Cruesoe Posted March 21, 2019 Share Posted March 21, 2019 6 minutes ago, CanOmer said: Does it work with KSP 1.4.5? The title of this very forum post has [1.4.x] in it. Indicating it does indeed work in version 1.4.5. Give it a try! Quote Link to comment Share on other sites More sharing options...
CanOmer Posted March 21, 2019 Share Posted March 21, 2019 (edited) I'll try now but it says: "KSP_VERSION_MAX":{ "MAJOR":1, "MINOR":4, "PATCH":1 Edit: It looks like compatible. I compared several parts (especially latest Making History parts), engines, pods, tanks..etc all have different mass values. Edited March 21, 2019 by CanOmer Quote Link to comment Share on other sites More sharing options...
strudo76 Posted April 25, 2019 Share Posted April 25, 2019 Is it safe to assume that all the recommended and suggested mods have whatever needs to be set to happily run with SMURFF? Don't need to manually specify any exceptions or anything? Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 25, 2019 Share Posted April 25, 2019 4 hours ago, strudo76 said: Is it safe to assume that all the recommended and suggested mods have whatever needs to be set to happily run with SMURFF? Don't need to manually specify any exceptions or anything? SMURFF is a set of patches that will work well with pretty much any “stock style” parts mods. It doesn’t require any specific compatibility within the other mod. It may not work with mods that have special fuel switchers,etc, although it generally works with Nertea’s mods. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 19, 2019 Author Share Posted May 19, 2019 On 1/29/2019 at 5:52 PM, TheBok said: I removed IFS and the MRS tanks are now fine, all of them it seems, tho the two SpaceY fuelled nose cones remain vanilla. Many apologies for the delay in responding, but those two nose cones just come with about twice the dry mass of typical fuel tanks of their capacities. (I don't know why NecroBones chose to make them so.) SMURFF is making them lighter, but when every other tank is so much lighter still, it makes their extra mass more obvious. In other news, it's finally time to release v1.9.0: The Power of the Special! I'm getting down off my high horse with this release; I've un-exiled several mod- and part-specific patches that I had been keeping in an "Extras" directory, because some of those part-specific patches are for Squad parts (the new Mk1-3, Mk2, and Mk2 Lander Can pods). These new capsules are much lighter than their counterparts (2.6 tons for the Mk1-3 vs. 4 tons for the Mk1-2, for example), so they'd be made of styrofoam if I let their masses get cut in half like the rest. Here is the full changelog: Vintage Kerbal suit variants now excluded from patching. Moved Ven's "Extra" patch into the main SMURFF folder, now called "Special". Squad's new capsules (Mk1-3, Mk2, and Mk2 Lander Can) now have a "Special" patch, since they're much lighter than their predecessors. Update ZBO power requirement patch and Procedural Parts patch to adapt to CryoTanks update. New "Special" patch for Universal Storage II tanks. New "Special" patch to handle Tundra Exploration fuel tanks. Quote Link to comment Share on other sites More sharing options...
Craze Posted May 20, 2019 Share Posted May 20, 2019 As for Lithium. This metal is solid in its normal state. To use it, it must be heated above 453.69 K (180.54 °C, 356.97 °F). And at temperatures below 1613 K (1339.85 °C, 2443.73 °F) it should not evaporate much. Quote Link to comment Share on other sites More sharing options...
Guest Posted July 26, 2019 Share Posted July 26, 2019 This mod seems to work great I’m having a blast in RSS with only SMURFF and ReStock, super lite realism! XD Quote Link to comment Share on other sites More sharing options...
PTNLemay Posted August 24, 2019 Share Posted August 24, 2019 I imagine most people use this with RSS, have many people tested it with Sigma? I may be showing my lack of skill, but I've been playing a Sigma rescaled game with just 2.5x stock sizes, and most destinations I can reach, but moving beyond Duna has proven to be seriously challenging for me. Normally, reaching Dres orbit from Kerbin orbit is about 2000 m/s, but in my system it's about 7000 m/s. It's do-able, but the difficulty scales very quickly the further I go. I think that inclined planets also become harder to reach as you scale up. And Jool... I can reach it, but I can never leave. Is the default setting on the mod intended for x6.4 or x10 scaled solar systems? I intend to dial down the mod for my comparatively smaller system, but I'm wondering by how much I should dial it down. Has anyone tried it with small-scaled solar systems like 2.5x or 3.2x? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted August 25, 2019 Author Share Posted August 25, 2019 The default settings are intended for x10 scaled systems. Are you sure you're doing your interplanetary transfers correctly? Delta-V costs should scale with the square root of the distance scale factor, so you should only need ~3 km/s from LKO for your Dres mission, which is well within the capabilities of stock parts. Quote Link to comment Share on other sites More sharing options...
GungaDin Posted September 28, 2019 Share Posted September 28, 2019 OK so I think installed SMURFF correctly onto my 1.6.1 RSS version but I'm still struggling to get anything into orbit. Is there any sure way to tell if I have SMURFF installed? Quote Link to comment Share on other sites More sharing options...
GungaDin Posted October 1, 2019 Share Posted October 1, 2019 I do have SMURFF installed into a RSS version of KSP but it doesn't seem to have any effect on the mass of thinmgs such as the FL-T800. Please see image to confirm. Thanks for any advice. Looks like 4.119t with SMURFF and 4.5 without. Shouldn't the standard SMURFF settings (didn't mess with the config) make it lighter than that? Quote Link to comment Share on other sites More sharing options...
cantab Posted October 2, 2019 Share Posted October 2, 2019 That sounds about right. Keep in mind the tank holds 4 tonnes of fuel. SMURFF has reduced its empty mass from 500 to 119 kilograms. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted November 6, 2019 Share Posted November 6, 2019 Should I expect this to still work alright with 1.8.x and Restock(+) - or does it need some finetuning? There are some new parts and I never got my head around the math-magic SMURFF does to parts ... Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted November 7, 2019 Author Share Posted November 7, 2019 If the new boosters are balanced in line with the previous ones, nothing should need changing. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted November 13, 2019 Author Share Posted November 13, 2019 Had some changes sitting in the back of my hard drive for a while, but now that RSS is updated for KSP 1.7 I figure it's as good a time as any to release them: SMURFF v1.9.1 "Green Origin" Adding support for CryoTanks' liquid methane tank variants. Because these were added for a version of CryoTanks made for KSP 1.7, this version and later versions are not compatible with KSP 1.4 to 1.6. Futuristic Kerbal suit variants (Breaking Ground) now excluded from patching. Quote Link to comment Share on other sites More sharing options...
Pleb Posted December 2, 2019 Share Posted December 2, 2019 So because my potato laptop can't run JNSQ (and I can't always get on my desktop) I usually play 1.8.1 on there, as it runs better than 1.7.3 did, allowing me to add in some mods. But the standard 1.0x scale solar system was annoying me. So I found another use for SMURFF - instead of using this mod to scale up the engines (or whatever hocus pocus witchcraft this mod does) I used negative values in the configs to nerf the engines (or again whatever sorcery this does), thereby simulating a larger system without needing Kopernicus. Not sure what side effects this will cause but so far so good! Quote Link to comment Share on other sites More sharing options...
DA299 Posted December 21, 2019 Share Posted December 21, 2019 Hey I have a problem with SMURFF. I just recently downloaded it in KSP 1.7.3 along with a lot of other mods and it seems to be working, but only partly. While it changes pod weight, and engine thrust (along with booster Isp) , it does not do anything with the fuel tanks. I have Cryo-Engines and Cryo-Tanks installed, but I have deleted the tankswitcher.cfg file and it still doesn't change the dry mass of the tanks. Here is my modlist : KSP-I ( with Interstellar Fuel Switch ) KSP Wheel APUS Shuttle Kerbalism Cryogenic Engines + Tanks Sigma Dimensions ( I play in a 3X rescale ) Community Resource Pack Community Tech Tree B9 Part Switch OPT spaceplane Mk2 Expansion FireSpitter Station Parts Expansion Could anyone help me by pointing out the issue or the mod(s) that is incompatible? Any help would be appreciated Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 21, 2019 Author Share Posted December 21, 2019 I think Interstellar Fuel Switch is the 'problem'. I made a patch for it at one time, but I haven't used IFS in years so it may not be functional anymore. I believe IFS comes with its own adjustment patch for Real Solar System, but that patch may not be active if you're using a different solar system. Quote Link to comment Share on other sites More sharing options...
DA299 Posted December 21, 2019 Share Posted December 21, 2019 26 minutes ago, Kerbas_ad_astra said: I think Interstellar Fuel Switch is the 'problem'. I made a patch for it at one time, but I haven't used IFS in years so it may not be functional anymore. I believe IFS comes with its own adjustment patch for Real Solar System, but that patch may not be active if you're using a different solar system. Thanks a lot. Do you, by any means, have that config patch ? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 21, 2019 Author Share Posted December 21, 2019 It's in the code already, line 827. Probably the order of fuels has changed since then, or something. Quote Link to comment Share on other sites More sharing options...
DA299 Posted December 22, 2019 Share Posted December 22, 2019 11 hours ago, Kerbas_ad_astra said: It's in the code already, line 827. Probably the order of fuels has changed since then, or something. ok so if I remove Real Solar System from; MODULE[InterstellarFuelSwitch]:NEEDS[WarpPlugin,!RealSolarSystem] and MODULE[InterstellarFuelSwitch]:NEEDS[SMURFF,!RealSolarSystem] Everything should work ? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 24, 2019 Author Share Posted December 24, 2019 No, if you're using Interstellar, then you have WarpPlugin and that requirement is satisfied. If you're using RealSolarSystem, then the patch should not activate, but you should still be experiencing a mass reduction from this patch which comes with Interstellar. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 21, 2020 Share Posted February 21, 2020 (edited) Will SMURFF make rockets overpowered again in JNSQ? Edited February 21, 2020 by infinite_monkey Quote Link to comment Share on other sites More sharing options...
Kwebib Posted February 21, 2020 Share Posted February 21, 2020 1 hour ago, infinite_monkey said: Will SMURFF make rockets overpowered again in JNSQ? Try it and see if it makes it too easy. You can adjust the SMURFF config to suit your preferences. // **** MASTER CONTROLS **** SMURFFCONFIG { // 1 = real-ish performance ("classic" SMURFF), 0 = stock, and anything in between is in between. Probably shouldn't go beyond 1, since strange things might happen if too much mass gets subtracted. tanklever = 1 enginelever = 1 podlever = 1 } Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 21, 2020 Share Posted February 21, 2020 Thanks for the hint. I tried it, but it wasn't really worth it. I play mostly with Tundra Exploration rockets in career mode. Quickly lost control over Mothra (Falcon 1) which already is quite hard to handle... Quote Link to comment Share on other sites More sharing options...
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