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Releases: severedsolo/OhScrap

Oh Scrap 1.4 Beta 5 (revision 2)

10 Nov 19:18
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Pre-release
  • Fixed infinite loop in some situations while checking for a part failure.
  • Added option to define length of time before "plane mode" kicks in under DefaultSettings.cfg

Oh Scrap 1.4 Beta 5 (revision 1)

10 Nov 07:10
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Pre-release
  • Fixed bug where failures could occur on a part that has already failed.

Oh Scrap 1.4 Beta 5

09 Nov 22:12
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Oh Scrap 1.4 Beta 5 Pre-release
Pre-release
  • Fixed next check not resetting on situation change
  • Added DefaultSettings.cfg to PluginData - this allows you to configure failure settings to your liking
  • Logger will now delete logs more than 24hrs old
  • Generational increase is now baseChance/generation.
  • Fix parts magically repairing themselves (dont ask)

Oh Scrap 1.4 Beta 4

08 Nov 21:44
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Oh Scrap 1.4 Beta 4 Pre-release
Pre-release
  • Fixed bug where failure checks would go into "Space Mode" while still in prelaunch.
  • Improved resolution of failure checks
  • Fixed a couple of minor issues with the individual failure modules
  • Removed deprecated safety threshold setting.
  • Added "Enhanced Logging" option (will show every single dice roll)
  • Improved logging when a failure check succeeds.
  • Logs will be written to OhScrap/Logs every time you exit the flight scene (please provide these when talking about balance issues)
  • Safety Ratings are now relative rather than absolute (in laymans terms, if you change the baseChanceOfFailure in the cfg files, the Safety Ratings will adjust the scale accordingly).
  • Failures will no longer be forced if every single part passes it's failure check, instead we'll just abort the failure.

Oh Scrap 1.4 Beta 3

07 Nov 21:20
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Oh Scrap 1.4 Beta 3 Pre-release
Pre-release
  • Fixed SRBs never getting their bonuses for generations/recoveries.
  • Fixed SRBs being taken into account when calculating failure rates.
  • Fixed Tanks with no valid resources showing in the flight scene.
  • Fixed Tanks with no valid resources being taken into account when calculating failure rates.

Oh Scrap 1.4 Beta 2

07 Nov 13:20
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Oh Scrap 1.4 Beta 2 Pre-release
Pre-release

Changes from Beta 1

  • Fixed Repair and Toggle Highlight events not activating when part fails.
  • Fixed inverted repair chances (ie, you'd get a 10% chance of repairing it with a Lv5 engineer rather than 90%)
  • Fixed highlighting not showing on some failed parts
  • Fixed highlighting turning off randomly on some parts
  • Fixed parts with higher failure rates not being given the chance to fail first.
  • Fixed trying to fail parts that have already failed silently aborting the fail process.

Oh Scrap 1.4 Beta 1

06 Nov 20:09
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Oh Scrap 1.4 Beta 1 Pre-release
Pre-release

BACK UP ALL SAVES BEFORE TRYING THIS - JUST IN CASE

  • Recompile against KSP 1.5.1
  • Failures will no longer be calculated per part. Instead, we'll take into account the overall reliability of the vessel, and use that to determine failure rates. (Ie, if you stick a bunch of really good parts on your rocket, and one really crappy one, the rocket will still be less prone to fail than one with all crappy parts). A really cool side effect of this, is that if you stage away your bad parts, your vessel will become more reliable overall (ie, you can have a bad launch vehicle, but a tried and tested payload, and once the launch vehicle is gone, the payload will be uber reliable).
  • Failures will be rolled for constantly (but rate limited) instead of just on loading the vessel. At the moment, it's every 10 seconds in atmosphere, and every 10 real time seconds, or 30 kerbal minutes (whichever is the longer) out of the atmosphere - to simulate the fact that things are much more likely to go wrong on launch. No failure can occur less than 10 realtime seconds after the last one.
  • Parts can only fail if they are actually in use (ie engines firing, Reaction wheels turning, etc) - this may have been technically in the last version, but I found a bunch of places where it wasn't actually turned on.
    Remote Repair has been reduced to a 20% chance of success, EVA to 40% and engineers will give a 10%*their level boost to the repair chance (so a Lv5 Engineer will give you a 90% chance of repair on EVA).
  • MASSIVE code cleanup - handling the failures on a per vessel, rather than per part basis means less garbage, better performance and easier for me to maintain etc. I've also moved a BUNCH of duplicated code into their own common methods.
  • Parts that have not been tested/launched can now be recovered. The tradeoff for this is that those parts will receive NO bonuses for recovery. Ie, it will still have the failure rate of a "fresh off the factory line" part.
  • Randomisation is gone. Parts will have standard failure rates.
  • Safety Rating system now runs from 1-10 rather than 1-5
  • Probably a bunch of other stuff I'm not remembering right now.

Oh Scrap! 1.3.6 Beta 1

06 Jun 19:57
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Pre-release

** Pre-release has been removed due to some big bugs**

Oh Scrap! 1.3.5

20 May 07:42
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  • Fixed issue where generation wouldn't be properly calculated when using KCT.

Oh Scrap! 1.3.4

13 May 14:53
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  • Fixed OnLaunch() not firing immediately after staging.
  • Debris will no longer trigger failure messages (the failures will still happen, they will just fail silently)