Kerbal Mechanics: Part Failures and Repairs

Rocket parts shouldn't be 100% reliable, especially if Jeb built them.

License: GPLv3

Game Version: 1.0.5

Downloads: 2,906

Author: Nifty255

Mod Website: Forum Thread

Followers: 26

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

Kerbal Mechanics: Part Failures and Repairs

V0.6.4.1: Alpha

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:

  • While decoupling in any way, the decoupler may either decouple, do nothing, or explode.

Lights can fail:

  • Once a light has begun to fail, it will begin flickering for a few seconds, and then burn out.

Tanks can leak:

  • Over time, tank walls can weaken, leading to leaks. The size of a leak is random, and the leak is quickest the fuller the tank is, simulating pressure.

The altimeter can fail:

  • Excessively high g forces can damage the altimeter, causing it to display incorrect height data.

The thrust gauge can fail:

  • Excessively high g forces can damage the thrust gauge, causing it to display an incorrect thrust value.

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.

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