Spider0804 Posted June 2, 2014 Share Posted June 2, 2014 (edited) I appreciate it.Also, yes github or any form of svn or a steam workshop option like Garry's Mod would be lightyears better than what we have now.Is there a way to make this work with Procedural Parts? Edited June 4, 2014 by Spider0804 Link to comment Share on other sites More sharing options...
merendel Posted June 9, 2014 Share Posted June 9, 2014 Is there a way to make this work with Procedural Parts?I couldnt find a nice blanket method, trying to target the TankContentSwitcher module didnt seem to get caught by MM for whatever reason. Tried a few other modules unique to PP with no joy. I ended up just breaking down and targeting the specific parts and it worked like a charm.@PART[proceduralTankLiquid]{ MODULE { name = GoodspeedPump }}@PART[proceduralTankXenon]{ MODULE { name = GoodspeedPump }}@PART[proceduralTankRCS]{ MODULE { name = GoodspeedPump }}@PART[proceduralTankExtraplanetary]{ MODULE { name = GoodspeedPump }}@PART[proceduralTankKethane]{ MODULE { name = GoodspeedPump }}@PART[proceduralTankTAC]{ MODULE { name = GoodspeedPump }} Link to comment Share on other sites More sharing options...
Gaius Posted June 15, 2014 Author Share Posted June 15, 2014 Here's your temporary mirror. Just packed it from my gamedata folder:Goodspeed Temporary MirrorThanks for hosting that! I've updated the first post to point to the temporary mirror, but I'll work out a more permanent solution soon (hopefully before 0.24 hits)... Link to comment Share on other sites More sharing options...
JedTech Posted July 18, 2014 Share Posted July 18, 2014 FYI, I'm using this in 0.24 on x64 Windows version. It is working great! No problems noted. Link to comment Share on other sites More sharing options...
Jasmir Posted July 20, 2014 Share Posted July 20, 2014 Sadly, goodspeed fuelpump doesn't work work with KSP_x64/GoodspeedPump-2.14.1It leads to gamecrash on "Resume Game"crash.dmp, error.log, output_log.txt, report.ini is here: 2014-07-20_222532.7z Link to comment Share on other sites More sharing options...
Kolago Posted July 20, 2014 Share Posted July 20, 2014 I don't have this problem with KSP_x64/GoodspeedPump-2.14.1. Did you test with a clean install of KSP? Link to comment Share on other sites More sharing options...
Jasmir Posted July 20, 2014 Share Posted July 20, 2014 After some testing, i found that the _disabeling_ of the "ModStatistics"-Plugin in the settings.cfg via disabled = true is causing this.Even manualy deleting _all_ JsonFx.dll and ModStatistics*.dll files keeps the game crashing. Sorry for the confusion.A other question: Existing ships in space and existing crafts in VAB/SPH don't get the fuelpump-menu. Only parts that i assemble fresh in VAB/SPH.Is this intended? Link to comment Share on other sites More sharing options...
Kolago Posted July 20, 2014 Share Posted July 20, 2014 This is the normal in the way KSP stores ships in a file. Later modifications don't get integrated. You have to build from scratch or replace parts. Link to comment Share on other sites More sharing options...
kiwiak Posted July 23, 2014 Share Posted July 23, 2014 I still hope that author will include numbers below zero (while zero still being default level) to allow for better fuel managment. And fuel dumping.Well cant live without this plugin anyway, stock pumping is so tedious compared to this. Link to comment Share on other sites More sharing options...
JedTech Posted July 23, 2014 Share Posted July 23, 2014 Yes, I love this pump too! I don't launch without it. Link to comment Share on other sites More sharing options...
Renegrade Posted July 30, 2014 Share Posted July 30, 2014 I still hope that author will include numbers below zero (while zero still being default level) to allow for better fuel management. Well, defaulting all tanks to 1 would have roughly the same effect and would probably be a lot simpler code-wise.And fuel dumping.That would definitely be cool Well can't live without this plugin anyway, stock pumping is so tedious compared to this.Me neither. This mod is so much better than stock. The right click context menus and ability to save the configuration puts it above other mods too. My refuel stations automatically refuel anything that docks with 'em..Kudos to Gaius for making a "must-have" mod Link to comment Share on other sites More sharing options...
JedTech Posted July 31, 2014 Share Posted July 31, 2014 Kudos to Gaius for making a "must-have" mod Cheers to Gaius! Link to comment Share on other sites More sharing options...
psyper Posted July 31, 2014 Share Posted July 31, 2014 (edited) Thanks for hosting that! I've updated the first post to point to the temporary mirror, but I'll work out a more permanent solution soon (hopefully before 0.24 hits)...KSP have moved all their mods over to Curse for what its worth:http://www.curse.com/ksp-mods/kerbalEdit: didn't see the discussion on Curse when posting sorry Edited July 31, 2014 by psyper Link to comment Share on other sites More sharing options...
TranceaddicT Posted August 4, 2014 Share Posted August 4, 2014 KSP have moved all their mods over to Curse for what its worth:http://www.curse.com/ksp-mods/kerbalEdit: didn't see the discussion on Curse when posting sorry Better yet use ...KerbalStuff Link to comment Share on other sites More sharing options...
Tivec Posted August 9, 2014 Share Posted August 9, 2014 This mod makes fuel pumping feel so natural. It's like this is how it was meant to be from the start. Great job, I really like it Link to comment Share on other sites More sharing options...
Lucid Hills Posted August 22, 2014 Share Posted August 22, 2014 Which mod are the structural pieces in the example picture on the front page from?? Link to comment Share on other sites More sharing options...
mrstoned Posted September 6, 2014 Share Posted September 6, 2014 They come from spherical fuel tanks if i'm not completely mistaken./Rikard Link to comment Share on other sites More sharing options...
Lucid Hills Posted September 7, 2014 Share Posted September 7, 2014 They come from spherical fuel tanks if i'm not completely mistaken./RikardAh, I see. Thanks mate. Link to comment Share on other sites More sharing options...
Sid Brandt Posted September 7, 2014 Share Posted September 7, 2014 is this works with 0.24.2? I think this is better and much more simple than TAC Fuel Balancer. Link to comment Share on other sites More sharing options...
Ralathon Posted September 7, 2014 Share Posted September 7, 2014 is this works with 0.24.2? I think this is better and much more simple than TAC Fuel Balancer.Yea, it does. Link to comment Share on other sites More sharing options...
Surefoot Posted September 11, 2014 Share Posted September 11, 2014 It will need a small edit for Procedural Parts (since most people will use that now) along with latest MFT. See previous page for the cfg edit. Link to comment Share on other sites More sharing options...
BradicusPrime Posted September 16, 2014 Share Posted September 16, 2014 Would it be possible to set this system up to have different pump levels for different resources?Specifically using with TACLS, being able to pump in new Oxygen, Water, and Food, while removing CO2, Waste, and Waste Water. I can fudge it by making parts only carry certain resources, but I'd rather not go down that road if I don't have to. Link to comment Share on other sites More sharing options...
inigma Posted September 19, 2014 Share Posted September 19, 2014 Will uninstalling this mod break savegames? Link to comment Share on other sites More sharing options...
undercoveryankee Posted September 19, 2014 Share Posted September 19, 2014 Would it be possible to set this system up to have different pump levels for different resources?Specifically using with TACLS, being able to pump in new Oxygen, Water, and Food, while removing CO2, Waste, and Waste Water. I can fudge it by making parts only carry certain resources, but I'd rather not go down that road if I don't have to.Without changing the plugin, you might be able to give a part two copies of the pump module, each set to pump a different set of resources.Will uninstalling this mod break savegames?It's an extra module added to the parts with ModuleManager. Ships will normally load all right if the parts in the save file mention a module that no longer exists. Still doesn't hurt to make a backup copy of your save before you try, in case something else you have installed decides that it doesn't like to have its module moved to a different index. Link to comment Share on other sites More sharing options...
FreeThinker Posted September 23, 2014 Share Posted September 23, 2014 is this works with 0.24.2? I think this is better and much more simple than TAC Fuel Balancer.Why would it be better than TAC Fuel Balancer which is easier to install and use Link to comment Share on other sites More sharing options...
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