Nnimrod Posted January 12, 2021 Share Posted January 12, 2021 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. Quote Link to comment Share on other sites More sharing options...
Eugene Moreau Posted February 11, 2021 Share Posted February 11, 2021 I've done quite a bit a searching and can't find much if anything to do with this. Do this mod and Kerbalism cause problems for each other? Should i disable reliability in Kerbalism to use OhScrap? Quote Link to comment Share on other sites More sharing options...
physius Posted February 24, 2021 Share Posted February 24, 2021 On 12/27/2020 at 6:23 PM, jlcarneiro said: How does the last KSP update (1.11) affect this mod? Will repair kits be necessary to all fixes? The mod would definitely have to be updated for this to become true. Hoping we see @zer0Kerbal come back soon. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 27, 2021 Share Posted May 27, 2021 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). We still luv your mods @zer0Kerbal. I hope you return soon. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 29, 2021 Author Share Posted May 29, 2021 On 5/27/2021 at 2:08 PM, Probus said: We still luv your mods @zer0Kerbal. I hope you return soon. Ah, shucks..... does that make me a drone ship? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 2, 2021 Author Share Posted June 2, 2021 new beta available @curseforge https://www.curseforge.com/kerbal/ksp-mods/ohscrap/files Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted June 2, 2021 Share Posted June 2, 2021 17 hours ago, zer0Kerbal said: new beta available @curseforge https://www.curseforge.com/kerbal/ksp-mods/ohscrap/files 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. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 2, 2021 Author Share Posted June 2, 2021 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? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 2, 2021 Share Posted June 2, 2021 (edited) 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 June 2, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 2, 2021 Author Share Posted June 2, 2021 2 minutes ago, linuxgurugamer said: That's a missing PNG for the image @zer0Kerbal thanks - looking now. Just now, zer0Kerbal said: thanks - looking now. @jlcarneirokindly zip up your ksp.log file and pastebin it for me. funny - this beta has been around for some time - first time it was commented on. :eek: Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 2, 2021 Author Share Posted June 2, 2021 (edited) 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. Edited June 2, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 2, 2021 Share Posted June 2, 2021 Toolbay controller doesnt use that code at all Quote Link to comment Share on other sites More sharing options...
Probus Posted June 2, 2021 Share Posted June 2, 2021 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) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 2, 2021 Share Posted June 2, 2021 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 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 2, 2021 Share Posted June 2, 2021 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 Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2021 Author Share Posted June 3, 2021 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 released this 6 minutes ago 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 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2021 Author Share Posted June 3, 2021 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 Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2021 Author Share Posted June 3, 2021 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: https://github.com/zer0Kerbal/OhScrap/issues/14 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.... Quote Link to comment Share on other sites More sharing options...
Probus Posted June 3, 2021 Share Posted June 3, 2021 @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. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 4, 2021 Author Share Posted June 4, 2021 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. Quote Link to comment Share on other sites More sharing options...
JebIsDeadBaby Posted July 4, 2021 Share Posted July 4, 2021 (edited) 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 July 4, 2021 by JebIsDeadBaby Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 20, 2021 Author Share Posted July 20, 2021 (edited) Version 2.2.0.0-prerelease - final countdown... zer0Kerbal released this 19 Jul 2021 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 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 July 20, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted August 25, 2021 Share Posted August 25, 2021 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? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 26, 2021 Author Share Posted August 26, 2021 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 Quote Link to comment Share on other sites More sharing options...
dylsh Posted August 26, 2021 Share Posted August 26, 2021 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. Quote Link to comment Share on other sites More sharing options...
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