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This project forked from ippo343/dangit

7.0 2.0 6.0 8.08 MB

DangIt! A random failures mod for Kerbal Space Program

C# 98.30% Python 0.34% Batchfile 1.36%

dangit's Introduction

DANG IT!

A Random Failures Mod for Kerbal Space Program

Nicely cobbled together by Ippo ([email protected]) and rescued from oblivion by 602p

Latest incarnation is by Linuxgurugamer, with the Entropy add-on written by 602p merged into the mod

This mod requires the latest version of Module Manager to function, included in the zip file

dangit's People

Contributors

602p avatar bogfjellmo avatar deimos790 avatar eugenebutrik avatar ippo343 avatar linuxgurugamer avatar schmitt-florian avatar sneakertack avatar trypchangeling avatar

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dangit's Issues

[question]

Is a 1.7.3 update coming any time soon? CKAN won't let me install it without.
Also I appologize for the title.

Relative high prices for Spare Parts containers

Problem:
Parts with the ability to contain spare are cost up to 30times more than the same stock parts.
Eg. the Service Bay (1.25m) costs 9950$ compared to stock 500$. This seems extraordinary high considering you might not even want to store spare parts on some vessels.

Cause:
This seems to be the result of changes made in the SpareParts.cfg which besides adding the ability to store spare parts, increases the cost of the container.

Solution:
I suggest to lower the additional costs for the containers to be more inline with current stock balancing and cost per unit of storage in the "DangIt Repair Bay" part

Lag in editor with parts containing spareParts

Adding multiple parts to a craft with spareParts resource causes massive lag in the editor. One craft made of 500 fuel tanks causes no lag but a craft made of 10 command pods with spareParts drops frames from 60 to 15.

Alarm continues to sound

When I switch from my map view back to my vessel it beeps even tho there is nothing broken on it, it starts when something broke on a different vessel and persists across all vessels until I restart KSP, is there a fix for this that I am missing, any help would be greatly appreciated, I love this mod :) just wanna see if I can correct this issue.

[SUGGESTION] Warp-pauze

It's quite annoying to warp at like x1000 or higher and continuously having part failures every couple of seconds. Therefor I'd like to suggest an option for the player to set that will disable (some?) part failures above a certain warp rate.

ModuleManager 3.0.1 error in Tanks.cfg

ModuleManager version 3 indicates error in GameData/DangIt/ModuleManager/Tanks.cfg

Error message:
[ERR 22:45:15.321] [ModuleManager] Error - more than one pass specifier on a node: DangIt/ModuleManager/Tanks/@PART[*]:HAS[@RESOURCE[*],~name[PotatoRoid],!MODULE[NoFailureModules]]:FOR[DangIt]:FIRST

(see line 16920 in full log - KSP.log; mods.ckan )

Some modules are un-repairable

I am finding that a few modules seem to be un-repairable, in that the repair option does not show up. So far I have only seen this in two large parts, a 3.75m kerbitat (part of the MKS mod), and a hitchhiker that has been tweakscaled up to about 2x the size. It seems that the range for EVA repair is too small, and the size of these modules don't let you get close enough to get the options.

kRPC Compatibility?

kRPC compatibility would be very useful: it would allow external UIs to be built showing part failure modes etc, and allow those running mission control scenarios a more realistic way to interact with the mod. I have no experience at all with C, but hopefully it wouldn't be too difficult to implement compatibility using the kRPC Service API, and would be very much appreciated.

localization BUG

If you use other languages in KSP (e.g. German) some variables will be translated. So also "experienceTrait.TypeName". That's why every time I try to repair something, an error is thrown.

To fix the error you have to change the name of the variable in DangIt/blob/master/DangIt/Failure_modules/FailureModule.cs in line 820 from "kerbal.experienceTrait.TypeName" to "kerbal.experienceTrait.Config.Name".

See also: https://forum.kerbalspaceprogram.com/index.php?/topic/183531-psa-experiencetraittitle-and-experiencetraittypename-are-both-localized-do-not-use-in-logic-persistence/

Add sensor fails for science experiments

I suggest adding a sensor failure type for:

  • 2HOT Thermometer
  • PresMat Barometer
  • Double-C Seismic Accelerometer
  • GRAVMAX Negative Gravioli Detector

I tried implementing it as follows but there are still ways of resetting the experiments when they fail by a scientist. I was unable to fix it because my solution depends on disabling the GUI but the experiments change their own GUI state when an action is performed (e.g. transmitting data or taking them out by a kerbal).

ModuleEnviroSensor sensor;
ModuleScienceExperiment experiment;

protected override void DI_Disable()
{
	this.sensor.sensorActive = false;
	this.sensor.Events["Toggle"].guiActive = false;

	this.experiment.Events["DeployExperiment"].guiActive = false;
	this.experiment.Events["DeployExperimentExternal"].active = false;
	this.experiment.Events["DeployExperimentExternal"].guiActive = false;
	this.experiment.Events["CleanUpExperimentExternal"].guiActive = false;
}

protected override void DI_EvaRepair()
{
	this.sensor.Events["Toggle"].guiActive = true;

	this.experiment.Events["DeployExperiment"].guiActive = true;
	this.experiment.Events["DeployExperimentExternal"].active = this.experiment.Events["DeployExperiment"].active;
	this.experiment.Events["CleanUpExperimentExternal"].guiActive = true;
}

broken RCS thrusters are unrepairable after saving and loading

RCS thrusters after they break, after saving and reloading a game with the thrusters broken I'm unable to select the repair option for them any longer? (Repairing them initially seems fine, but loading after the game is saved with one in a broken state makes that one no longer repairable.)

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