cinemagic Posted May 24, 2022 Share Posted May 24, 2022 [LOG 20:08:50.736] Applying update SMURFF/Special_UniversalStorage2/@PART[USHydrazineWedge]:BEFORE[zzz_SMURFF] to UniversalStorage2/Parts/Fuels/HydrazineWedge.cfg/PART[USHydrazineWedge] [LOG 20:08:50.739] Applying update SMURFF/Special_UniversalStorage2/@PART[USAerozineWedge]:BEFORE[zzz_SMURFF] to UniversalStorage2/Parts/Fuels/AerozineWedge.cfg/PART[USAerozineWedge] [ERR 20:08:50.741] Error - Failed to do a maths replacement: @MODULE[USFuelSwitch] : original value="0.042|0" operator=Divide mod value="4.2" [LOG 20:08:50.741] :FOR[ZZZ_SMURFF] pass Quote Link to comment Share on other sites More sharing options...
LordCelestia Posted March 1 Share Posted March 1 does this work for KSP 1.12? Quote Link to comment Share on other sites More sharing options...
Professeur Fromage Posted March 4 Share Posted March 4 Is this still working with KSP latest updates ? I installed it with RSS but I'm barely able to reach orbit even with huge rockets and very small payload, and not able to reach the Moon or other planetSs Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted March 5 Author Share Posted March 5 7 hours ago, Professeur Fromage said: Is this still working with KSP latest updates ? I installed it with RSS but I'm barely able to reach orbit even with huge rockets and very small payload, and not able to reach the Moon or other planetSs I haven't got my RSS install upgraded to 1.12.5 yet, but I just tried SMURFF in my test install and it seems to be working. As a quick test, if you load up the stock Kerbal X in the VAB, it should give you 8850 m/s with SMURFF, compared to 'only' 6428 m/s in the stock game. Even with SMURFF, you'll still need to make pretty substantial rockets to get into space, and even more so to go interplanetary -- approximately 9.5 km/s of delta-V to get into Earth orbit (you only need 3.5 km/s or so for Kerbin), plus another 3+ km/s to escape. The Saturn V had a launch mass of nearly 3,000 tons (compare to 130 tons for the Kerbal X) to put about 140 tons into Earth orbit and send 44 tons towards the Moon, of which 15 tons landed on the Moon and 5 came back to Earth. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 5 Share Posted April 5 (edited) Hi. I'm having some trouble getting it to work. It seems to not patch any of the stock fuel tanks or engines. KSP.log Edit: Looks like an incompatibility with Rational Resources. I'm using these: RationalResources RationalResourcesCompanion RationalResourcesSquad RationalResourcesSSPXRTanks RationalResourcesTACLS If I had to guess, I would imagine it's an incompatibility with the RationalResourcesSquad module. Any help would be appreciated! Edited April 5 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 6 Share Posted April 6 (edited) On 3/4/2023 at 10:12 AM, Professeur Fromage said: Is this still working with KSP latest updates ? I installed it with RSS but I'm barely able to reach orbit even with huge rockets and very small payload, and not able to reach the Moon or other planetSs You can try the Transmogrifier mod, which is an extension of SMURFf (in my sig). It’ll rescale basic rocket parts to real scale/volume. probably won’t work with procedural style parts though. Edited April 6 by Nightside Quote Link to comment Share on other sites More sharing options...
Kurld Posted April 10 Share Posted April 10 Is there any mod that makes the tanks not behave as tough as. . . a tank? The parts in this game seem pretty impervious to destruction. I'm going to guess this is a compromise/limitation of how the game doesn't seem to model materials (at all?). I'm guessing it also doesn't really account for twisting vs bending vs shearing types of forces that can act on them. Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted April 10 Share Posted April 10 (edited) 8 hours ago, Kurld said: Is there any mod that makes the tanks not behave as tough as. . . a tank? The parts in this game seem pretty impervious to destruction. I'm going to guess this is a compromise/limitation of how the game doesn't seem to model materials (at all?). I'm guessing it also doesn't really account for twisting vs bending vs shearing types of forces that can act on them. Yes, it's a game engine limitation and there is no mod afaik that "fixes" it. The only thing we have is the vanilla joint rigidity but even that is faulty, that's why we have to use the Kerbal Joint Reinforcement mod. Even in the realism overhaul mod you can put an entire Saturn V on top of a space shuttle orange super lightweight tank, or massive weights attached to the side of balloon tanks, and accelerate them to 10G with no worries. I guess we can only simulate realism up to a certain extent, and beyond that, we can only pretend (or live with the guilt, your choice). Edited April 10 by mateusviccari Quote Link to comment Share on other sites More sharing options...
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