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A Method of using the Stock Parts to play with the Real Solar System in 1.0


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I don't want to have to overhaul my game to play with Earth. I also want to actually play with Earth, not Smearth or MiniEarth or Earth-colored Kerbin from some 1/10 scale RSS mod. Realism Overhaul adds entirely too much extra to the game. Lots of parts, real fuels, procedural parts, dang-it, all sorts of things that overcomplicate everything. All power to those who like that style of play. I'm not one of them. I like my Kerbals, and I like their rocket parts looks and the simplicity that the collection of stock parts and stockalike mods add.

So it would be extremely nice and wonderful if I could use the stock parts (modified, so technically they wouldn't be stock) to play RSS. Be it by changing tank drymasses or engine masses or thrust, or Isp, the engines in KSP are basically steampunk rocket tech, not suitable for the real world unless you want to fly high-altitude blimps.

Basically, I want KIDS. But it doesn't look like that's coming back any time soon, so alternatives would be nice.

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I've found myself wanting the same thing, so I made a Module Manager patch to adjust tank and engine masses to be more in line with reality. I'll release it here tomorrow, but look for "SMURFF" on GitHub if you want to use it now.

So that's good as it is, but what about Engine Isps? They are a bit sub-par since 1.0 came out. EDIT: Oh yeah, Cryogenic Engines. I already have that. :P

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This is what your asking for, its a bit outdated, but since its a minor MM patch it should still work in 1.0. Worst case scenario is you ask someone to update the patch for you. Your welcome Greg.

SMURFF seems to be updated better, so I'll use this. Though I have to say, the poor Isp of stock engines are still a bit too poor.

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First, SMURFF is published.

ZooNamedGames, the limitation of RSS Stock Parts is that it only patches stock parts (and at that, they're patched individually). That lets each part get tweaked individually, but it means that it doesn't apply to any mod parts. SMURFF, on the other hand, works on classes of parts (tanks of various contents, and engines), so that anything that matches the pattern gets included. This means that there's no limitation on what mods are supported, the way that there is with RSS Stock Parts's approach (or Realism Overhaul, for that matter).

GregroxMun, regarding Isp, I have figured out a kludgey way to modify all engines' Isps (MM can't do math on them since "0 350" and the like aren't numbers, but I can do a filter to replace "0 3" with "0 4" or the like), but I'd need to do a lot of testing to make sure I don't get any weird cases (not all Isps have three digits, how to achieve finer-grained adjustments, etc.), and there is the matter that 300-350 seconds is about the state of the art for engines that burn LOX/RP-1 (kerosene, arguably the closest real-world analogue to Liquid Fuel). I think that suggesting Cryogenic Engines to serve as the higher-efficiency upper-stage engines is a reasonable course for SMURFF to take for the time being.

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