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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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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 ;)

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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
    }
}

 

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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.

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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 :(

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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.

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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. 

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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 by Micro753
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Posted (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 by sluvine2
additional info, didn't want to post again immediately
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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.

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Posted (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 by Errol
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Posted (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 by Errol
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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?

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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

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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.

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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…

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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 by RealKerbal3x
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