[0.20.x] Quantum Fuel Transfer System

Transfer fuel from ship to ship


-Updated to 0.20!

Creates a persistent fuel line between two points allowing you to transfer fuel from ship to ship without having to dock. Resources are transferred as particles in a helical pattern.

If anybody would like to continue working on this mod, please feel free to do so. I haven’t tested this one with 0.21.1 much so it may have issues and I probably won’t be updating this any further.

If you do continue my mod, please credit me for the original work. I’d also appreciate a link to your version so I can check it out.


Addon Installation Guide


How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.


Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)


Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.


Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:


In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.


It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.


Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.


Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.


Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.


Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:


Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:


To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.



How to use

Place a quantum fuel transfer node on the tank you want to transfer to/from, do the same with the target ship.


15 Comments for “[0.20.x] Quantum Fuel Transfer System”

  1. Don’t know why there is no commentary on this here, except for my first…. I will attempt to use this mod, and tell you my results after I use your Quantum Struts first :D

    Jason J February 1, 2013
  2. I got my vessels close to each other, I EVAd, I Right clicked on the source vessel and pressed connect, then I left clicked on the other Quantum Node, turned green and blue ray locked on the other ship(I tried doing the same with the other ship), and then (what?)

    I dont know what to do then, pls help

    Hector Lira February 24, 2013
  3. I wish it was a hose connected in EVA. :( I’ve made a crude radial attached winched hose (and a magnet drill bit to tap into broken tanks) but lack the plugin back end to make them all work too flawlessly. I’ll happily give them away, but upload some pics of your UI (most fuel systems have their UI on display too) so I can see whether this is as well coded as the others pls?

    Kristina March 1, 2013
  4. How close to the other ship do you have to be for the fuel transfer to work and can you use separate Kerbals to initiate the transfer between the two ships?

    NotableEight1 March 4, 2013
  5. I’ve tried this using a craft with a decoupler on the pad and 2 engines facing away from each other on the decoupled part, both have quantum fuel transfer nodes on them and probes, doesn’t work, I EVA a kerbal and right clicking on the nodes or the craft doesn’t do anything.

    Am I doing something wrong or is this mod no longer working?

    Christian Gerefalk May 7, 2013
  6. Whenever I use the Quantum Fuel Transfer part on my planes, I am unable to end the flight, and have to restart the program to exit the flight. Is anyone else getting this bug?

    999optics May 11, 2013
  7. Can we get this updated?

    TomatoSoup May 23, 2013
  8. Updated! I haven’t had time to thoroughly test it though, there may still be some issues with 0.20 compatibility. Send me a message on the forums if you experience any issues.

    BoJaN May 24, 2013
  9. Thank you for updating this for 0.20! I’ve got about 20 ships with this part on it :)

    Max Q May 24, 2013
  10. Doesnt work in 0.20. It connects, says its connected but no transfering is occuring.

    elkar May 25, 2013
  11. I take it back. It works when you connect it from full tank to empty one but also I’m only like 25m away. :/

    elkar May 25, 2013
  12. Since 0.20 this part no longer works in linux. tailing the player log I get this error :

    PartLoader: Compiling Part ‘Parts/quantumFuelTransferNode/part/quantumFuelTransferNode’

    (Filename: /BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54)

    ArgumentNullException: Argument cannot be null.
    Parameter name: path2
    at System.IO.Path.Combine (System.String path1, System.String path2) [0x00000] in :0
    at KSP.IO.IOUtils.GetFilePathFor (System.Type T, System.String file, .Vessel flight) [0x00000] in :0
    at KSP.IO.File.Exists[String] (System.String filename, .Vessel flight) [0x00000] in :0

    Raath June 1, 2013
  13. Still isn’t working for me in 20.2.

    I can click Connect, get a red line, get close enough and it goes green. Click, and it places it and turns blue and stays, but I don’t get a helix effect and no fuel is transferred. This is with a Rover and Mun Base anything from 1-100m apart.

    Please update!

    Tom Steventon July 1, 2013
  14. I had to move the Colors file into the Legacy PluginData folder to make the mod work.

    The DLL is still looking for that file there and without it in the right spot it is not allowing fuel to move.

    Todd Millhouse July 9, 2013
  15. .22 update, please?

    Jonathan October 23, 2013
  16. Err… this worked for 20.2, and I destroyed some 50% of his source to clean things up… (and change them to do what I want… I know, but this was a “personal modification of a plugin”)

    As with all my files, doesn’t matter “where” they go, just as long as it is in the gamedata folder. (All paths are relative to the dll location)… I think.

    Fel February 20, 2014
  17. *And yeah, this just replaces the plugin (the model and stuff has to come from him or w/e) Idk… was just trying to help but probably making things worse.

    Fel February 20, 2014

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