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ModuleDecoupler failure #96

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anxcon opened this issue Jan 29, 2015 · 7 comments
Open

ModuleDecoupler failure #96

anxcon opened this issue Jan 29, 2015 · 7 comments

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@anxcon
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anxcon commented Jan 29, 2015

lets face it, if ModuleDecoupler failed, it could really ruin a day :) giving reason to EVA and inspect parts before re entry into that planet you spent months flying to - though i see this as more of manufacturing issue, not so much 'time decays it' issue.....in either case, once ModuleDecoupler can fail, the module can be used with procedural fairings for failures :) and much more things

@602p 602p added this to the Alpha 5.4 milestone Mar 17, 2015
@602p
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602p commented Mar 17, 2015

@Ippo343 Do you think a failure this spectacular would be more in scope of Entropy or DangIt?

@Ippo343
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Ippo343 commented Apr 4, 2015

Hey @602p ! Sorry for being absent. I'm fine with it either way. Your call :)

@602p
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602p commented Apr 8, 2015

I think I will put this in entropy.

Maybe we should have to versions, one in dangit where it decouples with 0
force, and one where it fails to fire and has to be triggered manually in
entropy.
On Apr 4, 2015 1:14 AM, "Michele" notifications@github.com wrote:

Hey @602p https://github.com/602p ! Sorry for being absent. I'm fine
with it either way. Your call :)


Reply to this email directly or view it on GitHub
#96 (comment).

@anxcon
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anxcon commented Apr 11, 2015

explosive decoupling is done by explosive bolts, they connect 2 objects, then the bolt is made to fail/come apart/break by an explosive inside as well as premade cuts in the bolt to ensure it breaks at specific place. therefor a simple "didn't work" when triggering the decoupler is the realistic effect. along that lines, it would be nice to have no sign that it is failing (no sign of decay) but inspecting it and/or using it would cause it to show as malfunctioning, giving reason to inspect before re entry.

on the other hand, they can fail in another way, simply becoming detached on their own (no force). as it is afterall bolts that hold it on. however this effect of simply "detaching" randomly may be more suited to a different module, to perhaps give to other parts beyond just decouplers - this effect also seems more of something for entropy, as its essentially parts that randomly fly off

@Ippo343
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Ippo343 commented Apr 16, 2015

@anxcon has made some very good points. I'd say that we should implement only a "failed to decouple" mode in DangIt.

That being said, I'm not clear on how we can intercept the decoupling event and suppress it...

@602p
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602p commented Apr 16, 2015

The implementation in Kerbal Engineers seems apt for adaption (disable the 'Decouple' events for the actual ModuleDecoupler and replace them with identically named ones from ModuleReliabilityDecoupler.)

I'll put this together soonish.

@Ippo343 Ippo343 modified the milestones: Alpha 5.4, Alpha 7 Apr 28, 2015
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602p commented Oct 29, 2015

I've got a working implementation of no-force decouplers. The current mechanic I have it for it to only age when stage lock is disabled. What do you think of that @Ippo343 ? I don't know whether that is too much of a playstyle change, and am open to other alternatives.

@Ippo343 Ippo343 modified the milestone: Alpha 7 Jun 13, 2016
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