Biff Space

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About Biff Space

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  1. Thanks, I will have a look at this issue next week.
  2. It's working as normal for me. You seem to have another resources-related mod installed - what is giving that 'flow priority' line at the bottom of the menu dialog? Possibly my mod and another one are not playing nicely together.
  3. Thanks! I don't really use the IVA feature, and have no plans to make an IVA version of Proximity. Sorry.
  4. Thanks for the feedback. I have updated Proximity to recognise RealChute chutes.
  5. I think that is just the way that resources are drained from tanks and batteries. This mod is really all GUI - it just flips a flag on the batteries and I don't need to worry about how the stuff flows about. Anyway, a recompile seems to have worked. I haven't tested heavily, but the button appears when it should as far as I can tell. Enjoy!
  6. Hi, I will look at this on Monday. I hope it doesn't need more than a recompile with the new version.
  7. Released a new version for KSP 1.2. New functionality: There is now a button to toggle between per-vessel and global tick-lists for this use-case.
  8. High praise indeed, thanks! On to the substance: Yes, I do intend to release it for 1.2. At the moment I have compiled a working version with the 1.2 pre-release, but I am not going to release it until the official 1.2 is out, just in case there are any last-minute changes which cause something to break (unlikely, I think). More concerning to me is that the Biomatic For All Command Modules is nothing to do with me. Someone has bundled my mod with a new name (..for all command modules), made an account with my name on some other file sharing site, and uploaded their bundle. This is rude and causes me more work, and I do not appreciate it. I am not going to check their upload or support it - it may or may not do what it says. It may or may not be harmful. Further, it is unnecessary - if you install ModuleManager, Biomatic functionality is automatically added to all command pods anyway. My mods are only available on I strongly recommend against downloading mods from any other site which purport to be mine - they are not. I use the name "Biff Space" (with a space) here on the KSP forum, and "BiffSpace" (with no space) on SpaceDock, and nowhere else.
  9. Thanks for the bug report. I will install [x] Science and see if I can find the problem. Regarding your suggestion about looking ahead for biome boundaries, I will have a look, but it will involve changing a simple map check to some more complex calculations about the orbit. It's a good idea but it may take more of a re-write than I have time for at the moment.
  10. Hi, glad you like the mod. The list maintained by Biomatic is just the list of all the biomes you have ticked as you carry out experiments during a mission. When you get a new bit of scientific equipment, you will want to clear the list so that the de-warp feature works for all the biomes again, and you can do the experiment and tick them off. The list is more a list of biomes visited, and clearing it doesn't remove anything except your notes of where you've been. The way I use it is to go to the Mun, say, and do all the EVA reports while 'in space near' all the different biomes. As I do this, I'll tick the biomes I've done so that the de-warper only works when there is a new EVA report to get. Later in the career, when I unlock the gravioli detector, I want to go to all those biomes again and do a gravity experiment, so I will clear the list (and thus de-warp on every biome in the new ship, adding them to a new list as I go).
  11. I prefer the old behaviour too, so I wrote a mod called Battery Activator (link in my sig). It just detects when an unmanned vessel has no power available but power in a locked battery, and when these conditions are met it offers a button to unlock the batteries. (The mod is the 1.1.2 version, but it seems to work fine in 1.1.3)
  12. There isn't a released version of Outer Planets for KSP 1.1.3 yet. Problems like this are likely if you mix and match mods and KSP versions that were never expected to run together. I will have a look to see if there are problems in my mod if crashes occur with a version of OPM released for use with 1.1.3.
  13. Yes, at the moment the button instantly empties the tank. If you want the ability to remove some resource, you could look into the TAC Fuel Balancer mod, which allows you to drain tanks at various speeds (and has many other features too).
  14. There is a button in the settings part of the GUI which allows you to clear all the ticks from the body you are in orbit around, it is labelled 'Remove Mun biomes from list' (etc). There isn't a way to clear all bodies' ticks from the GUI, but that will stay because you can only be in orbit around one body at a time!
  15. There is only one list, so the second ship will have some biomes ticked even if the new experiments haven't been done there. I designed it to have a one-mission scope, so you'd complete one set of experiments, say EVA reports, and then some time later when you have the gravioli detector, you'd clear the list and do all the biomes again with the new experiment. I will look into a per-ship option when I have some time, but I can't promise anything. Ships each have an ID number in the persistence file, but I'm not sure how that is affected by docking and undocking. It may be too much kerfuffle to be worth doing, but I will have a look. I think there is at least one other mod which keeps track of which experiments have been done and alerts you when there is new science to do, but I can't remember what it is called.