jefferyharrell Posted September 29, 2021 Share Posted September 29, 2021 1 hour ago, zer0Kerbal said: looking to add even more, including a kOS failure - which will be tricky (at least for me). Well good news. In 1.12.2 kOS seems to fail sometimes all on its own. Your work is half done! Quote Link to comment Share on other sites More sharing options...
Probus Posted September 30, 2021 Share Posted September 30, 2021 @zer0Kerbal, what was I supposed to do with test flight? I've forgotten. I was on a break playing wargames for a bit. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 1, 2021 Author Share Posted October 1, 2021 13 hours ago, Probus said: @zer0Kerbal, what was I supposed to do with test flight? I've forgotten. I was on a break playing wargames for a bit. you and one other, IIRC, had asked about OhScrap/ScrapYard+testflight; I suggested trying on a dev install and find out; then tell me. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted October 14, 2021 Share Posted October 14, 2021 (edited) I'm having a localization issue with the latest version on CKAN. The localization file uses the form OHS-... but the binaries are looking for FND-... This is a completely clean install for version 2.2.0.0. A quick search and replace on the us-en.cfg file fixes the problem but I'm guessing this should be fixed in the dll instead. [EDIT] Also, it looks like there are two missing localizations for -Settings-snd and -Settings-qt [EDIT] I just looked at the latest beta and it looks like this was fixed already. Edited October 14, 2021 by Pehvbot Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 15, 2021 Author Share Posted October 15, 2021 8 hours ago, Pehvbot said: [EDIT] I just looked at the latest beta and it looks like this was fixed already. I really need to roll that beta out to release. Thank you @Pehvbot +1 Quote Link to comment Share on other sites More sharing options...
Jade_Falcon Posted October 15, 2021 Share Posted October 15, 2021 (edited) On 9/10/2021 at 9:12 AM, Zelda said: @zer0Kerbal, I finally got around to getting a log for the issue where attempting to repair a part doesn't do anything. There is an NRE in the log for each attempt: Maybe related to RemoteTech somehow? Not sure, might be totally unrelated. I'm on KSP 1.11.2, and I've tried OhScrap! versions 2.1.1.1 and 2.2.0.0. Full log file here: https://1drv.ms/u/s!AmAxSBcQL19WnvoukqOS8usH3wpd3A?e=BrdDkv. If there is any other info you'd like, please let me know! @Zelda @zer0Kerbal It does seem to happen without Remotetech (I use CommNet Constellation), it seems to happen on 1.9.1 as well, except in my case I noticed it on a lander leg. Edited October 15, 2021 by Jade_Falcon minor edit, mentions Quote Link to comment Share on other sites More sharing options...
Jade_Falcon Posted October 24, 2021 Share Posted October 24, 2021 (edited) @zer0Kerbal Interestingly, I was able to fix a lander leg on a landed probe while on EVA (with a scientist), so I'm wondering if Kerbals from another flight would be able to fix parts on the original failed vessel. Will test this theory out. Edit: Tested, looks like the problem is that Engineers arent able to make repairs when the NRE occurs, but any other Kerbal can. Edited October 29, 2021 by Jade_Falcon Quote Link to comment Share on other sites More sharing options...
dethsturm Posted October 30, 2021 Share Posted October 30, 2021 (edited) I've noticed that there is an issue with the English localization file installed with 2.2 from CKAN. Items in the localization are tagged as #OHS while the in game settings are showing as #FND. Swapping the tag in the localization seems to fix it. Not sure where else there may be issues because some items are #OHS. Also looks like there are messages that don't even have text for them defined in the localization file such as the remote repair text for some kind of failure but I have no idea what the failure is. Edited October 31, 2021 by dethsturm Added more info Quote Link to comment Share on other sites More sharing options...
Jade_Falcon Posted October 31, 2021 Share Posted October 31, 2021 8 hours ago, dethsturm said: I've noticed that there is an issue with the English localization file installed with 2.2 from CKAN. Items in the localization are tagged as #OHS while the in game settings are showing as #FND. Swapping the tag in the localization seems to fix it. Not sure where else there may be issues because some items are #OHS. Also looks like there are messages that don't even have text for them defined in the localization file such as the remote repair text for some kind of failure but I have no idea what the failure is. Ah, I noticed that, but I thought it was just something specific to my install, since all of the OHS messages show the tag vs the actual text. I was having issues with engineers and repairs and thought it was related. The one that might be missing is the "Cannot be repaired remotely." message. That message does display the tag, but I don't see it in the localization file. Quote Link to comment Share on other sites More sharing options...
Galileo chiu Posted November 1, 2021 Share Posted November 1, 2021 Does it work with Kerbalism? Quote Link to comment Share on other sites More sharing options...
mor128 Posted November 2, 2021 Share Posted November 2, 2021 Hey, is there a way to auto-repair/replace all damaged parts on recovery? It's a bit annoying to launch a craft just to find out that it is damaged and has to be recovered again. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2021 Share Posted November 2, 2021 In this topic - and on Spacedock as well - the link that should point to ScrapYard points to this topic. I had to search it on the forum to get the proper link. Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 11, 2021 Share Posted November 11, 2021 On 10/31/2021 at 10:59 PM, Galileo chiu said: Does it work with Kerbalism? So take a read through this post first to get someone's experience using both Oh Scrap! and Kerbalism's reliability module together:https://github.com/Kerbalism/Kerbalism/issues/493 Another option, the way I have it set up, is to go into the "KerbalismConfig" folder in GameData, open "Settings.cfg", and you're able to literally just disable Kerbalism's reliability module IF you wanted to use Oh Scrap!, and didn't like the way they play together as the player described in the post I linked (personally, I just wanted each mechanic to be handled by only one mod, and prefer Oh Scrap!'s failure system). Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 11, 2021 Author Share Posted November 11, 2021 On 10/31/2021 at 9:59 PM, Galileo chiu said: Does it work with Kerbalism? @Galileo chiusee below. 31 minutes ago, RocketRyleigh said: using both Oh Scrap! and Kerbalism's reliability module together: @RocketRyleighthank you. +1 https://github.com/zer0Kerbal/OhScrap/issues/45 https://github.com/Kerbalism/Kerbalism/issues/493# If Kerbalism is willing to write a simple two-way API - then integration (fairly tight) is possible and might actually be a way to help Kerbalism to shrink its codebase and assist its developers. On 11/2/2021 at 2:25 PM, Gordon Dry said: link @Gordon Drythank you +1 - should be fixed in next update pass, which is on the short list (on my forum profile). Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 11, 2021 Author Share Posted November 11, 2021 this? Spoiler Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 11, 2021 Share Posted November 11, 2021 4 hours ago, zer0Kerbal said: @RocketRyleighthank you. +1 https://github.com/zer0Kerbal/OhScrap/issues/45 https://github.com/Kerbalism/Kerbalism/issues/493# If Kerbalism is willing to write a simple two-way API - then integration (fairly tight) is possible and might actually be a way to help Kerbalism to shrink its codebase and assist its developers. You're welcome I love both of your mods so I definitely hoped they could work together. I checked back on the Kerbalism issue thread too, and I don't have enough context to follow completely lol, but if this means we're getting Oh Scrap!/Kerbalism compatibility, that's pretty damn nifty! I do like Kerbalism's whole ecosystem, it's very well conceived, so if we could have Oh Scrap! communicating with Kerbalism's reliability, that'd definitely be ideal! Great work on everything in general btw! It is fully appreciated <3 Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 11, 2021 Author Share Posted November 11, 2021 1 minute ago, RocketRyleigh said: Great work on everything in general btw! It is fully appreciated <3 Thank you. Total credit goes to original authors of SYD/OHS ( @severedsolo and @magico13) . Have you checked out my other two mods? Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 11, 2021 Share Posted November 11, 2021 5 minutes ago, zer0Kerbal said: Thank you. Total credit goes to original authors of SYD/OHS ( @severedsolo and @magico13) . Of course, but you're responsible for maintaining them for us to keep using that definitely counts! 6 minutes ago, zer0Kerbal said: Have you checked out my other two mods? You mean do I crew all Hallowe'en missions with only dead Kerbals in koffins? I'm damn well going to now, I'll tell you that! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 11, 2021 Author Share Posted November 11, 2021 36 minutes ago, RocketRyleigh said: responsible for maintaining thank you. No Mod Left Behind. 37 minutes ago, RocketRyleigh said: koffins those are some great looking parts! thank you @nli2work! Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 11, 2021 Share Posted November 11, 2021 (edited) So I checked back on that Kerbalism issue thread, and they were making some points that seem reasonable, and wouldn't necessarily suggest the kind of compatibility between failure systems that the OP of that thread was thinking of (I think maybe they were over-representing an edge-case solution that worked for them as being a general solution). A couple of points they mentioned: Spoiler "Nobody ever defined what this issue is really about, apart from showing OhScrap failures in the Kerbalism UI, which would be confusing and not really Kerbalism's job IMO." "I don't really see how OhScrap could really integrate with Kerbalism failures, they essentially do the same thing with different gameplay paradigms and technical solutions. If anything, the only "integration" would be tweaking Kerbalism's reliability MM patches in the presence of OhScrap so Kerbalism's reliability only focus on the few areas that aren't already covered by OhScrap." So I don't know ultimately if anyone's gonna find it worth it to add specific integration. Personally, I'm torn, but will either go with disabling Kerbalism reliability and using Oh Scrap!, or settling for Kerbalism and like Kerbal Launch Failures for the gameplay I want. Not sure yet though. Koffins, though? Locked-in Edited November 11, 2021 by RocketRyleigh Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted January 3, 2022 Share Posted January 3, 2022 When starting a new save, the options for OhScrap! (OHS) Options don't appear to show up alphabetically and if there an explanation of what #FND-Settings-XXX does? Quote Link to comment Share on other sites More sharing options...
Aardvark Posted January 5, 2022 Share Posted January 5, 2022 On 1/3/2022 at 6:13 AM, gamerscircle said: When starting a new save, the options for OhScrap! (OHS) Options don't appear to show up alphabetically and if there an explanation of what #FND-Settings-XXX does? I've been having the same issue as well. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 5, 2022 Author Share Posted January 5, 2022 On 1/3/2022 at 5:13 AM, gamerscircle said: alphabetically kindly submit issue / feature request on github. 33 minutes ago, Aardvark said: #FND-Settings-XXX I will have to review the code - but probably a code artifact - ie nothing. (btw, FND is Foundations, another of my mods) same as above. I am planning on SYD/OHS pass shortly. Check my twitter feed and/or my profile here for the current list of updates. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted January 5, 2022 Share Posted January 5, 2022 I will do that, thank you and I am now following you on twitter. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted January 6, 2022 Share Posted January 6, 2022 Is there any update on this issue reported on GitHub re Engineers not being able to repair things? https://github.com/zer0Kerbal/OhScrap/issues/30 Also, what does the "2.2.1.0-zed'K BETA" option in the settings menu do? And what does the "stage recovery" setting do? BTW the link to the changelog on the main page of the thread seems to be broken - just takes you to a page that says "not found": https://github.com/zer0Kerbal/OhScrap/Changelog.cfg On 11/11/2021 at 7:57 PM, RocketRyleigh said: So I checked back on that Kerbalism issue thread, and they were making some points that seem reasonable, and wouldn't necessarily suggest the kind of compatibility between failure systems that the OP of that thread was thinking of (I think maybe they were over-representing an edge-case solution that worked for them as being a general solution). A couple of points they mentioned: Hide contents "Nobody ever defined what this issue is really about, apart from showing OhScrap failures in the Kerbalism UI, which would be confusing and not really Kerbalism's job IMO." "I don't really see how OhScrap could really integrate with Kerbalism failures, they essentially do the same thing with different gameplay paradigms and technical solutions. If anything, the only "integration" would be tweaking Kerbalism's reliability MM patches in the presence of OhScrap so Kerbalism's reliability only focus on the few areas that aren't already covered by OhScrap." So I don't know ultimately if anyone's gonna find it worth it to add specific integration. Personally, I'm torn, but will either go with disabling Kerbalism reliability and using Oh Scrap!, or settling for Kerbalism and like Kerbal Launch Failures for the gameplay I want. Not sure yet though. Koffins, though? Locked-in Thinking about this some more: the main differences are 1. Kerbalism has part failures in background simulation, 2. Kerbalism has a pay-to-increase-reliability feature in the VAB, and 3. OhScrap has a ScrapYard based reliability model rewarding you for testing & re-using crafts and parts (which imo adds an enormous amount of depth and realism to the strategic/logistical level of the game). Point 2. is relatively minor imo, so i think the two main approaches here would be either to add background simulation failures to OhScrap (which imo would make Kerbalism's reliability feature largely redundant) or to add ScrapYard support to Kerbalism (it's actually not OhScrap support directly that would matter here) so that its failure model is affected by ScrapYard's part generation/uses. Quote Link to comment Share on other sites More sharing options...
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