KerbonautInTraining Posted January 29, 2016 Share Posted January 29, 2016 (edited) Just to be sure, SMURFF won't touch Real Scale Boosters right? Just added "SMURFFExclude = true" to all the fuel tanks and SRB's Edited January 29, 2016 by KerbonautInTraining Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 30, 2016 Author Share Posted January 30, 2016 The SMURFFExclude variable is only necessary for the engines, since SMURFF will recognize that it's trying to subtract more mass than the tanks and SRBs have in them, and put them back to their original masses, but it doesn't do any harm to add that flag to any parts you don't want to be modified. In other news, I'm about ready to release 1.2.1. I found a source on the predicted mass of zero-boiloff liquid hydrogen tanks (spoiler alert: they're heavier than the hydrogen they contain), so I've got the stats plugged in to patch LH2 tanks (in addition to the changes made in response to the latest CryoEngines/CryoTanks update). @Joco223, I've chased out a couple of errors in my testing, but I'd appreciate a log (KSP_Data/output_log.txt) from you so I can verify that I've fixed whatever's causing issues for you. Otherwise, it's just a matter of updating the README and we'll be in business. Quote Link to comment Share on other sites More sharing options...
KerbonautInTraining Posted January 30, 2016 Share Posted January 30, 2016 (edited) 18 hours ago, Kerbas_ad_astra said: SMURFF will recognize that it's trying to subtract more mass than the tanks and SRBs have in them, and put them back to their original masses Oh my. I totally underestimated the power of ModuleManager, I read skimmed the convo between you and Necro and thought it would effect the tanks, but like, not as much or something. Not sure what I was thinking. Edit: I made an SLS! It can take about 195t to LEO and weighs 3200t, if we compare that to the 150t capacity and 3000t mass of the Saturn V, it's spot on considering the SLS spends a lot less time on the F1's. You really nailed it with SMURFF Random question: I can't get imgur images to embed, I've tried using the "i" button as others have described and it's still not working. Do I have to publish the image to embed it? FINALLY Edited January 30, 2016 by KerbonautInTraining Quote Link to comment Share on other sites More sharing options...
NecroBones Posted January 30, 2016 Share Posted January 30, 2016 14 hours ago, KerbonautInTraining said: Random question: I can't get imgur images to embed, I've tried using the "i" button as others have described and it's still not working. Do I have to publish the image to embed it? The "i" button is for posting entire albums. To post a single picture, look just above the "Submit Reply" button and hit "Insert other media" and then "Insert image from URL" and paste the image link there. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 30, 2016 Author Share Posted January 30, 2016 15 hours ago, KerbonautInTraining said: Oh my. I totally underestimated the power of ModuleManager, The power of Module Manager compels you! Praise Jeb-us! As for nailing the stats -- your rocket's payload capacity falls out of the same place as any: how much do the engines and tanks weigh compared to the fuel they carry? There's room for variation (the Shuttle's external tank is waaaay light), but I just picked stats that are close to the state-of-the-art (though I hear the next Merlin engines will have TWRs approaching 200). Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 3, 2016 Author Share Posted February 3, 2016 In celebration of Groundhog Day, it's appropriate that the latest release of SMURFF involves cryogenic fuels. 2016 02 02 (1.2.1): De-icing Adapted to new Cryogenic Tanks LH2 mass fractions and tank setups. (LH2 tanks actually get hit with the nerf-bat.) Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 3, 2016 Share Posted February 3, 2016 @Kerbas_ad_astra Could you please add SMURFF to CKAN? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 3, 2016 Author Share Posted February 3, 2016 Eventually. I don't use CKAN myself, and SMURFF's interactions with other mods are non-trivial -- I'm not going to move forward with CKAN until I'm confident that I've gotten the configuration right. Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 18, 2016 Share Posted February 18, 2016 @Kerbas_ad_astra I get 2 errors when i install Ven Stock Revamp with your mod no matter what i do Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 18, 2016 Author Share Posted February 18, 2016 1 hour ago, Joco223 said: @Kerbas_ad_astra I get 2 errors when i install Ven Stock Revamp with your mod no matter what i do I'm going to need the log (look for details on where it is and how to get it to me about halfway down NathanKell's post) to know what the issue is. That will tell me what patches are stepping on each other (I don't use VSR, but I understand that it tinkers with some parts in addition to redecorating). Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 18, 2016 Share Posted February 18, 2016 @Kerbas_ad_astra Here: https://www.dropbox.com/s/99kya6z4lx0rmet/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 18, 2016 Author Share Posted February 18, 2016 I'm not seeing any errors in that log -- it looks like Module Manager loaded the cache that was generated the previous time you ran the game. You might have to delete the "ModuleManager.ConfigCache" file in your GameData folder to force MM to redo its calculations and make the error happen again. Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 18, 2016 Share Posted February 18, 2016 @Kerbas_ad_astra I will try that when i get home later Quote Link to comment Share on other sites More sharing options...
NecroBones Posted February 18, 2016 Share Posted February 18, 2016 10 minutes ago, Kerbas_ad_astra said: I'm not seeing any errors in that log -- it looks like Module Manager loaded the cache that was generated the previous time you ran the game. You might have to delete the "ModuleManager.ConfigCache" file in your GameData folder to force MM to redo its calculations and make the error happen again. Yeah, MM is really bad at deciding when it needs to just dump the cache. Now I use a batch file to start my dev/testing copy of KSP, which just deletes the file for me every time. It's amazing how often I thought I had borked something up with my own mods, only to discover it was a caching issue with MM. Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 18, 2016 Share Posted February 18, 2016 @Kerbas_ad_astra It still gives me 2 errors even when i delete the cache. Link of new output_log: https://www.dropbox.com/s/99kya6z4lx0rmet/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 18, 2016 Author Share Posted February 18, 2016 (edited) The point of deleting the cache wasn't to fix the errors, it was to expose them so that I could see them. I know where the issue is now, and I'll have a fix out in a couple of days, once testing is done. (Basically, I didn't account for engines that have ablator in them -- yay, more intersecting patch logic.) Edited February 18, 2016 by Kerbas_ad_astra Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 18, 2016 Share Posted February 18, 2016 Ok, thanks! Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 21, 2016 Author Share Posted February 21, 2016 Version 1.2.2 is out! This release adds some patch logic to resolve the errors that Joco223 was experiencing. (I also fixed a typo in one of the ablator patches.) Quote Link to comment Share on other sites More sharing options...
VASMIR Posted March 12, 2016 Share Posted March 12, 2016 What should I set SMURFF to for a full scale RSS? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted March 12, 2016 Author Share Posted March 12, 2016 That's what it's set for by default. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted March 18, 2016 Author Share Posted March 18, 2016 (edited) Version 1.3 is out! Parts with WBIResourceSwitcher (e.g. the Titan fuel tanks from MOLE) are now included in the switchable-tanks patches. Switchable (FS and Interstellar Fuel Switch) tanks with different tankMasses now get proper mass buffs, thanks to the new array-editing features in Module Manager. This feature is only present in MM version 2.6.16 or later, so this version and later versions are not compatible with KSP 1.0.4. Edited March 21, 2016 by Kerbas_ad_astra Quote Link to comment Share on other sites More sharing options...
Joco223 Posted April 20, 2016 Share Posted April 20, 2016 @Kerbas_ad_astra Any ETA on 1.1 update? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted April 20, 2016 Author Share Posted April 20, 2016 I don't see a need for one -- I've just changed the .version file in the repo, so KSP-AVC shouldn't complain. There were some RCS and xenon balance changes in one of the prerelease versions, but those got reverted in the release (postponed to 1.2, as I hear). Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted April 21, 2016 Share Posted April 21, 2016 8 hours ago, Kerbas_ad_astra said: I don't see a need for one -- I've just changed the .version file in the repo, so KSP-AVC shouldn't complain. There were some RCS and xenon balance changes in one of the prerelease versions, but those got reverted in the release (postponed to 1.2, as I hear). So you're saying it should work perfectly fine in 1.1 as is? Quote Link to comment Share on other sites More sharing options...
NecroBones Posted April 21, 2016 Share Posted April 21, 2016 8 hours ago, VenomousRequiem said: So you're saying it should work perfectly fine in 1.1 as is? I would think so. The part CFGs didn't change much in 1.1, except to add search tags. So my expectation is that it should work pretty much the same as long as ModuleManager is up to date. Quote Link to comment Share on other sites More sharing options...
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