The Mighty Condor Posted April 6, 2015 Share Posted April 6, 2015 I just loaded KSP back up after installing the TAC Fuel Blancer v 2.4.1008 and everything is working including the highlight function! Link to comment Share on other sites More sharing options...
TaranisElsu Posted April 26, 2015 Author Share Posted April 26, 2015 Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded. Link to comment Share on other sites More sharing options...
rabidninjawombat Posted April 26, 2015 Share Posted April 26, 2015 Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded.You rock! As usual TaranisElsu Link to comment Share on other sites More sharing options...
Toyotawolf Posted April 26, 2015 Share Posted April 26, 2015 AWESOME!! Don't forget to update your info in CKAN Link to comment Share on other sites More sharing options...
Galane Posted April 28, 2015 Share Posted April 28, 2015 This mod is on my watch list for 1.0 updates. Link to comment Share on other sites More sharing options...
whaaw Posted April 28, 2015 Share Posted April 28, 2015 KSP 1.0 compatibilityComing soon! Give me a couple hours after I get off work tomorrow to get everything updated and uploaded. I promise that an update will be available as quick as I can.Hi Thx for updating this must to have mod. What do you think about a CKAN integration? regards Link to comment Share on other sites More sharing options...
WissNX01 Posted April 30, 2015 Share Posted April 30, 2015 Seems that the old version works for the most part, though an update might still be nice. Link to comment Share on other sites More sharing options...
Gaugeforever Posted April 30, 2015 Share Posted April 30, 2015 if you look at the build he has been working on it. Link to comment Share on other sites More sharing options...
-dead- Posted May 1, 2015 Share Posted May 1, 2015 if you look at the build he has been working on it.More than just working on it -- he's got a 1.0 release there, but without an announcement, I'd say it's only for the Jeb Kermans out there.https://github.com/taraniselsu/TacFuelBalancer/releases Link to comment Share on other sites More sharing options...
blu3wolf Posted May 1, 2015 Share Posted May 1, 2015 Hi Thx for updating this must to have mod. What do you think about a CKAN integration? regardsIts already on CKAN. The version on CKAN says its only compatible with KSP 0.25 though, so if you have 1.0 installed, CKAN wont show it to you. Link to comment Share on other sites More sharing options...
Cdr_Zeta Posted May 1, 2015 Share Posted May 1, 2015 Hello,Hardy harr harr...thanks for the link !Zetadude Link to comment Share on other sites More sharing options...
Slomo Posted May 1, 2015 Share Posted May 1, 2015 More than just working on it -- he's got a 1.0 release there, but without an announcement, I'd say it's only for the Jeb Kermans out there.https://github.com/taraniselsu/TacFuelBalancer/releasesI started modding KSP specifically to add this. Glad to see you have a 1.0 version already available. Thanks! Link to comment Share on other sites More sharing options...
TaranisElsu Posted May 2, 2015 Author Share Posted May 2, 2015 ChangesUpdated for KSP 1.0.2. Link to comment Share on other sites More sharing options...
smjjames Posted May 2, 2015 Share Posted May 2, 2015 (edited) Does TAC fuel balancer really eat fuel in the proccess of balancing tanks? I saw someone say that in another thread.Edit: Post that I'm referring to: http://forum.kerbalspaceprogram.com/threads/67163-0-23-5-Goodspeed-Automatic-Fuel-Pump-v2-14-1?p=1880142&viewfull=1#post1880142 Edited May 2, 2015 by smjjames Link to comment Share on other sites More sharing options...
TaranisElsu Posted May 2, 2015 Author Share Posted May 2, 2015 (edited) Does TAC fuel balancer really eat fuel in the proccess of balancing tanks? I saw someone say that in another thread.Edit: Post that I'm referring to: http://forum.kerbalspaceprogram.com/threads/67163-0-23-5-Goodspeed-Automatic-Fuel-Pump-v2-14-1?p=1880142&viewfull=1#post1880142No, it does not. I was very careful to make sure that does not happen. If you, or anyone else, sees it do that then please report it to me immediately (with a log file and a description of what you were doing). Edited May 2, 2015 by TaranisElsu Link to comment Share on other sites More sharing options...
Galane Posted May 3, 2015 Share Posted May 3, 2015 That would be an interesting option, simulate fuel burning turbopumps to move the fuel around. Link to comment Share on other sites More sharing options...
D'Car Posted May 3, 2015 Share Posted May 3, 2015 No, it does not. I was very careful to make sure that does not happen. If you, or anyone else, sees it do that then please report it to me immediately (with a log file and a description of what you were doing).Full disclosure - I retested with the current version. It doesn't happen anymore on a test rig on the launchpad. I don't know if I somehow picked up a buggy version for 0.9 or what, but it was a thing for me ... good to see it's not a thing as-is. Link to comment Share on other sites More sharing options...
Payload Posted May 4, 2015 Share Posted May 4, 2015 Thank you for this mod. It really helps with space planes and all types of fuel management. I would like to add though, this mod causes texture errors on the surface of different planets. It has been doing this for a while. I am not sure why it is doing it but it certainly is this mod. It goes away immediately as soon as I remove this mod. It causes the texture of the ground to become stretched out for some reason. Link to comment Share on other sites More sharing options...
Jikahn Posted May 5, 2015 Share Posted May 5, 2015 In the past I have seen fuel destroyed when GoodspeedFuelPump was pumping while TAC was pumping into conflicting tanks. I wasn't really surprised at that considering they both pump fuel, so I just take care to avoid a bad interaction in that case. Someone took it over, I think it's called GPOSpeedFuelPump now. I'll report back if I find it again, as I haven't played a lot since .25. Obviously, it might not even be TAC's problem. Link to comment Share on other sites More sharing options...
jofwu Posted May 13, 2015 Share Posted May 13, 2015 Is there a way to make this ALWAYS balance LiquidFuel and Oxidizer? Link to comment Share on other sites More sharing options...
smjjames Posted May 13, 2015 Share Posted May 13, 2015 One feature that would be nice is to set a group of tanks or a stage to balance among each other or within the stage. Link to comment Share on other sites More sharing options...
Farix Posted May 13, 2015 Share Posted May 13, 2015 Are there plans to support the stock toolbar? Link to comment Share on other sites More sharing options...
Movado Posted May 20, 2015 Share Posted May 20, 2015 Is there a way to get TAC Fuel Balancer to work on RasterPropMonitor screens? Link to comment Share on other sites More sharing options...
Bomoo Posted May 20, 2015 Share Posted May 20, 2015 Thanks for the update (belatedly) and for providing an alternate download. Link to comment Share on other sites More sharing options...
FleshJeb Posted June 2, 2015 Share Posted June 2, 2015 First off, thank you!--Fuel Balancer has been on my list of "must-have" mods for over a year now.Two ideas:--Have you considered displaying the tanks in a Tree List, in the same way that the craft file is structured? Being able to control entire branches would be amazing.Just checked your code. Looks like the resources are handled as a regular list. I'm a pretty crappy programmer, but as I recall, recursing through a binary tree isn't that much more difficult?--Controlling heat balance as well as fuel. Greatly simplified, you're pushing heat quanta around. My calculus was 20 years ago, but I think this is just a Mixing Problem. If we just take the case of "Balance All", The algorithm would attempt to get all make all the tanks the same temperature by cycling fuel through them. Or maybe it's just a side effect of the regular pumping operations, and it's up to the user to tune it. Pumping rate would have an effect on this of course, and it should cost electricity.OK, if I understand your code correctly, you're just balancing to the next nearest resource in the list until they all hit equilibrium (Which is definitely elegant and good enough for fuel). If we apply this to heat moving with the fuel, am I correct in assuming that a side effect of this might be that the left side of the ship could end up significantly hotter than the right? Or do I misunderstand the process entirely?Thanks, and thanks again for this mod. Link to comment Share on other sites More sharing options...
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