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gap

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Everything posted by gap

  1. @Starwaster @severedsolo Maybe I can add something. First off, the problem is not exactly ScrapYard refusing to appy the inventory to the Mk1 pod, but the inventory not getting applied automatically to the said part when the 'auto apply' function is checked, and the pod resetting to new whenever a change is made to the vessel it belongs to. That means that I am forced to apply the inventory to it manually, at the very end of the assembling process. Secondly, I must admit that I have started using DeadlyReentries after starting my current career, and probably after building the pod that now I want to be applied automatically. Might that be the cause of my problem? It is true, besides SY and DR, I have several other mods, but none that I can think of that would interfere with SY. Starwaster, If you want to have a look into my mod list or you need more details on the issue I described above (including save game and logs), you can find them in the OhScrap thread starting from this post:
  2. Thank you very much severedsolo, I would have never tracked down DeadlyReentry as the cause of this problem. Hopefully Starwaster will be able to answer all the the questions you have posed above and to devise a proper fix
  3. It works! With this new version, vessel's safety rating is always updated even after having closed a previously assembled/loaded vessel and having started a new craft. There is one remaining bug though: some parts seem to be ignored as "worst part" in the OhScrap window. You can notice that if you run the save game I sent you yesterday and you load the "Gliding Lizard Mk. III" in the VAB; its SRB (safety rating = 4) is always reported as the worst part, even though one of the Mk 16 parachutes has a worst safety rating (=2). Curiously, if I replace any of the tested/used parts (including the Mk 16 chutes) with a completely new one (safety rating = 1), the new part will be correctly considered the worst part rather than the said RT-10 solid fuel booster. Any idea on why that might happen?
  4. For me the latest KCT version seems to work with KSP v1.7.1. Probably linuxgurugamer will have a better answer, but to the best of my (very limited) knowledge, I don't see any reason why the same KCT version shouldn't work with KSP v1.7.2 or with the upcoming v1.7.3.
  5. With the save game I sent you yesterday, reproducing the bug should be quite straightforward. Should you need my directions to do it, I will gladly assist you when/if you decide to address the problem.
  6. Okay, I will test the new version as soon as possible and I will let you know if I see any other problem with it. Hopefully the experience you have gained with this fix will help you ironing out similar small bugs. Talking about the SY-related issue, do you think it can be solved as well? It is not a big problem indeed, but removing it would make ScrapYard a more polished and user-friendly product
  7. Great news, thanks! Will the new version solve both the problems that we have discussed yesterday? (Safety rating calculation not working after pressing the 'New craft' button, and the root part resetting to new when a change to any other part is done)
  8. Here you go: https://www.mediafire.com/file/kmvaogmold4snnf/Files_for_Severedsolo_1.rar/file I have include a CKAN file with the main mods I have currently installed. The VAB craft that I have played with for testing your mod should be the one called "Gliding Lizard V", but I think using any other rocket won't make much difference. For now I think that's all from my part, but let me know if I can help you in any other way
  9. Good question. When editing crafts (adding/removing parts) the safety rating is calculated correctly but, during my tests, every time I made a change to the vessel, SY kept selecting a new core part (a capsule) rather than using a pretested one even though I had not changed that part and the "auto apply" option was checked. In order to use that capsule on my vessel, I had to re-apply it manually whenever I added/removed any other part.
  10. Just tested the last version. It works... more or less: when I enter the VAB and load a saved craft, its safety rating is calculated correctly. Nonetheless if, after loading/assembling a craft, I push the "New craft" button and then I load another craft, I get again the usual "0" safety rating, even though tested parts are applied to the rocket. In order to make the safety rating calculation to work again, I need to exit the VAB and enter it again. Replicating this bug should be easy enough, but if you prefer I can send you the logs of my last gaming session
  11. Sorry for the late reply and glad that you managed tracking down the error! Let me know if you need anything else from my part, otherwise I will be patiently waiting for the next version
  12. I updated to ScrapYard 1.1.3 and the bug above still persists. All my old parts were originally built using SY 1.1.2 though. Could it be the reason why craft's safety rating is miscalculated in the VAB?
  13. If you already built a given part and you didn't recover it (or you recovered it but you did not re-use it), and the next time you built a rocket including that part its generation number didn't increase, then something seems to be wrong. But, as I said before, if you want severedsolo to track down the problem, I think you should run another test using the last SrapYard version released today...
  14. I can be very much mistaken, but I thing that "generation" is how many times you have built a certain part during your career. It not advancing after a flight might be perfectly normal: If SY's auto-apply function is checked, every time a craft is assembled/loaded in the VAB/SPH, the mod tries using already built parts if they are available. The result is that at each new launch, usage number increases, while generation number keeps constant. Recycling parts is a cost- and time-effective method if you are using SY's (experimental) fund override method and KCT, but every time you re-use a part after the second usage the reliability of that part will decrease and, even worst, you will miss the advantages of increasing the generation number. P.S: SrapYard v1.1.3 is out for testing. You might want to install that version instead of v.1.1.1
  15. I never tried it, but going by the info I have read on its thread, it looks cool too! LOL. The other day on the KKS thread, I was commenting with Betlecat how for many of us it is right the opposite: we don't seem to enjoy the game if we can't smash up our rockets in many unpredictable ways That makes sense. So, If we could set the general failure chance of each failure mod, we could even benefit in therms of failure variety, from using several of them...
  16. Perfect thanks! I will install it right away and I will let you know in case I notice anything wrong
  17. Thank youvery much, I have been waiting for this release for a long time now! Until some mods aren't updated I wont upgrade to the latest KSP version. Can we safely install this new ScrapYard release on top of KSP v1.7.1?
  18. Since you seem to enjoy living on the edge, you might also be interested in this other mod: Anyway my doubt is, don't multiple failure mods risk to mess with each other or, at best, to create a totally unbalanced failure rate? @severedsolo what is your opinion on that? Talking in general, would you recommend using OhScrap! together with Dang It| and/or other similar mods?
  19. So true Beetlecat! I am also following the threads of some popular failure mods, and they are full with similar reports and comments LOL
  20. Thank you very much, I would really appreciate that!
  21. Thank you Nereid, you have been perfectly clear! Is there any hope that you might add an option for backing up only on manual saves, and another one for deleting old/redundant saves by manual selection (instead of having to rely on days, min and max configuration settings?)
  22. Thank you for your quick answer. I seem to understand that you support the TAC Life Support mod, good to know! Have you ever tried other similar mods? Kerbalism (as I understand by far the most complex of them) for example has its own failure module. I wonder if blacklisting the resources that this mod adds to the game, is enough for avoiding conflicts between it and OhScrap!
  23. Hi @severedsolo, I am considering to expand my mod list and I have a question for you: if a life support mod is used together with OhScrap!, are supplies (food, water, oxygen, etc.) and wastes ("mulch", CO2, etc.) added to the game by similar mods, treated as any other resource that can leak at times?
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