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LukeStrike

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Everything posted by LukeStrike

  1. @Amaroq: not sure of what you are speaking about ? By "official releases" are you speaking of the KSP releases or the Godspeed Pump releases ? For sure KSP *should* include great "core" mods such as KAS, GSP, ASET, VNG, MM, MechJeb etc etc in the "official release" but why to do that ? The fact is (for me) that this game is really well designed because it include "de facto" a way to easily add mods (grosso modo with just a copy and paste in the GameData folder). So you can customize your game the way you want to play it. (F.E. I do not intend to install TAC, which is a great mod too, because at this time I just don't want to care about my Kerbals life state, it is just as hard enough for now to have them to land, to work and to survive but maybe one day I will install it because it is more realistic and roleplay I must say -Jeb and Bill have been waiting in orbit for let's say 3 months with no food nor water before I found a way to rescue them- ... poor little Kerbals ) @Spanier: why do you want to transfer electricity ? Once connected to any ship/base, electricity is shared, or I'm wrong with that ? There is no "electricity storage" -not even the batteries- so what's the point ? For ressources transfer such as propellants between a POD and anything you want I think it *should* be possible to use Module Manager with a dedicated config file (as said before). So maybe you can try this: 1° Install the Module Manager plugin if not already done (just a simple .dll in your /GameData directory like this /GameData/ModuleManager.2.0.8.dll) Link here: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29 2° Create your own MM directory let's say: /GameData/Spanier 3° Add a config (.cfg) file to it, let's say /GameData/Spanier/GoodspeedPump_MK1POD.cfg This example is just for the MK1 Pod, so in your /GameData/Spanier/GoodspeedPump_MK1POD.cfg just enter this code: // TWEAK FOR MK1POD @PART[mk1pod],!MODULE[GoodspeedPump] { MODULE { name = GoodspeedPump } } This will add the Goodspeed Pump facilities to the MK1 Pod, just tested and that works (I can exchange MonoProp between the POD and any MonoProp container linked to it) If you want to do more please read the MM instructions and syntax (quite simple but very efficient) so you can attach the Goodspeed Pump to all of your PODs ... quiet easy but no time to test that now ... give us a feedback ?) LKS PS: hello 5th (the sound is FiveTee ?), I'm watching your vids on YT ... so just a smile
  2. There is no need for permissions, those are just two poor config files that anybody can use (and the first one was already posted few pages ago) but I'm not sure they are to be included in any "official release" because they are just links between different plugins (and thus made by different modders) and as I said you also need to have the Module Manager plugin installed. One thing I forget to mention is that Godspeed Pump works perfectly with KAS too so you can exchange whathever you want thru KAS Pipes (or Winches). Very useful for bases for example. My base on Minmus is just a "backbone" made of KAS Pipes (I don't use Docking Ports for bases on planets or moons) so when I land with an Ore gatherer I can connect it (in EVA) to any point of the backbone and thus any factory connected elsewhere can pump it and transform it (and of course the same way for Metal, RocketParts, Kethane or any propellant originaly included in the Godspeed Pump config file). Very very useful I said LKS
  3. Hi there, What a GREAT mod !!! Works pretty well with a lot of other mods, and so helpfull I've been reading all of your posts here and I can confirm what was said before. It is really convenient to balance your fuel tanks in real time, helping for your vessel stability during the flight. Very nice also to have (using the levels) your ships, once docked (with or without KAS), that will automaticaly transfer ressources in or out ... great I did not try use it to make automatic asparagus style launchings for now but I'm pretty sure that works well. (I'm using the old school way to do that and not sure how MechJeb will handle that but it should work ?) One thing I'd like to add is the fact that when in conjunction with the Module Manager mod, you really don't need to edit the original config files. The best way to do that is to have your own directory placed in the /GameData directory and MM will handle it. F.E. mine is /GameData/LKS So to handle the Godspeed Pump with ELP ressources I have this one: /GameData/LKS/GoodspeedPump_EPL.cfg (same as said in a previous post) // TWEAK FOR EPL @PART [*]:HAS[@RESOURCE[RocketParts],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } @PART [*]:HAS[@RESOURCE[Ore],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } @PART [*]:HAS[@RESOURCE[Metal],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } And to handle the Godspeed Pump with Kethane ressources I have this one: /GameData/LKS/GoodspeedPump_KET.cfg // TWEAK FOR KET @PART [*]:HAS[@RESOURCE[Kethane],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } Works really well (for me) and hope that helps LKS
  4. Hi there, GREAT mod indeed but I've a question: is it possible to make it work with the stock Illuminators MK1 & MK2 ? I'm using this mod a lot because I like my ships to have a kind of "color code" (f.e. blue for science modules, red for docking ports, pale green for satellites and scanners etc). But the fact is that I don't want to use only the ASET Lights Rings but also the Illuminators because of their "spot" capabilities. For sure I can define them in the VAB but I'd like to have the opportunity to change them after the launch the same way than the ASET parts. I've been trying a lot to work around with the Module Manager mod (which is a great one too and allows me, with a simple config file, f.e. to share/balance ressources such as Kethane, Ore, Metal and RocketParts coming from the Kethane and Extraplanetary Launchpads respectively in conjunction with the Godspeed Pump mod, which are great too) ... with no success Yes I can have the Color Picker menu etc but that does not impact the light color of the Illuminators. Any clue ? LKS
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