zer0Kerbal Posted March 8, 2020 Share Posted March 8, 2020 (edited) 2 minutes ago, severedsolo said: I think FailureRepair is something to do with Missions. As far as I can tell, it doesn't actually do anything in game. Chutes and Wheels use RepairSkill IIRC (I was looking at this a couple of weeks ago for a different project). Looks like MKS Mechanics have the RepairSkill but not FailureRepairSkill so if you were to do that (and I agree it would make sense) it would need to be patched in. patching is easy. FailureRepairSkill it will be: unless reason not to is brought up - also providing I can determine the code needed to implement. currently: if (p.experienceTrait.Description == "FailureRepairSkill") wait - it is a list so would have to step through it somehow - Spoiler public List<ExperienceEffect> Effects { get; } Edited March 8, 2020 by zer0Kerbal Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 8, 2020 Share Posted March 8, 2020 so this looks promising Spoiler for(int ii = 0; ii < p.experienceTrait.Effects.Count(); ii++) if (p.experienceTrait.Effects[ii].Name == "FailureRepairSkill") { repairChance += p.experienceLevel * 0.1f; break; } Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 8, 2020 Share Posted March 8, 2020 (edited) this new method also gives access to: p.experienceTrait.Effects[ ].Level p.experienceTrait.Effects[ ].LevelModifiers so this is the end result *fingers crossed* Spoiler ProtoCrewMember p = FlightGlobals.ActiveVessel.GetVesselCrew().ElementAt(i); for(int ii = 0; ii < p.experienceTrait.Effects.Count(); ii++) if (p.experienceTrait.Effects[ii].Name == "FailureRepairSkill") { if (p.experienceTrait.Effects[ii].LevelModifiers.Length > 0) { repairChance += p.experienceTrait.Effects[ii].LevelModifiers[p.experienceLevel]; Debug.Log(String.Format("[OhScrap]: name {0) experiencetrait {1) level {2) modifier {3)", p.name, p.experienceTrait.ToString(), p.experienceLevel.ToString(), p.experienceTrait.Effects[ii].LevelModifiers[p.experienceLevel].ToString())); } else repairChance += p.experienceLevel * 0.1f; break; } I will put it on It is now on Github as a special build for @Dirk to beta test. Includes new patch for Mechanics (and Engineers). Feedback requested, will not proceed without it. @Dirk kindly put in an issue request (feature request) in GitHub for this. *** Open beta for KSP 1.9.1 coming soon. Like now: https://github.com/zer0Kerbal/OhScrap/releases/tag/2.1.0.0 SOURCE: GitHub License: Edited March 8, 2020 by zer0Kerbal Link to comment Share on other sites More sharing options...
dlrk Posted March 12, 2020 Share Posted March 12, 2020 Pretty neat experience I had with OhScrap: Gear failed in flight, so I wound up gliding my SSTO to a very low speed water landing, with total sucess. Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 12, 2020 Share Posted March 12, 2020 1 hour ago, dlrk said: Pretty neat experience I had with OhScrap: Gear failed in flight, so I wound up gliding my SSTO to a very low speed water landing, with total sucess. nice! so I take it that Mechanics are happier in your version? If so I will add it to the next release. Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 13, 2020 Share Posted March 13, 2020 (edited) PRE-RELEASE DO NOT USE ON LIVE SAVES! YOU.HAVE.BEEN.WARNED. OPEN BETA Version 2.1.1.0 - More ways to Fail, and more Kerbals allowed to fix it zer0Kerbal released this 12 Mar 2020 Version 2.1.1.0 More ways to Fail, and more Kerbals allowed to fix it folder restructuring improved workflow added 'Validate AVC .version files' workflow by @ DasSkelett (thank you @hebar) Allow 'Mechanics' from USI to affect effets suggested by @dirk current code allowed Engineers (and only Engineers) a bonus to repairs adjusted code to allow any Kerbal with the "FailureRepairSkill" to receive a bonus to repairs FailureRepairSkill is a Stock skill that all Engineers have added a patch that adds FailureRepairSkill to USI MKS Mechanics easy to add "FailureRepairSkill" to other careers if requested by users New parts can fail! Implement engine under-thrust/under-Isp failures in a way that doesn't depend on thrust limiter. thank you to @bfrobin446 code from TestFlight (thank you @Agathorn @linuxgurugamer and et al) section covering this code (CC BY-NC-SA 4.0) inserted into license file Edited March 13, 2020 by zer0Kerbal Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 13, 2020 Share Posted March 13, 2020 (edited) New Thread Here Development thread for both OhScrap! and ScrapYard (new betas (if any) will be posted there) Edited March 13, 2020 by zer0Kerbal Link to comment Share on other sites More sharing options...
gooseapple5 Posted March 31, 2020 Share Posted March 31, 2020 I couldn't find any information about it but, do parts still get worse after they're not new, like the bathtub curve? And if so, is there a way to disable that? Link to comment Share on other sites More sharing options...
Beetlecat Posted March 31, 2020 Share Posted March 31, 2020 35 minutes ago, gooseapple5 said: I couldn't find any information about it but, do parts still get worse after they're not new, like the bathtub curve? And if so, is there a way to disable that? better to ask at the new thread: Link to comment Share on other sites More sharing options...
James Kerman Posted April 1, 2020 Share Posted April 1, 2020 Thread locked at OP's request. Link to comment Share on other sites More sharing options...
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