Stephen Locksley Posted August 24, 2022 Share Posted August 24, 2022 Could you make it so that it all BDArmory parts containing resources (ammunition) do not leak out ammunition? Quote Link to comment Share on other sites More sharing options...
Zelda Posted August 24, 2022 Share Posted August 24, 2022 4 hours ago, Stephen Locksley said: Could you make it so that it all BDArmory parts containing resources (ammunition) do not leak out ammunition? Not to answer for @zer0Kerbal on whether this is possible, as I looked and there are a lot of resources defined in BDArmory for different ammunition types, I just wanted to call out that you can do this yourself for your game now. Just add the following code to the DontLeak.cfg file under GameData/OhScrap/Patches, one for each resource defined by BDArmory that you don't want to leak. Replace <BDArmoryAmmoResourceName> with the actual names from the BDArmory resource config files here. OHSCRAP_RESOURCE_BLACKLIST { name = <BDArmoryAmmoResourceName> } Or, better yet, add them to a new .cfg file and put it in a personal patch folder in GameData. That way, if OhScrap doesn't take this change, it will still work even after subsequent OS updates overwrite the DontLeak.cfg file. Hope this helps! Quote Link to comment Share on other sites More sharing options...
Stephen Locksley Posted August 24, 2022 Share Posted August 24, 2022 39 minutes ago, Zelda said: Not to answer for @zer0Kerbal on whether this is possible, as I looked and there are a lot of resources defined in BDArmory for different ammunition types, I just wanted to call out that you can do this yourself for your game now. Just add the following code to the DontLeak.cfg file under GameData/OhScrap/Patches, one for each resource defined by BDArmory that you don't want to leak. Replace <BDArmoryAmmoResourceName> with the actual names from the BDArmory resource config files here. OHSCRAP_RESOURCE_BLACKLIST { name = <BDArmoryAmmoResourceName> } Or, better yet, add them to a new .cfg file and put it in a personal patch folder in GameData. That way, if OhScrap doesn't take this change, it will still work even after subsequent OS updates overwrite the DontLeak.cfg file. Hope this helps! That should work! Quote Link to comment Share on other sites More sharing options...
Tez613 Posted November 7, 2022 Share Posted November 7, 2022 Are there any plans to integrate the repair system from this with the stock repair system? I ask because I cant fix any broken parts with a kerbal and would very much like to not have to reopen my game anytime I would like to repair something. As it takes upwards of 10 minutes to load my game. Thanks for keeping this mod updated. Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted November 13, 2022 Share Posted November 13, 2022 How does Oh Scrap compare to EVA Repairs? I mean, from two different points of view: 1. Reproduction of failures occurrence in real life (adapted to gaming experience, of course!); 2. Complexity and resource consuming Quote Link to comment Share on other sites More sharing options...
MaikC Posted November 17, 2022 Share Posted November 17, 2022 (edited) Is it possible to use Ohscrap without Scrapyard? With enabled both mods, savegames take a very long time to save (KSP is installed on a M.2), making it a pain just to switch from VAB to launchpad. With Ohscrap/Srapyard this takes 2 minutes, without 25 seconds. Edited November 18, 2022 by MaikC Quote Link to comment Share on other sites More sharing options...
MaikC Posted November 18, 2022 Share Posted November 18, 2022 (edited) Ok, I went back a bit in history here and saw that it is probably a known problem. It's a shame, I like the mod, but unfortunately it's unusable in its current state. Each switching between locations, save and load savegames takes many times longer than normal. there is a bug with the varying DeltaV while using this mod Edited November 18, 2022 by MaikC Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted November 18, 2022 Share Posted November 18, 2022 1 hour ago, MaikC said: Ok, I went back a bit in history here and saw that it is probably a known problem. It's a shame, I like the mod, but unfortunately it's unusable in its current state. Each switching between locations, save and load savegames takes many times longer than normal. the a bug with the varying DeltaV The mod also causes memory problems, sometimes the mod just fills up the RAM with (garbage?) Data. I had a memory usage of 80% with 128GB RAM. Since I uninstalled the mod this hasn't happened again. Even with the latest version (2.2.1.0-beta)? If it helps, I have old versions of OhScrap! and Scrapyard running fine with KSP 1.12.3 (without the improvements introduced recently, of course!): OhScrap! 2.1.1.1 ScrapYard 2.1.0.0 Quote Link to comment Share on other sites More sharing options...
MaikC Posted November 18, 2022 Share Posted November 18, 2022 Yes i have used the last versions of the mods. If the problems not exists in the olders versions, i like to give it a try (via pm?). just a little problem: I have cleaned my Savegame, so all parts are at Lvl 0. Quote Link to comment Share on other sites More sharing options...
stk2008 Posted December 6, 2022 Share Posted December 6, 2022 not sure if this is ohscrap or scrap yard https://oshi.at/aCgw/KSPBugReport_2022-12-06_161615.zip Quote Link to comment Share on other sites More sharing options...
LucalisIndustries Posted December 27, 2022 Share Posted December 27, 2022 hi people, any plans on repairing this error Exception: NullReferenceException: Object Reference not set to an instance of an object it doesnt lets me repair my things, and i dont like that much to cheat (also takes ages to load the files if you cheat with th epersistent file) Quote Link to comment Share on other sites More sharing options...
sidfuone Posted December 28, 2022 Share Posted December 28, 2022 i feel like im doing something wrong as while geneartion of parts pass i cant get it to say parts are tested. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted December 29, 2022 Author Share Posted December 29, 2022 (edited) Version 2.2.99.0-prerelease - <允许降落伞损坏> edition Released 20 Dec 2022 for Kerbal Space Program 1.12.4 by zer0Kerbal For best results - DO A CLEAN INSTALL; DELETE EXISTING INSTALLATION THEN RE-INSTALL Download from CurseForge Summary Spoiler Maintenance release Recompile for 1.12.4 <OhScrap.dll> v2.2.1.79 --> v2.2.99.97 only major code changes are for localization OhScrap! window now hides when F2 is pressed Localization English Simplified Chinese (简体中文) courtesy of ZhaoFJx Create hero logo/cover FIX: [Bug]: FAR Parachute Incompability Due to Wrong MM Config thank you to T2Fat2Fl [Bug]: Incorrect mod settings descriptions/labels [BUG]: make it so when battery is repaired it will have 1 ec Updated documentation Experimental <RealAntennasFailureModule.cfg.0> v1.0.0.0 thank you. requested by @Gordon Dry Gordon Dry currently disabled Credit Finally proper credit given to @Zeldafor ideas and support. The legend is real! @eightiesboifor ideas, support and testing! Code 2.2.99.0 Recompile KSP 1.12.4 .NET 4.7.2 C# 8.0 <OhScrap.dll> v2.2.1.79 --> v2.2.99.100 onGUI GUI Hide on <F2> start of localization us-en.cfg Experimental <RealAntennasFailureModule.cfg.0> v1.0.0.0 thank you. requested by @Gordon Dry Gordon Dry currently disabled temporarily removed (on hold) Failure Sounds Light Failure Decoupler Failures New settings part failure sounds and settings settings: five soundfx selections soundOn or Off on part failure set to 0 for random sound new GameData/OhScrap/Sounds includes License.md (one file for all sound assets) nine new sound clips closes #21 - OhScrap window doesn't get hidden when F2 is pressed closes #44 - 2.2.1.0 beta: radially attach in VAB - annoying sound mix of FirePager and PhoneVibrator closes #74 - [Bug]: Incorrect mod settings descriptions/labels closes #76 - [Bug]: FAR Parachute Incapability Due to Wrong MM Config closes #81 - [Bug]: when battery is repaired it has 0 ec updates #19 - audible alarm on failure updates #78 - [Request]: RealAntennaFailureModule Localization Initial code localization Create Localization/ English <en-us.cfg> v1.1.0.0 Simplified Chinese (简体中文) <zh-cn.cfg> v1.1.0.0 thank you to ZhaoFJx added strings after submitted [readme.md] v2.1.1.0 [quickstart.md] v1.0.1.0 updates #54 - Localization - Master closes #55 - English <en-us.cfg> closes #63 - Simplified Chinese (简体中文) <zh-cn.cfg> closes #82 - [MISSING] #OHS-UPFME-BeyondRepair closes #80 - [BUG] debug PAW menu doesn't list what Documentation Add [ManualInstallation.md] v1.1.7.0 [Attribution.md] v1.0.6.0 [404.md] v1.0.3.1 [Disclaimer.md] v1.0.0.0 [LegalMumboJumbo.md] v1.0.5.0 [Localizations.md] v1.1.3.1 [Marketing.md] v1.0.0.0 [Notices.md] v1.0.0.0 [PartInvoice.md] v1.1.3.1 [Why.md] v1.1.0.0 [_config.yml] closes #23 - Wiki closes #75 - Check Links in documentation Update License Updated License: GPL-2.0 + CC NC-BY-SA 4.0 was: Expat-MIT + CC NC-BY-SA 4.0 Status Issues closes #50 - OhScrap! (OHS) 2.2.99.0-prerelease <允许降落伞损坏> closes #51 - 2.2.99.0 Verify Legal Mumbo Jumbo closes #52 - 2.2.99.0 Update Documentation closes #53 - 2.2.99.0 Update Social Media closes #20 - Localization - duplicated closes #22 - Dependancy check - duplicated closes #25 - Localization - duplicated closes #26 - Localization - duplicated closes #27 - Localization - duplicated updates #36 - update the ModWrappers See More Spoiler Pages for so much more (WIP) Marketing Slicks ChangeLog for more details of changes Discussions or KSP Forums for discussions and news Known Issues for known issues and feature requests Localization English your translation here HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome! 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 How to support this and other great mods by zer0Kerbal compiled with: KSP 1.12.4 — Unity 2019.2.2f1 — .net 4.7.2 — C# 8.0 Release Schedule Spoiler GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ Edited December 29, 2022 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
New Horizons Posted December 29, 2022 Share Posted December 29, 2022 (edited) Has anyone used this mod in junction with Realism Overhaul or at least Real Fuels? Edited December 29, 2022 by New Horizons Quote Link to comment Share on other sites More sharing options...
New Horizons Posted January 6, 2023 Share Posted January 6, 2023 I wish to learn more how this mods works. What is the unit of expectedLifetime? Does it mean this part could be reused 5 times? @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[SolidFuel]]]:NEEDS[OhScrap,ScrapYard]:FOR[OhScrap] { MODULE { name = SRBFailureModule baseChanceOfFailure = 0.5 expectedLifetime = 5 } } @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[!PROPELLANT[SolidFuel]]]:NEEDS[OhScrap,ScrapYard]:FOR[OhScrap] { MODULE { name = EngineFailureModule baseChanceOfFailure = 0.11 expectedLifetime = 6 spaceEngineBaseChanceOfFailure = 0.1 spaceEngineExpectedLifetime = 3 } } Is it possible to treat certain parts differently? I am thinking about distinguising vacuum engines from first stage ones. Has anyone of you experience playing with Real Fuels Stock configs? Quote Link to comment Share on other sites More sharing options...
A_Kuba Posted January 24, 2023 Share Posted January 24, 2023 Is there a way of increasing the safety level of a vessel? I keep getting a rating of 1 if not zero and want to know what i can do about it. Quote Link to comment Share on other sites More sharing options...
A_Kuba Posted January 24, 2023 Share Posted January 24, 2023 Is there a way of increasing the safety level of a vessel? I keep getting a rating of 1 if not zero and want to know what i can do about it. Quote Link to comment Share on other sites More sharing options...
Darael Posted April 20, 2023 Share Posted April 20, 2023 Possible bug: When repairing an aerodynamic control surface (or at least, any of the Firespitter biplane ones), all control axes are enabled for that surface, not just the ones that were enabled before failure. This can cause a plane to become even more unbalanced when repaired, as control inputs (whether from trim, SAS, or an autopilot mod) start affecting surfaces they shouldn't. It requires players to remember the correct configuration for every control surface, just in case they fail and have to be repaired. Instead, those tweakables (which are used to implement the failure, by disabling them all when failure occurs) should be saved somewhere so they can be restored automatically upon repair. Quote Link to comment Share on other sites More sharing options...
Spike88 Posted May 2, 2023 Share Posted May 2, 2023 Ohscrap seems to be ignoring BDB tanks. Any way to fix this? Here is my log: https://www.dropbox.com/s/as9a3qvemgqpb9o/Ohscrap.log?dl=0 Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 2, 2023 Author Share Posted May 2, 2023 (edited) On 12/6/2022 at 10:18 AM, stk2008 said: not sure if this is ohscrap or scrap yard neither. internal debugging currently has the issue being either kscf/harmony and/or code change to KSP in 1.8.1 --> is being researched further (is able to be reliably reproduced) and hopefully an external fix will be released in the short near future. (link) FYI: For future reference: kindly submit bug reports directly to GitHub [here for OHS] and [here for SCRAP] On 1/24/2023 at 1:42 PM, A_Kuba said: Is there a way of increasing the safety level of a vessel? I keep getting a rating of 1 if not zero and want to know what i can do about it. Yes - by reusing parts. However some things are not working as intended - this is being addressed. The plan is to recompile and release a new version this week 3 hours ago, Spike88 said: Ohscrap seems to be ignoring BDB tanks. Any way to fix this? Here is my log: https://www.dropbox.com/s/as9a3qvemgqpb9o/Ohscrap.log?dl=0 Just probably need to adjust the config patches to include BDB. plan is to look into it this week providing you agree to test the new config patches (backup saves or use new save games) On 4/19/2023 at 7:37 PM, Darael said: Possible bug: When repairing an aerodynamic control surface (or at least, any of the Firespitter biplane ones), all control axes are enabled for that surface, not just the ones that were enabled before failure. This can cause a plane to become even more unbalanced when repaired, as control inputs (whether from trim, SAS, or an autopilot mod) start affecting surfaces they shouldn't. It requires players to remember the correct configuration for every control surface, just in case they fail and have to be repaired. Instead, those tweakables (which are used to implement the failure, by disabling them all when failure occurs) should be saved somewhere so they can be restored automatically upon repair. @Darael, @Spike88 would you kindly submit this on GitHub [here for OHS] Edited May 2, 2023 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 2, 2023 Author Share Posted May 2, 2023 On 1/6/2023 at 4:37 PM, New Horizons said: @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[!PROPELLANT[SolidFuel]]]:NEEDS[OhScrap,ScrapYard]:FOR[OhScrap] { MODULE { name = EngineFailureModule baseChanceOfFailure = 0.11 expectedLifetime = 6 spaceEngineBaseChanceOfFailure = 0.1 spaceEngineExpectedLifetime = 3 } } Is it possible to treat certain parts differently? I am thinking about distinguising vacuum engines from first stage ones. Has anyone of you experience playing with Real Fuels Stock configs? @New Horizons yes - create a patch listing those parts you want to be treated differently and have it run after the initial config. off of my kerbal head using the ionEngine as an example with random values plugged in: @PART[ionEngine]:HAS[@MODULE[EngineFailureModule]:NEEDS[OhScrap,ScrapYard]:AFTER[OhScrap] { MODULE { name = EngineFailureModule baseChanceOfFailure = 0.05 expectedLifetime = 10 spaceEngineBaseChanceOfFailure = 0.1 spaceEngineExpectedLifetime = 3 } } additionally new/modified failure modules can be added to the code - if someone is willing to code and submit them via GitHub fork/commit/push. would you kindly submit this on GitHub [here for OHS] might be a good FAKQ Quote Link to comment Share on other sites More sharing options...
Spike88 Posted May 3, 2023 Share Posted May 3, 2023 Just put it up on GitHub. Let me know when you have the new configs ready and I’ll gladly test them. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 3, 2023 Author Share Posted May 3, 2023 16 minutes ago, Spike88 said: Just put it up on GitHub. Let me know when you have the new configs ready and I’ll gladly test them. thank you and wunderbar! Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted May 3, 2023 Share Posted May 3, 2023 6 minutes ago, zer0Kerbal said: thank you and wunderbar! I'm glad to see that some KSP modders are still at it Quote Link to comment Share on other sites More sharing options...
Sinza Posted May 26, 2023 Share Posted May 26, 2023 On 5/31/2022 at 7:10 AM, ZaeRoe said: I don't know what it is, but when I EVA the repair button doesn't seem to do anything. I looked in the debug menu and get a lot of nullreferenceexceptions. also the text when a remote repair is not possible seems to be a placeholder. as of right now it seems that i can't actually repair anything bc of this. also my save is heavily modded but in my case right now these are stock parts I've got the same problem. Also the "placeholder" text does only appear sometimes. Has anyone found the reason for this issue or should i file a bug report? Quote Link to comment Share on other sites More sharing options...
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