Konstantin Kerman Posted May 28, 2023 Share Posted May 28, 2023 The mod is good enough, though there is not enough visualization of the effects of a fuel leak so that it does not just disappear from the tank, but flows out and it can be seen. I would also like the chassis to freeze in its position when it breaks, as they did in the EVA Repairs mod. This will add more realism to the game Quote Link to comment Share on other sites More sharing options...
epicpupster239 Posted June 11, 2023 Share Posted June 11, 2023 Mod returns an error when trying to repair an object, objects irreperable Quote Link to comment Share on other sites More sharing options...
authorizeduser Posted July 26, 2023 Share Posted July 26, 2023 Great concept but far too punitive and unrealistic. Is there any way to modify the failure rates? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 26, 2023 Author Share Posted July 26, 2023 On 6/11/2023 at 5:43 PM, epicpupster239 said: Mod returns an error when trying to repair an object, objects irreperable Kindly submit Issue on GitHub including KSP.log and ModuleManager.configcache 1 hour ago, authorizeduser said: Great concept but far too punitive and unrealistic. Is there any way to modify the failure rates? Yes. Using a MM patch or directly editing the individual files located at `GameData/OhScrap/Compatability` (MM patch better because each new version of OhScrap! would overwrite changes) e.g. Spoiler @PART[*]:HAS[@MODULE[ModuleAlternator]]:NEEDS[OhScrap,ScrapYard]:FOR[OhScrap] { MODULE { name = AlternatorFailureModule baseChanceOfFailure = 0.11 expectedLifetime = 6 } } Quote Link to comment Share on other sites More sharing options...
authorizeduser Posted July 26, 2023 Share Posted July 26, 2023 Quote Yes. Using a MM patch or directly editing the individual files located at `GameData/OhScrap/Compatability` (MM patch better because each new version of OhScrap! would overwrite changes) Sweet! Thank you for the quick and detailed response! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 26, 2023 Author Share Posted July 26, 2023 1 hour ago, authorizeduser said: Sweet! Thank you for the quick and detailed response! YVMW! Quote Link to comment Share on other sites More sharing options...
ke5tgd Posted August 15, 2023 Share Posted August 15, 2023 There is a bug when repairing parts with an engineer on EVA. OhScrap.ModuleUPFMEvents.RepairFailCheck throws a NullReferenceException. I think its to do with the if statement on line 215 of ModuleUPFMEvents.cs (2.2.99.0) because the error happens regardless of if the modifiers list to FailureRepairSkill exists (regardless of if the logic in 215 is true or not) but does not happen with crew that aren't engineers (bug occurs after entering the if statement at 213). its possible I did not remove the modifiers list to FailureRepairSkill because I don't really know what I am doing so 217 and 218 should still be considered suspect. I have some other mods going and I am on version 2.2.0.0 with KSP 1.12.5. I can do more trouble shooting if this isn't enough to point in the right direction. I did look to make sure another mod wasn't messing with FailureRepairSkill but I *think* its just this mod and stock game. I also might try to get your code in VS so I can add some debug lines but don't count on it, I am a big noob at C# and VS let alone KSP plugins. Quote Link to comment Share on other sites More sharing options...
_Lozhkin_ Posted September 22, 2023 Share Posted September 22, 2023 Hi! Can you please tell me how to change the mod settings? I don't see a mod button in the game. I tried to change the cfg file, but either I’m making changes in the wrong file, or it just doesn’t work. Game version 1.12.5.3190, mod version 2.2.0.0. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted October 14, 2023 Share Posted October 14, 2023 Hi - assuming it's a poor idea to install this during a career save? Quote Link to comment Share on other sites More sharing options...
Scarpa4513 Posted January 24 Share Posted January 24 Hello there! I really love this mod, its just that I have a few issues (which might also be due to me not understanding the mod properly though) Especially when using solid rocket boosters I often have the problem that they fail to ignite and I am not really sure how to solve this. Especially with solid fuel I often don't bother with making the stage reusable so I have no real way to test them before the final launch and I don't want to stop using solid boosters completely. Any Idea on how to fix this? I was thinking that maybe there is some sort of pre-launch check that I can do and that I just missed it, but I really have no Idea Quote Link to comment Share on other sites More sharing options...
Bimo1D Posted February 3 Share Posted February 3 Hey! Here is russian localisation file for the mod Quote Link to comment Share on other sites More sharing options...
Micro753 Posted April 2 Share Posted April 2 Is there an easy way to make the part failures show up in the flight log? I'm trying to do a career playthrough with only IVA (using raster prop monitor), and I can't find anyway to see what part failed and in what way. This would make the flight log actually useful. Quote Link to comment Share on other sites More sharing options...
CubertFarnsworth Posted April 10 Share Posted April 10 Does anyone know how to identify in the SPH or VAB which parts are damaged to replace or how to repair them. I have to sell and rebuild a new plane every time since they are not repaired in the hangar. Defeats the whole point of recovery and not having to rebuild/pay for a new plane. Quote Link to comment Share on other sites More sharing options...
Micro753 Posted April 14 Share Posted April 14 (edited) On 4/10/2024 at 8:53 AM, CubertFarnsworth said: Does anyone know how to identify in the SPH or VAB which parts are damaged to replace or how to repair them. I have to sell and rebuild a new plane every time since they are not repaired in the hangar. Defeats the whole point of recovery and not having to rebuild/pay for a new plane. I don't know about repairs, but you can edit the vehicle via the KCT menu, and then tell the part to be replaced with a new one. Edited April 14 by Micro753 Quote Link to comment Share on other sites More sharing options...
Errol Posted April 27 Share Posted April 27 Is it possible to prevent the oh scrap window from being open by default every time you enter the flight scene? Quote Link to comment Share on other sites More sharing options...
sluvine2 Posted May 23 Share Posted May 23 (edited) how do you "test" parts? there don't seem to be any instructions anywhere (that I can find) and everything keeps breaking... Edit: still trying to figure this out. accidentally posted twice. my update is in the post that follows this one. sorry for the duplication. Edited May 23 by sluvine2 additional info, didn't want to post again immediately Quote Link to comment Share on other sites More sharing options...
sluvine2 Posted May 23 Share Posted May 23 My post seems like it was removed, so I'm trying again. I can't figure out how to "test" properly. Everything on my very simple aircraft continuously breaks, even after turning down the frequency values and building 3 or 4 generations of the same aircraft. I can't fly for more than 3 or 4 minutes without a cascade of failures (control surfaces, engines, batteries, etc.). I thought that by building a vessel with some parts, "testing" (flying it around or static firing an engine on the pad) the vessel, and then building new vessels with the same part-types that have been tested, that I'd get to have a more reliable craft since those part types have been used and are now "tested". However, it seems to me that only the specific part instances (used on the recovered vehicle) ever get "tested". Since there is no clear explanation (that I can find) in this forum topic (nor is there one that I can find in the replies or any of the documentation for this mod as well as ScrapYard) on what constitutes a "test", I can only assume that I'm either doing something wrong or the requirements for a "test" are more complicated than what I'm understanding. I thought that by using parts that I've already used in a recovered vessel, my future iterations of that same craft would become more reliable, and then as I re-use the same specific vehicle/parts, they would degrade over time until reaching EOL. If I'm understanding that correctly, then I must be experiencing some kind of error or mod conflict, because the rate of failures and the displayed safety ratings on my vessels are not corresponding with those expectations. Please let me know where I'm going wrong. I'm happy to provide logs/craft files/screenshots or whatever's needed. I love the idea of this mod, but it's been extremely frustrating to try to understand and I'm at the point where I'm ready to just ditch it for this career. Quote Link to comment Share on other sites More sharing options...
Errol Posted May 26 Share Posted May 26 (edited) ̶̶̶I̶̶̶s̶̶̶ ̶̶̶i̶̶̶t̶̶̶ ̶̶̶p̶̶̶o̶̶̶s̶̶̶s̶̶̶i̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶u̶̶̶r̶̶̶n̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶i̶̶̶n̶̶̶ ̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶w̶̶̶ ̶̶̶r̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶y̶̶̶m̶̶̶o̶̶̶r̶̶̶e̶̶̶?̶̶̶ ̶̶̶I̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶p̶̶̶e̶̶̶r̶̶̶m̶̶̶a̶̶̶n̶̶̶e̶̶̶n̶̶̶t̶̶̶l̶̶̶y̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶m̶̶̶,̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶a̶̶̶c̶̶̶k̶̶̶n̶̶̶o̶̶̶w̶̶̶l̶̶̶e̶̶̶d̶̶̶g̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶m̶̶̶i̶̶̶s̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶a̶̶̶s̶̶̶ ̶̶̶a̶̶̶ ̶̶̶n̶̶̶o̶̶̶t̶̶̶i̶̶̶f̶̶̶i̶̶̶c̶̶̶a̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶.̶̶̶ ̶̶̶E̶̶̶v̶̶̶e̶̶̶n̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶i̶̶̶l̶̶̶i̶̶̶t̶̶̶y̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶o̶̶̶g̶̶̶g̶̶̶l̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶b̶̶̶a̶̶̶l̶̶̶l̶̶̶y̶̶̶,̶̶̶ ̶̶̶i̶̶̶n̶̶̶-̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶,̶̶̶ ̶̶̶s̶̶̶o̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶c̶̶̶a̶̶̶n̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶a̶̶̶ ̶̶̶c̶̶̶l̶̶̶e̶̶̶a̶̶̶n̶̶̶e̶̶̶r̶̶̶ ̶̶̶v̶̶̶i̶̶̶e̶̶̶w̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶s̶̶̶c̶̶̶r̶̶̶e̶̶̶e̶̶̶n̶̶̶s̶̶̶h̶̶̶o̶̶̶t̶̶̶s̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶s̶̶̶t̶̶̶i̶̶̶l̶̶̶l̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶c̶̶̶h̶̶̶e̶̶̶c̶̶̶k̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶w̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶?̶̶̶ EDIT: found the answer in the PAW Edited May 27 by Errol Quote Link to comment Share on other sites More sharing options...
Errol Posted May 28 Share Posted May 28 (edited) On 5/23/2024 at 12:53 PM, sluvine2 said: My post seems like it was removed, so I'm trying again. I can't figure out how to "test" properly. Everything on my very simple aircraft continuously breaks, even after turning down the frequency values and building 3 or 4 generations of the same aircraft. I can't fly for more than 3 or 4 minutes without a cascade of failures (control surfaces, engines, batteries, etc.). I thought that by building a vessel with some parts, "testing" (flying it around or static firing an engine on the pad) the vessel, and then building new vessels with the same part-types that have been tested, that I'd get to have a more reliable craft since those part types have been used and are now "tested". However, it seems to me that only the specific part instances (used on the recovered vehicle) ever get "tested". Since there is no clear explanation (that I can find) in this forum topic (nor is there one that I can find in the replies or any of the documentation for this mod as well as ScrapYard) on what constitutes a "test", I can only assume that I'm either doing something wrong or the requirements for a "test" are more complicated than what I'm understanding. I thought that by using parts that I've already used in a recovered vessel, my future iterations of that same craft would become more reliable, and then as I re-use the same specific vehicle/parts, they would degrade over time until reaching EOL. If I'm understanding that correctly, then I must be experiencing some kind of error or mod conflict, because the rate of failures and the displayed safety ratings on my vessels are not corresponding with those expectations. Please let me know where I'm going wrong. I'm happy to provide logs/craft files/screenshots or whatever's needed. I love the idea of this mod, but it's been extremely frustrating to try to understand and I'm at the point where I'm ready to just ditch it for this career. This pretty much seems to be my experience too. When I installed this mod I was expecting a part failure maybe every few flights, not several part failures every single flight within minutes of takeoff. I found a " DefaultSettings.cfg " in OhScrap > Plugins > PluginData and tried changing the value " minimumFailureChance = 0.01 " to " minimumFailureChance = 0.001 " with no noticeable effect. I'm not sure if this settings.cfg is supposed to only affect new save games, or if it is supposed to apply to all previously existing save games as well, but after dozens of flights trying to improve part reliability (and seeing the part generation number in PAW going up with each newly built identical craft) and no noticeable improvement.....I'm also kinda at the point where I'm wondering if I would be better off with DangIt, Kerbalism, kerbal launch failure or Baris instead of this. Does anyone know if it is possible to just globally turn down the rate of all part failures in this mod? The difficulty settings screen tab for this mod is just a list of failure types that can be enabled or disabled, and seems to have none of the values from the defaultsettings.cfg file. I've even tried scouring through the persistent.sfs for any possible mentions of them......does anyone know where/how the values from the defaultsettings.cfg are supposed to be stored or changed for saves....or what they are supposed to do? Edited May 28 by Errol Quote Link to comment Share on other sites More sharing options...
Spike88 Posted June 11 Share Posted June 11 Hey @zer0Kerbal, what ever happened with the patches I was supposed to be testing? Also the HL-20. Quote Link to comment Share on other sites More sharing options...
TheAnonymous Posted July 3 Share Posted July 3 Hi, I was wondering why do I still see the debug buttons upon right click on a part when the debug option is set at false? How do I make those disappear?Hi, I was wondering why do I still see the debug buttons upon right click on a part when the debug option is set at false? How do I make those disappear? Quote Link to comment Share on other sites More sharing options...
LazyFluf Posted July 23 Share Posted July 23 I really do wonder, what's the reasoning behind parts being more reliable after being recovered from a flight? Isn't that a little unrealistic? IRL basically 99% if not all of a rocket (including the capsule) are scrapped after a single use. I'm not opposed to unrealistic mechanics (it's a video game lol) but I just want to understand the reasoning Quote Link to comment Share on other sites More sharing options...
Zelda Posted July 30 Share Posted July 30 I'm not the mod author or maintainer, but my understanding and experience from using this mod extensively has been it encourages recoverability. Most rockets are scrapped after a single use because they are expended, i.e. boosters dropped into the ocean or on land, and upper stages typically reenter and are burned up. This mod encourages you to design your rockets to survive all of that so you have parts to recover. At that point, I'm assuming the idea is that the parts get refurbished behind the scenes (given they still cost some funds to use) and are like new. Quote Link to comment Share on other sites More sharing options...
Nightside Posted July 30 Share Posted July 30 On 7/23/2024 at 8:51 AM, LazyFluf said: I really do wonder, what's the reasoning behind parts being more reliable after being recovered from a flight? Isn't that a little unrealistic? IRL basically 99% if not all of a rocket (including the capsule) are scrapped after a single use. I'm not opposed to unrealistic mechanics (it's a video game lol) but I just want to understand the reasoning Falcon 9 boosters are reused many times. of course we don’t actually know if refurbished rockets are cheaper… Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted August 3 Share Posted August 3 (edited) Hi @zer0Kerbal, it seems like repairing failed parts doesn't work at all in the current version of the mod. I believe this issue has been reported previously in this thread, but it doesn't look like anyone's put a github issue together for it yet (unless I'm blind) so I made one myself. (My username over on github is different, I assure you it's still me ) I've put all the detail I have from my testing over in the issue report, but essentially, nothing appears to happen when clicking the 'repair part' button in the PAW of a failed part, and errors show up in the log. I initially encountered this bug on my heavily modded install, on which everything was installed via CKAN, so I installed it manually on a clean copy of KSP just to make sure it wasn't some weird mod interaction or CKAN messing stuff up. I hope I've been helpful, thank you for maintaining the mod! It's been a lot of fun to play with. Edited August 3 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
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