Pehvbot Posted August 19, 2022 Author Share Posted August 19, 2022 (edited) v0.8.0 is available. As suggested by @Strych74 this update adds preliminary support for either repairing or 'replacing' (see below) failed parts if the vessel is rolled back using something like KerbalConstructionTime. It also includes the Solids fix above from @hermano for RealFuels SRBs (thanks!). https://github.com/pehvbot/LRTF/releases/tag/v0.8.0 (link removed, wrong dll in zip file) There's now a TestFlight button in the VAB/SPH. Pressing it will bring up the PartActionWindows for every failed part. You will have the option to either attempt to repair the part for free or replace the part at the cost of a new part. The repair chance will be based on the failure curve for the part and the number of du it has accrued and adjusted by best VAB/SPH level you have. In general this will be significantly better than your in-flight repair chances. If you fail, in theory you can only try again once you improve your repair chance. However because KCT allows you to revert your game by canceling the edit, you can effectively cheat by reverting and trying again as much as you want. I don't think I will fix this issue so no cheating! Replacing a part costs the price of a new part. Technically it doesn't actually replace the part, it simply clears out all TF/LRTF data. There are a couple of reasons for this. The first is it's easier and I'm lazy, the second is that replacing a part will clear any configurations for it, which can create its own problems. I haven't done a huge amount of testing for this so use with caution. I still need to fix the NaN issues with the failure curve code and I would also like to add some hooks into the repair/replace functions so they add construction time but I'm not sure how to do this yet. Edited August 19, 2022 by Pehvbot Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted August 19, 2022 Author Share Posted August 19, 2022 v0.8.1 is available. The v0.8.0 zip file had the wrong DLL. Download this one instead. https://github.com/pehvbot/LRTF/releases/tag/v0.8.1 Quote Link to comment Share on other sites More sharing options...
Strych74 Posted August 20, 2022 Share Posted August 20, 2022 4 hours ago, Pehvbot said: v0.8.1 is available. The v0.8.0 zip file had the wrong DLL. Download this one instead. I'm using the new version 0.8.1. I've noticed that every time I go to the VAB the TF icon is being copied. Doesn't matter if I'm editing an existing vehicle or going straight to the VAB, the icon generates. I've also tried exiting the save and reloading from the main menu, however the buttons are persisted. I'm about to test what happens with the SPH and also with a restart, and update accordingly. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted August 20, 2022 Author Share Posted August 20, 2022 5 minutes ago, Strych74 said: I'm using the new version 0.8.1. I've noticed that every time I go to the VAB the TF icon is being copied. Doesn't matter if I'm editing an existing vehicle or going straight to the VAB, the icon generates. I've also tried exiting the save and reloading from the main menu, however the buttons are persisted. I'm about to test what happens with the SPH and also with a restart, and update accordingly. Thanks for the heads up. It's likely a bug in my code. I won't have time to look at it until next week but I expect it's an easy fix. Quote Link to comment Share on other sites More sharing options...
Strych74 Posted August 20, 2022 Share Posted August 20, 2022 38 minutes ago, Pehvbot said: Thanks for the heads up. It's likely a bug in my code. I won't have time to look at it until next week but I expect it's an easy fix. No probs. Just in terms of additional data which might help, the cloned buttons also appear in the SPH, but all the clones are removed when restarting the game. I also considered whether Janitor's Closet might somehow be involved, but I've removed JC and still getting the same behaviour Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted August 24, 2022 Author Share Posted August 24, 2022 (edited) v0.8.2 is available. This fixes the problem with replicating VAB/SPH buttons. It also changes the way part replacement costs are handled and (properly!) adds the cost to the vessel itself which increases the build time. Later versions should add refinements like adding a visual cue to the button if there are not failed parts and a mouseover message. https://github.com/pehvbot/LRTF/releases/tag/v0.8.2 Dang it. Replication problem not fixed yet! Edited August 24, 2022 by Pehvbot Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted August 25, 2022 Author Share Posted August 25, 2022 v0.8.4 is available. This one actually fixes button replication issue. I hope. https://github.com/pehvbot/LRTF/releases/tag/v0.8.4 Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted August 26, 2022 Author Share Posted August 26, 2022 v0.8.5 is available. This has a bunch of fixes and refinements for the VAB/SPH replace/repair handling. This includes changing how the 'replace' button looks, making sure that some of the part failures are properly remembered and repaired when in the VAB/SPH. https://github.com/pehvbot/LRTF/releases/tag/v0.8.5 Quote Link to comment Share on other sites More sharing options...
thunder175 Posted August 29, 2022 Share Posted August 29, 2022 Found this mod based on a recommendation from @CessnaSkyhawk via his Skyhawk Science System mod. This was exactly what I've been looking for. Thanks for your work on this! Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted September 8, 2022 Author Share Posted September 8, 2022 v0.9.0 is available. This adds parachute support for both RealChute and RealChuteFAR. It uses separate dlls that load if they can find their dependent dlls (AKA assemblies) from Ferram or RealChute. It also renames the VAB/SPH 'replace' button to 'rebuild', to better reflect what it is doing. https://github.com/pehvbot/LRTF/releases/tag/v0.9.0 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 29, 2022 Share Posted October 29, 2022 (edited) The latest Github Release entry does not contain the release ZIP, just the source code ZIP. Edit: Oh, I see, even that ZIP contains everything - and even the latest 0.9.1 repo contains everything Edited October 29, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted October 30, 2022 Author Share Posted October 30, 2022 18 hours ago, Gordon Dry said: The latest Github Release entry does not contain the release ZIP, just the source code ZIP. Edit: Oh, I see, even that ZIP contains everything - and even the latest 0.9.1 repo contains everything Yeah, somehow I forgot to upload the actual release , thanks for the heads up, I'll try and get it fixed today. Honestly I haven't been giving this mod as much attention as it deserves but I've finally had time to playtest things a bit more and I'll be making a few adjustments in any case. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted November 4, 2022 Author Share Posted November 4, 2022 v0.9.3 is (finally!) available. https://github.com/pehvbot/LRTF/releases/tag/v0.9.3 This adds RealAntenna support, removes two non-working failures (LRTFFailure_EngineCoolant and LRTFFailure_CommDeploy), fixes a bug with ModuleB9PartSwitch solid rockets (thanks Gordon-Dry!) and adjusts some of the failure curves based on play testing. Quote Link to comment Share on other sites More sharing options...
Albert7df Posted October 3 Share Posted October 3 (edited) Hello @Pehvbot, i have downloaded the code and check it a bit, i think it could work for RP1/RO as well, but i don't know if it could work for procedural parts. i would like to create an adaptation for RP1/RPO, and also keep the configuration of engines as it's in RO mod. I just would like to add the failures of others parts like fuell cells and science part. would be too hard to do it ? I'm software engineer, but i have neved work on ksp mod, i just could guide by the same work you have done. Edited October 4 by Albert7df Quote Link to comment Share on other sites More sharing options...
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