Fraz86
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Everything posted by Fraz86
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fraz86 replied to BahamutoD's topic in KSP1 Mod Development
I'm using NEAR, so I guess that's the issue? Missiles seemed to track just fine in previous versions, though. In regard to the direction the missiles are facing, I generally design my AA turrets with their missiles pointing straight up, which worked fine in the past. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fraz86 replied to BahamutoD's topic in KSP1 Mod Development
I've noticed an oddity with the new Smart Guards. I designed an AA turret with a Goalkeeper and 4 Sidewinder missiles. When an opposing aircraft enters range, it fires its missiles then switches to the gun, as expected. However, the missiles fail to track their target. My suspicion is that as soon as the turret switches its active weapon to the gun, the missiles stop tracking. -
[WIP] Nert's Dev Thread - Current: various updates
Fraz86 replied to Nertea's topic in KSP1 Mod Development
It's funny, the same is true for me: I rarely ever actually go to the IVA view, but knowing that a part has a nice IVA makes me far more likely to use it. I think it's mostly about the immersiveness of being able to go inside and look out the window, even if I never actually fly the ship from that perspective. I'm especially looking forward to the greenhouse you mentioned for SSPX. -
Umbra Space Industries - (Roadmap and WIPs)
Fraz86 replied to RoverDude's topic in KSP1 Mod Development
Ah, I see! So AMT will utilize the Karbonite parts (and add new parts, presumably), but will completely overhaul the functionality such that Karbonite is assimilated into AMT's more complex & difficult structure? That sounds like an ideal solution; I can't wait to try it out! -
Umbra Space Industries - (Roadmap and WIPs)
Fraz86 replied to RoverDude's topic in KSP1 Mod Development
Questions regarding Karbonite vs Advanced Mining Tech (AMT): If I understand correctly, the two resource mods will have several major differences, including single vs multiple resources, undepletable vs depletable, static vs dynamic availability, and simple vs complex conversion processes. Given these rather fundamental differences, are the two mods intended to be mutually exclusive? Of course I'm sure it will be possible to install both, but I'm asking about the design intentions. It seems that if one has both mods installed, Karbonite might be substantially easier to utilize than the more complex AMT resources, making AMT a bit redundant. If so, then AMT may largely supplant Karbonite as the dominant resource mod. I don't necessarily have a problem with this, but it would be a shame to leave behind all of the wonderful part models made for Karbonite. Any chance that AMT will utilize the Karbonite models for its own purposes? -
I know it's been your intent to keep CLS itself as merely a framework, but restriction of internal transfer is such a basic and intuitive application of CLS that it really ought to be built-in, as it seems a bit silly for someone to maintain a separate plugin for this purpose alone. There could be a config file to turn it off for those who don't want it.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fraz86 replied to BahamutoD's topic in KSP1 Mod Development
This mod is awesome. However, it does have a significant limitation: it's exclusively a self-directed/sandbox-type experience. That is, the only way to utilize the content of this mod is by building things to blow up other things you built, just for the fun of it. Don't get me wrong, this can certainly be fun. But I believe it could be far more fun if it were possible to accept contracts in career mode that would allow you to blow things up with a sense of strategy and purpose. Ideally, this would be accomplished by adding a "Destroy Target" contract, which would spawn a pre-designed target (ground-based, orbital, or perhaps even airborne) when the contract is accepted. In some cases, the target would be equipped with weapons and set to "guard" mode for additional challenge. If spawning targets is not feasible from a coding standpoint, then an alternative approach would be adding an initial "Deploy Military Drone" contract, which would involve constructing a probe with specified weaponry (and perhaps a special part which designates it as a military drone), deploying it to a designated location or orbit, and setting it to guard mode. Having an operational military drone would open the possibility of being offered a "Destroy Rogue Drone" contract, which would inform you that a specific drone is no longer under your control and needs to be destroyed. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Fraz86 replied to RoverDude's topic in KSP1 Mod Releases
I've been getting some odd behavior with the flotation devices. Most annoyingly, they're prone to flipping the craft upside down, even when landed perfectly upright with a wide base and low center of mass. The flotation devices seem to be ultra-buoyant, behaving as if they were magically repelled by water rather than floating in it. I suppose this is probably primarily an issue with the FSbuoyancy Module, but perhaps your config files could use some tweaking? I also noticed that the floats have tweakables in the VAB, wherein their "Buoyancy" can be adjusted between 0-50, however, I'm not sure where this number is coming from given that the config files show a buoyancyForce of 100. Speaking of which, all of the flotation devices have the same buoyancyForce regardless of size. EDIT: I took a screenshot to demonstrate the ultra-buoyancy issue. In this test, I reduced buoyancyForce from 100 to 10, and yet the flotation devices still sit on top of (actually, hovering slightly above) the water. -
Dread Industries Unlimited (Potential Project Poll Posted!)
Fraz86 replied to dreadicon's topic in KSP1 Mod Development
I've been wanting something like "Figures Fraught with Fragility" for more than a year now. Unfortunately, there seems to be some kind of curse surrounding sanity/fitness mods. Many have been conceived and attempted, but only one has ever been released (KeepFit), and it died quickly and frankly wasn't very good. That said, if you're up to the challenge, I do believe this represents the single largest unfilled niche within the KSP modding community. -
Is the remaining EVA Propellant converted back into MonoPropellant when the Kerbal re-enters the craft?
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[WIP] Nert's Dev Thread - Current: various updates
Fraz86 replied to Nertea's topic in KSP1 Mod Development
Beautiful! Side question: I noticed that you are a contributor for Karbonite, which I have now installed, and I feel it works well alongside Near Future Technologies. However, the distillery currently allows the conversion of Karbonite to Xenon, but not Argon of Hydrogen. This provides an unbalanced advantage to Xenon over your other lovely ion & plasma engines. Perhaps you could include a ModuleManager file in NFT to add Argon and Hydrogen conversion to the Karbonite distillery? Also, while I'm on the subject, said distillery is one of the less attractive models in Karbonite, and it bothers me that the 2.5m distillery is just a re-size of the 1.25m version. Given that the distillery is of particular relevance to the relationship between NFT and Karbonite, it would be wonderful to have a new & improved distillery created by you, if it strikes your interest. -
[WIP] Nert's Dev Thread - Current: various updates
Fraz86 replied to Nertea's topic in KSP1 Mod Development
The new command pod is magnificent. The texturing is perfectly stock-alike, and yet distinctly better than any actual stock texture. I cannot wait for the finished IVA. I also love the new station tubes. Hope I'm able to try them out soon! -
[24.2] Karbonite Ongoing Dev and Discussion
Fraz86 replied to RoverDude's topic in KSP1 Mod Development
Personally, I love the idea of SCANSat, but every time I've installed it I've ended up uninstalling it for various reasons. To me it feels bloated; too many types of scan data & scanners, user interface is too busy, and attempts to incorporate too many features. It also doesn't have the greatest track record in terms of timely updates, and (at least in the past) it has a non-trivial impact on performance. "SCANSat Lite" would be perfect, with a single scanner that provides basic data for altimetry, biomes, and Karbonite, toggling between these 3 overlays on a simple user interface. But since I'm not aware of anyone working on a "SCANSat Lite," I would very much like for Karbonite to include basic built-in scanning & display functionality. Ideally this could be toggled on/off in the map view similar to Kethane. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Fraz86 replied to SirJulio's topic in KSP1 Mod Releases
The license is WTFPL, so it's basically public domain. I would greatly appreciate it if someone could share a modified version of the plugin without the right click menu feature. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Fraz86 replied to RoverDude's topic in KSP1 Mod Releases
I'd like to suggest adding NEAR support, which should be as simple as duplicating your FAR config and replacing ":NEEDS[FerramAerospaceResearch]" with ":NEEDS[NEAR]". -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Fraz86 replied to Porkjet's topic in KSP1 Mod Development
I'd like to suggest adding NEAR support, which should be identical to SP+FAR.cfg, just replace all instances of ":NEEDS[FerramAerospaceResearch]" with ":NEEDS[NEAR]". -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Fraz86 replied to RoverDude's topic in KSP1 Mod Releases
The other active (functioning in 23.5) LS mods I'm aware of are Ioncross, ECLSS, and Kerbal Life Support Mod. Ioncross uses the same names for Oxygen, Water, and Food, though the quantities would need to be adjusted. ECLSS uses Oxygen and "O2 Candles" but no water or food. Kerbal Life Support Mod simplifies the whole thing down to a single abstracted resource named "LifeSupport." Personally, I'm primarily interested in customizability, which is well supported by TAC-LS and Ioncross. Currently, I use a modified version of TAC-LS with 3 resources, named "Food," "BreathableAir" (a resource requiring both the removal of CO2 and replenishment of O2), and "Health" (an abstracted measure of psychological wellbeing and deconditioning, maintained by providing adequate living space).