<FLHerne>
the truth is fine, the coffee not so much
<xxcoder>
mission add fail btw fl
<FLHerne>
yes, I saw
<xxcoder>
lol ok
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<FLHerne>
.outcome add Eve has no chill at all.
<LunchBot>
Added outcome: Eve has no chill at all.
<raptop>
It's chill enough that the explodium sea doesn't detonate
<xxcoder>
;mission add You decide to use explodium sea liquid from Eve as rocket fuel.
<LunchBot>
Added mission: You decide to use explodium sea liquid from Eve as rocket fuel.
<raptop>
!outcome explodium
<LunchBot>
Unlucky for you, the KTSB has a literal mountain of evidence attesting the crimes. Lucky for you, the KTSB's warehouses were also constructed of explodium.
<raptop>
!outcome explodium sea
<LunchBot>
This triggers the explodium sea to explode.
<raptop>
eh
<raptop>
!outcome explodium sea
<LunchBot>
The Explodium Sea lives up to its name.
<FLHerne>
.outcome add You honestly have NO idea what's going to happen now.
<LunchBot>
Added outcome: You honestly have NO idea what's going to happen now.
<FLHerne>
.outcome add Oh neat, they ALL died! A bold scientific approach!
<LunchBot>
Added outcome: Oh neat, they ALL died! A bold scientific approach!
<raptop>
Incidentally, in RP-1, engines have a testing/reliability rating that goes from 0 (just started) to 10k. (arbitrary units)
<raptop>
You can gain a maximum of 1k per flight, and will always hit that if the engine fails.
<FLHerne>
That's a neat idea
<FLHerne>
KSP engines' perfect reliability always seems out of keeping with their junkyard descriptions
<packbart>
Kerbalism has something similar (max number of relights and two "quality" options for random failures). I eventually turned it off, though :)
<packbart>
I remember a few other reliability mods but didn't look at them
<packbart>
I did keep the reliability option on for things like solar panels, antennas, etc. because I could more easily put backup parts on the craft
<packbart>
just not the engines. it would usually be a mission failure
<packbart>
It made me build launchers with the actual launch escape motor and abort action groups, though :)
<raptop>
Yeah, reliability works better when you're more of running a space program than directly flying the rockets
<packbart>
I still use the staging sequence of solid boosters, liquid engines, then launch clamps. if one of the boosters failed to ignite, I could scrub
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<raptop>
!outcome add It's really more of a bloodbarn or bloodwarehouse than a bloodshed...
<LunchBot>
Added outcome: It's really more of a bloodbarn or bloodwarehouse than a bloodshed...
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<FLHerne>
.mission add You create a mod that lets you use any tank part for any liquid. Fuel, oxidizer, xenon, mystery goo, blood...
<LunchBot>
Added mission: You create a mod that lets you use any tank part for any liquid. Fuel, oxidizer, xenon, mystery goo, blood...
<xxcoder>
liquidifed kerbals...
<xxcoder>
;outcome add Craft lands so hard that it liquifies all kerbals in it, but mission is a success otherwise.
<LunchBot>
Added outcome: Craft lands so hard that it liquifies all kerbals in it, but mission is a success otherwise.
<raptop>
Hey, at least this means more mystery goo experiments are available