding spareparts to the stock structural fuselage so it could be mounted in the cargo bay.

OK ... Spoke too soon. Have run into issues with launch costs. It's not that simple. I've learned much about how KSP and MM interact to calculate costs. I believe there is an inconsistency within DangIt. Whenever I removed Spareparts from a pod, either by hand in the VAB or via a custom cfg file, I was getting negative costs. Surely others have seen this (please confirm if you have). After looking at "SpareParts.cfg" and the "CommonResources.cfg" I believe I've spotted the issue.

Take the one-man pods. DangIt adds a resource called SpareParts in a full tank like so ...

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:FOR[DangIt]

{

@cost += 500

RESOURCE

{

name = SpareParts

amount = 50

maxAmount = 50

}

}

When KSP decides on a cost it doesn't calculate resources, it assumes that they are included in "cost=" by the author. So DangIt adds an additional cost for the spareparts (500 in the case of a one-man pod). That's 10 per unit of SpareParts. But when you remove resources from a pod the savings are not based on this (500) number. The plugin looks to CommonResources.cfg where Spareparts are valued at 63 (unitCost = 63). So when you remove 50 units of SpareParts your launch costs go down by 50*63 = 3150. That puts the pod into negative cost numbers.

SpareParts are valued at 63 in one place, but 10 in another, and this makes removal of SpareParts in the vab an issue. The answer is to pick a consistent price. I've changed the entry in CommonResources.cfg to read "unitCost = 10". This allows me to then remove SpareParts without going into negative launch costs.

Edited by Sandworm
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Quick question about the notes in the moduleManager cfg files. You have the comment "Expected lifetime" with the lifetime parameter def. How are you defining "expected lifetime"? Is it median time failure time?

Thanks for the great work!

Take a look at the las section of the OP, it should explain what you need :)

At the moment DangIt only addresses crewed pods.

I used to add them to any command pod, but it also targeted MechJeb and I was asked to ditch unmanned pods anyway (and to be honest, it made sense to me). Also note that the spares in command pods is pretty much a temporary thing, until the guys of Universal Storage find the time to make a pack for us :)

Whenever I removed Spareparts from a pod, either by hand in the VAB or via a custom cfg file, I was getting negative costs. Surely others have seen this (please confirm if you have).

Yes, they have: that's why I release Alpha 4.2 a couple of posts ago ;)

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