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View Code? Open in Web Editor NEWDangIt! A random failures mod for Kerbal Space Program
DangIt! A random failures mod for Kerbal Space Program
Ferram Aerospace Research deletes the ModuleControlSurface from the parts that have it: if the DangIt pass is executed before than the FAR pass, the game crashes when building a ship that has a control surface.
A collision should cause the part to age proportionally to the violence of the impact.
Specifically, I mean to increase the part's age by multiplying it by the factor:
f = 1 + (c * v / V)
where v is the impact velocity, V the crash tolerance, and c a sensitivity factor.
While it is harmless (the tank module disables itself in that case) batteries receive a tank reliability module because of the Module Manager cfg.
Will be fixed when writing more elaborate cfgs.
The kerbal will be able to fly to the part and inspect its state to obtain an assessment of the part's health.
Unconfirmed
If the user selects a kerbal in the roster window and then goes on EVA, an exception is thrown if the selection index is greater than 0 (since the active vessel's crew has only one member).
The recover value of a part will be decreased according to the same exponential decay that the MTBF uses.
(Other forms of budget integration, like upgrading parts, will be reviewed when 0.24 is available.)
Move the debug options (repair distance, manual failures, action group failures, free repair) into the global settings file so they can be changed at runtime without recompiling.
The procedural tanks by Procedural Parts are not recognized because they don't contain any RESOURCE node in their config file.
Implement a module that causes the part's performance to decay over time.
This is meant to influence resource generators, like Solar Panels.
It seemed a good idea originally. It just isn't.
After video evidence from DonLorenzo, everything needs a general buff in MTBF.
The current download still bundles an old version of Module Manager (2.2).
Introduce the maintenance system: performing maintenance will consume spare parts and extend the part's life.
When boarding a vessel with some spare parts on the kerbal, the name is not displayed.
This is because the crew has already been transferred from the EVA Part and can't be accessed to get the name.
This should allow to interact correctly with parts up to 3.75m
The current code assumes that there must always be one only module of each type and throws an exception when it doesn't.
However, rapier engines do have two engine modules.
Switch the SpareParts definition with the one coming with the next version of CRP.
Add a GUI to change the global settings, like notifications and such.
Right now, each reliability module shows its own information in the VAB/SPH panel.
This leads to a very long description.
Moving everything into one single panel would be a lot cleaner: this can be done by adding one more module to the part that gathers the reliability info from all modules and returns it in the GetInfo() method, while removing all the individual GetInfo() methods.
Flood of errors begins in tracking station when trying to select any ship already in-flight. I can focus on individual ships, but do not have the option of flying them. No problems with selecting new flights created after uninstalling DangIt folder. No problems when starting a new save. The issue does not persist if I restart the game with the mod reinstalled.
Multiple buttons are spawned in the toolbar. Only one of them seems to be working.
The ModuleSparesContainer doesn't fetch the GUI settings from the server, thus it is always limited to an interaction distance of 1m.
Implement a temporary discount on the failure rate after the inspection.
Each kerbal will have his own unique set of perks: each failure can require a type of perk to be carried out.
A higher skill level will allow a bigger repair bonus to be obtained.
Adding a window that will show information about the reliability of the ship's parts.
So, here we go.
We have clean install of KSP 0.24.2 with DangIt mod.
We launch a new ship of just one Command pod Mk. 1 and then recover it. Everything is OK.
Now we add Bahamuto Dynamics mod.
We again launch a new ship of just one Command pod Mk. 1 and then recover it. And ... everything is OK.
Now we add some B.Dynamics part to our ship. Let it be TRR-1 engine. We launch our ship again, recover it and... BANG! ... we get "NaN" funds added from recovered parts.
Right now, it is still shown as kerbalEva(BillKerman).
Right now the temperature aging is only applied when the part is active.
This means that it's possible to take a part through a re-entry without an aging penalty as long as it's not in use.
Additionally, the temperature should increase the instantaneous chance of failure.
Implement another type of failures for engines: Loss Of Coolant Action, that causes them to overheat much more easily.
Integrate all GUIs with the Toolbar
Implement a particle effect to show the resource leaking from a tank, and also apply a corresponding force to simulate the outward flow.
With DangIt installed, command pods have a negative cost.
Right now, empty tanks can still be chosen for a leak, which obviously causes no effect.
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