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Kalpar

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Everything posted by Kalpar

  1. Now that I know the SRB's are using the old way, I think I might see where the failure rate issue is coming from... https://github.com/severedsolo/OhScrap/blob/master/OhScrap/UPFMUtils.cs#L76 Here you grab the list of BaseFailureModule based parts, which includes SRB's. Later when you run over that list, you don't filter SRBs out of then either. Also I think I might have found the issue with the SRB's constantly playing the shutdown sound over and over... https://github.com/severedsolo/OhScrap/blob/master/OhScrap/SRBFailureModule.cs#L25 Here you loop forever calling FailPart... Within FailPart, you only check if the currentThrottle is 0, but I'm guessing the throttle never gets reset to 0 when you call engine.Shutdown(). Probably a few ways to prevent shutting down the engine again; maybe just set the throttle to 0 yourself? Thanks, --Kalpar
  2. I also think that checking a max of 100 times in that loop might be extreme for small part count rockets... A rocket with 3 parts would have their parts checked about 33 times each while 200 part rocket will only have half of the parts checked. Also taking a random part might not be the best thing if your looping through the parts. We tossed around a bunch of ideas on stream but couldn't come up with something that we thought would be good. Only suggestion I can think of is that if you want to use random parts (performance reasons?) would be to base the max checks on the number of parts found that can fail. Maybe something like NumParts / 3 rounded up? --Kalpar
  3. We think there is an issue with this part of the code... We have Gen 22 SRB's that are failing before Gen 1 and 2 parts... In fact we having seen a Gen 1 part fail yet... Here is the link to Das's VOD... Probably best to look near the end... Say starting at about the 8:45:00 spot. Thoughts on what the problem might be? --Kalpar
  4. Thanks for the update! I guess we will have to see how this works out in play testing... Not sure I get the full implications of the change. I like this change myself! I like this this rebalance. Makes higher level Engineer's have a really good purpose! One thought would be that maybe high level Engineers could try multiple times to fix a part? So %90 change to repair and %10 chance to ruin the part? (or something like that) Thanks for adding this! --Kalpar
  5. Thanks for the quick replies! If you would like someone to beta test changes and such, Das is just starting his Ultra Hard Core play through today or tomorrow or so. --Kalpar
  6. Coming over from the ScrapYard thread... Could we get a couple of things in a config file? Or let me know how to change/fix these? 1) Right now, it appears from the code that Generations is maxed out at 10? (in terms of reducing the chance of failure) For larger vessels going on long missions, it seems like the failure rate is too high. 2) Also from the code, it appears that an engineers level only offsets the repair chance by their level? So a level 5 engineer is %85 + 5 = %90 (with a max of %90). Can this be configured via a config file? Both max and the bonus from the levels? Some new feature requests... What do you think of these? 3) Could parts be upgraded (for a cost) to the latest generation of the part? Maybe adding build time, and/or chance to do something bad (destroy the part, add uses, etc)? 4) How about a concept of refurbishing parts? With a budget mod, sometimes its better to take some time and refurbish a part (lower the use count). Mostly just thinking out loud on this one as I thought of it after typing #3. Thanks, --Kalpar
  7. He's streaming it right now and told me to tell you "Thanks! I really appreciate it!" --Kalpar
  8. (Quote from the old thread) Hello @severedsolo I've been working with DasValdez as he's putting together a collection of mods for a KSP play through and he's run into something that he was hoping you might help him with... He is using KCT + OhScrap + Scrapyard (plus a bunch of other mods utility mods, no parts mods). He ran into the above interaction (quoted above) and he agrees that the generation part should not be increased, but he was trying to pre-build parts (because of KCT build times) and couldn't put the parts into the inventory to be applied to future vessels. Do you agree and could you change the interaction so that if you don't fly/launch the parts that they go into the ScrapYards inventory with the original generation instead of the improved generation? Thanks! --Kalpar
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