This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
This software is provided "as-is" with no warranties.
Presented under the GPL v3 license.
Creation and/or publication of media (images, videos, etc.) while using this software is authorized.
Created by: Nifty255
Copyright 2014 All rights reserved.
This mod is in ALPHA. There will likely be bugs. The parts are not balanced. If you have a bug, or a suggestion, please leave your feedback in a mature manner. Also, all parts currently included in the mod are NOT the IP of Nifty255 and will change before final release.
FEATURES:
Parts that can fail are tested based on their "reliability", which drains faster or slower, depending on the "quality". The quality of a part also affects the cost of that part. Lower quality makes it cheaper, but also makes failure more likely. Some parts also rely on not being shaken up too badly (excessively high g forces) to remain operational. Each kind of failure is individually tested against the appropriate module. As an example, an engine will have up to 4 different pieces that can fail:
The ignition coil
The cooling system
The gimbal motor
The alternator
Most failures have two options for fixing:
A standard fix, which will cost Rocket Parts, and a second, more silly option, which is free, but provides a risk of further damage. The free option may need to be clicked more than once.
Engines can fail:
Ignition failures while throttling up from 0, preventing the engine from firing.
Cooling failures while the engine is running, causing greatly increased heat production.
Gimbal freezes while the engine is running, reducing maneuverability of the craft.
Alternators can fail due to engine burns or excessively high g forces.
Decouplers can fail:
Lights can fail:
Tanks can leak:
The altimeter can fail:
The thrust gauge can fail:
A Reliability Monitor has been added:
The monitor also has quality and reliability, but cannot "break". Instead, reliability information becomes more inaccurate as reliability drains.
Through the Monitor GUI, parts with failed modules can be set to highlight red.
Through the Monitor GUI, a color map of the ship's status can be placed on the ship. Green for high reliability, yellow for aging, and red for very low.
Failures can be fixed by going on EVA, getting some spare Rocket Parts, right-clicking the part, and attempting the fix.
Most failure types have two repair options, one which costs Rocket Parts and is more reliable, and another, more silly option that is free, but may make the problem worse. Be warned, though. Most proper repairs require an experienced Kerbal Engineer.
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.