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[1.12.4] OhScrap! (OHS) A ScrapYard (SYD) based Part Failure and Reliability Mod - 2.2.99.0-prerelease `<允许降落伞损坏>` edition [28 Dec 2022


zer0Kerbal

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How much work would it be to attach an explosion to a part failure event? Preferably with a MM configurable random delay. So when your SRB part fails, the warning shows up and between X an Y seconds later it explodes, with explosion strength scaling with the failed part's mass.

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  • 5 weeks later...
  • 2 weeks later...
  • 3 months later...

Has anyone tried OhScrap! and TestFlight to see if they are compatible?  I wanted the failure rate of engine run time supplied by TestFlight along with OhScrap!’s functionality (or anti-functionality). :D

We still luv your mods @zer0Kerbal. I hope you return soon.

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2 hours ago, jlcarneiro said:

Thanks! Seems to be working fine so far (got a reaction wheel failure as soon as activated a probe but can't complain, right?) except for the icon on stock toolbar, it became a white square.

Thank you

hmm... will look into that.

Do you have toolbar controller installed?

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3 minutes ago, zer0Kerbal said:

Thank you

hmm... will look into that.

Do you have toolbar controller installed?

That's a missing PNG for the image @zer0Kerbal

You should see something in the log file

If ToolbarController wasn't installed, wouldn't work at all

Edited by linuxgurugamer
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49 minutes ago, zer0Kerbal said:

funny - this beta has been around for some time - first time it was commented on. :eek:  

Hey @zer0Kerbal, your icon turned into a white square. :) 

(Just installed the newer version)

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32 minutes ago, zer0Kerbal said:

hmmm...

line 282 of UPFMUtils.cs


GameDatabase.Instance.GetTexture("OhScrap/Plugins/Icon", false));
 

thing is - Icon.png is where it is supposed to be. unless it needs 'GameData/' or '.png' added.

issue created.

Oh, you don't even have the ToolbarController supported at all.  It's just the stock toolbar.

check to see if it's actually in the release file

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45 minutes ago, zer0Kerbal said:

hmmm...

line 282 of UPFMUtils.cs


GameDatabase.Instance.GetTexture("OhScrap/Plugins/Icon", false));
 

thing is - Icon.png is where it is supposed to be. unless it needs 'GameData/' or '.png' added.

issue created.

It's not in that directory:

It's in:

OhScrap\Plugins\PluginData\Textures\Icon.png

Oh, and that won't work either, because the game won't load anything from any directory which is called PluginData

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oh jeez... seems that issue is only in the archive on curseforge. fixed.

 

so...

Thank you to @jlcarneiro for pointing this out; @Probusas well; and @linuxgurugamerfor helping sort it out.

File will be available once CurseForge approved the upload.

@zer0Kerbal zer0Kerbal released this 6 minutes ago

OhScrap!Version KSP 1.9.1 KSP-AVC License MIT 68747470733a2f2f692e706f7374696d672e6363
Validate AVC .version files


Version 2.1.1.1-prerelease

More ways to Fail, and more Kerbals allowed to fix it (part II)

02 Jun 2021 [KSP 1.9.1]

Repair

subChangee = fix Icon.ping (issue #11) by moving it where it should be
  • other minor housekeeping items

Updatechangelog to modern KerbalChangeLog standards

Changed Back end

  • add auto JSON
  • update automation to latest version
  • start working with yaclog-KSP (thank you cineboxandrew!)

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

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On 1/12/2021 at 10:21 AM, Nnimrod said:

How much work would it be to attach an explosion to a part failure event? Preferably with a MM configurable random delay. So when your SRB part fails, the warning shows up and between X an Y seconds later it explodes, with explosion strength scaling with the failed part's mass.

https://github.com/zer0Kerbal/OhScrap/issues/14

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On 1/12/2021 at 10:21 AM, Nnimrod said:

How much work would it be to attach an explosion to a part failure event? Preferably with a MM configurable random delay. So when your SRB part fails, the warning shows up and between X an Y seconds later it explodes, with explosion strength scaling with the failed part's mass.

 

15 hours ago, zer0Kerbal said:

and now in 1.12.0 there will be fireworks... might just be able to use that code to add to parts when they fail....

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@zer0Kerbal, have you ever tried Testflight's Engine Failure mod with OhScrap!?

You know, typing this I got to thinking. If you turned OhScrap!'s engine failures off, then I bet it would work just fine with TestFlight. 

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3 hours ago, Probus said:

@zer0Kerbal, have you ever tried Testflight's Engine Failure mod with OhScrap!?

You know, typing this I got to thinking. If you turned OhScrap!'s engine failures off, then I bet it would work just fine with TestFlight. 

 

 if it works, kindly push it onto github (so you get credit) and I can install a blurb into the readme, and maybe be able to include a compatibility patch for testflight in the next release.

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  • 1 month later...

OhScrap (both latest and pre-release) does not track part generations in 1.12 for me. Part's are always Generation 1. Anyone has the same problem? I disabled Scrap Yard as Inventory still does not work, is some part of Scrap Yard necessary for generation fracking in OhScrap to work?

EDIT:  NVM, SY's part tracker must by enabled...

Edited by JebIsDeadBaby
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  • 3 weeks later...

 

Mod Version
KSP version KSP-AVC License GPLv2 68747470733a2f2f692e706f7374696d672e6363
Code 
Validate AVC .version files

 

DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL

download from CurseForge

  • usual spring cleaning and automation
  • update folder structure
  • update to modern back-end automation
  • resolves issue #6

Update

  • recompile for KSP 1.12.x
  • to .NET 4.7.2
  • to C# 9.0
  • to Version.tt [v2.0.0.0]

correct

  • changelog thank you to 7ranceaddic7

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support


Kerbal Space Program 1.12.1
Unity 2019.2.2f1
.NET Framework 4.7.2
C# 9.0

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

Edited by zer0Kerbal
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  • 1 month later...

I tried this mod and I really like it a lot, but let me tell you the thing that brought me back to Dangit: The audible alarm on failure. EHH-EHH-EHH-EHH. I use KOS to automate my launches, so I often let the game run in the background (playing with JNSQ a launch to orbit can take close to 10 minutes of just watching the screen) and with Dangit I get an immediate notification that a failure has occurred, while with OhScrap I have to watch for on-screen messages. I don't know how the licensing works, but do you think it'd be possible to adopt the alarm from Dangit and incorporate it in this mod?

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9 hours ago, jefferyharrell said:

I tried this mod and I really like it a lot, but let me tell you the thing that brought me back to Dangit: The audible alarm on failure. EHH-EHH-EHH-EHH. I use KOS to automate my launches, so I often let the game run in the background (playing with JNSQ a launch to orbit can take close to 10 minutes of just watching the screen) and with Dangit I get an immediate notification that a failure has occurred, while with OhScrap I have to watch for on-screen messages. I don't know how the licensing works, but do you think it'd be possible to adopt the alarm from Dangit and incorporate it in this mod?

Thank you for the feedback; interesting and great idea.

no guarantees - but should be doable - and would set it up to allow you to turn it on and off via settings.

https://github.com/zer0Kerbal/OhScrap/issues/19

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18 hours ago, jefferyharrell said:

I tried this mod and I really like it a lot, but let me tell you the thing that brought me back to Dangit: The audible alarm on failure. EHH-EHH-EHH-EHH. I use KOS to automate my launches, so I often let the game run in the background (playing with JNSQ a launch to orbit can take close to 10 minutes of just watching the screen) and with Dangit I get an immediate notification that a failure has occurred, while with OhScrap I have to watch for on-screen messages. I don't know how the licensing works, but do you think it'd be possible to adopt the alarm from Dangit and incorporate it in this mod?

I can’t express how much I agree with you. I think Oh Scrap is the superior mod..  but it’s just missing that one feature that really makes dangit shine. 
 

Whenever I’m flying in a plane and that alarm goes off letting me know an engine burned out just feels so cool. Or heading to the Mun, BAM! The alarm goes off and I feel like I’m in Apollo 13. 

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