Biff Space

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Everything posted by Biff Space

  1. OK, the new version (2.9) is available for KSP 1.3 One feature has been cut - the 'Off when parachuting' switch used to recognize chutes from the RealChute mod. Something has changed in the way libraries are loaded, and I have had to sacrifice this feature, and the toggle now only works with stock chutes. Sorry about that.
  2. Hi, Glad you like the mod. I will move it to the top of the list of mods to update, so I will get a new version out for 1.3 in the next few days, all being well.
  3. Re-compiled with KSP 1.3 binaries, and now seems to work correctly. Sorry about the long delay in doing this, other projects got in the way.
  4. After a long absence, I'm going to recompile my suite of mods with the KSP 1.3 binaries, and update them on SpaceDock. If you are running older versions, and they are working, there is no need to update. AFAICT, the old version of this mod is compatible with KSP 1.3, I'm just doing it for completeness (and to have a run-through of the release process before I update my more popular/complex mods).
  5. Hi, I have just done the briefest possible 'smoke test' and the old version (1.3 of Biomatic) seems to work OK with version 1.3 of KSP. If anyone has problems with it I will try to take a look, but I am not actively developing any of my mods at the moment, or even playing KSP much. I only installed 1.3 just now to test Biomatic. (I have moved on to developing an Android phone app - if anyone is interested, the website is here, but it's nothing to do with space.) Cheers, Biff
  6. Thanks, I will have a look at this issue next week.
  7. 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.
  8. Thanks! I don't really use the IVA feature, and have no plans to make an IVA version of Proximity. Sorry.
  9. Thanks for the feedback. I have updated Proximity to recognise RealChute chutes.
  10. 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!
  11. Hi, I will look at this on Monday. I hope it doesn't need more than a recompile with the new version.
  12. 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.
  13. 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 spacedock.info. 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.
  14. 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.
  15. 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).
  16. 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)
  17. 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.
  18. 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).
  19. 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!
  20. 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.
  21. I'm glad you are enjoying the mod! However, you've got the wrong end of the stick about the variable pitch mode. I'll explain in detail, because this seems to have confused a few people (I hope I don't sound patronizing). In any mode, the beeps get closer together as you get nearer the ground, so when you are just in Proximity range, they are far apart, and when you are a few metres from the surface they are pretty much on top of each other. In fixed-pitch mode, you always get the same beep, but in variable pitch mode, some extra information is 'encoded' in the beep and this extra information is a ratio of vertical velocity and distance above ground. This means that: high above the surface, high velocity - low pitched beeps (ie, a 'safe' sound) high above the surface, low velocity - low pitched beeps (ie, a 'safe' sound) near the surface, low velocity - low pitched beeps (ie, a 'safe' sound - congratulations, safe landing) near the surface, high velocity - high pitched beeps (ie, a 'danger!' sound - maybe some thrust?) The best way to try this out is to do some deliberate crash landings to hear the difference - it sounds like you are landing 'too safely' at the moment!
  22. If Module Manager is installed, and the appropriate tech tree node has been researched, then yes. This research requirement for Proximity being added to command pods is a recent change in behaviour. It now requires that the Landing tech node is researched before it works, and until this is researched the toolbar button is greyed out and does nothing. (Previous versions made the part unavailable until the node was researched, but Proximity still worked if it was added to command pods by Module Manager.) I think that this is probably what is happening here. If you have researched the landing node and the button is still greyed out, there is a problem - please let me know If you want Proximity functionality available from the start of the game, you can edit the part config file: (KSP folder)\GameData\Proximity\Parts\Proximity\part.cfg Change the line reading TechRequired = landing to TechRequired = start
  23. The update (required for 1.1.3, the old one does not work) has a slight change - Biomatic works in map mode too, now.
  24. I had the exact same issue with one of my mods which uses TimeWarp.SetRate, and a simple recompile with the 1.1.3 binaries fixed the problem. Hope it is that simple for this excellent mod.
  25. I also saw it on xkcd, and since that kind of geeky/science stuff has always appealed, I downloaded the demo version. Bought the full version (0.23 ?) as soon as I got into orbit. Spoiled other games for me, but I've learned a good bit about orbital mechanics. (As have my friends, willingly or not. )