New Horizons Posted March 3, 2020 Share Posted March 3, 2020 Has it ever been considered making an anti-SMURFF, meaning scaling performances of RO engines down to fit in a scaled system sizing in between stock and RSS, or even down to stock itself? Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted May 7, 2020 Share Posted May 7, 2020 Why are jet engines omitted from the balancing? I was doing some comparisons, and they seem like they could use a 50% or so mass increase. Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted June 5, 2020 Share Posted June 5, 2020 It'll be interesting trying to land Falcon 9s (from Tundra) at 6.4 scale... Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 5, 2020 Share Posted June 5, 2020 On 5/6/2020 at 8:10 PM, WarriorSabe said: Why are jet engines omitted from the balancing? I was doing some comparisons, and they seem like they could use a 50% or so mass increase. Hi Interesting that the KSP jets are too light, since the rockets are all too heavy. I guess it could be tricky to make a blanket patch to cover the diverse range of jet types, but it certainly could be done. Quote Link to comment Share on other sites More sharing options...
The Fnord Posted June 6, 2020 Share Posted June 6, 2020 (edited) There seems to be an issue with this + Real Scale Boosters + B9switch + Cryotanks: The DeltaIV 5 meter second stage - which by default has a dry weight of ~ 3000kg - now has a weight of 900kg. This is the same for all RSB tanks, which makes RSB exceedingly powerful. I've tried to add a patch that goes like: @PART[RSB*]:NEEDS[RealScaleBoosters,SMURFF]:FOR[RealScaleBoosters]:FIRST { SMURFFExclude = true @description ^= :(.)$:$0\nDESMURFED } And it does not fix the weight issue. (The description tag is applied however). Nor does adding: @PART[RSB*]:NEEDS[RealScaleBoosters,SMURFF]:AFTER[zzz_SMURFF]:FOR[RealScaleBoosters] { @mass = #$initialmass$ @description ^= :(.)$:$0\nDESMURFED4.2 } etc fix it; It logs 'Cannot find key origmass in PART'. This does not work either (it can't find 'origmass'). @PART[RSB*]:NEEDS[RealScaleBoosters,SMURFF]:FOR[RealScaleBoosters]:FIRST { %origmass = #$mass$ @description ^= :(.)$:$0\nDESMURFED4.1 } @PART[RSB*]:NEEDS[RealScaleBoosters,SMURFF]:AFTER[zzz_SMURFF]:FOR[RealScaleBoosters] { @mass = #$origmass$ @description ^= :(.)$:$0\nDESMURFED4.2 } Removing SMURFF or removing Cryotanks does fix the issue, but I would rather not. Also, commenting out this in SMURFF.cfg fixes the issue, for LFO at least; @B9_TANK_TYPE[LiquidFuel,LFO,Oxidizer,LF,OX,LFOX,MkIVLF,MkIVLFO,LM,LMOx]:FOR[zzz_SMURFF] { // @tankMass /= #$@SMURFFCONFIG/lfofactor$ } I'm hoping there's a way to patch the b9 tankmass to the original value for - and ONLY - all RSB tanks, but my module manager foo is lacking. Edited June 6, 2020 by The Fnord Quote Link to comment Share on other sites More sharing options...
The Fnord Posted June 6, 2020 Share Posted June 6, 2020 (edited) I've tried adjusting individual b9 partswitch tanks, this does not appear to work; @PART[RSB*]:NEEDS[RealScaleBoosters,SMURFF]:BEFORE[zzz_SMURFF]:FOR[RealScaleBoosters] { @MODULE[ModuleB9PartSwitch] { @SUBTYPE[LFO]:NEEDS[CryoTanks] { %addedMass *= #$@SMURFFCONFIG/lfoblnfactor$ } } } BTW, this issue seems to affect things beyond Real Scale Boosters; Anything touched by B9+SMURF has crazy mass fractions. (Cryotanks isn't a direct culprit, it seems to make B9 apply to certain mods) SpaceY F26 5 meter tank (LFO) full/dry: 129.590/3.590 with smurf+B9 vs 141.590/15.590 no smurf or no B9 (With a Procedural fuel tank 5m x 7.375m (LFO) full/dry: 129.951/3.795 vs 141.966/15.810 RSB Delta4-DCSS 5m (LFO) full/dry: 27.961/0.661 vs 30.513/3.213 (IRL it's 30.710/3.490) This has effectively added 60% delta-v. Edited June 7, 2020 by The Fnord Quote Link to comment Share on other sites More sharing options...
Spheroid Posted July 9, 2020 Share Posted July 9, 2020 Is there any reason why I would want to add SMURFF to realism overhaul itself? Is it much different then the tank mass properties of RO and if true is realism overhaul more realistic in that regard anyway? Should it disbalance the RO engine combinations wildly compared to real values? ... Quote Link to comment Share on other sites More sharing options...
I love ksp Posted August 31, 2020 Share Posted August 31, 2020 Does it support 1.10.1? Quote Link to comment Share on other sites More sharing options...
Nantares Posted September 8, 2020 Share Posted September 8, 2020 On 8/9/2015 at 5:30 AM, Kerbas_ad_astra said: You can reduce the buffs applied to parts (without tinkering with the mathematics) by reducing the values of "tanklever", "enginelever", and "podlever" at the top of SMURFF.cfg (or with a patch) can I add these values more than 1 (for funny use) Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 12, 2020 Author Share Posted September 12, 2020 On 9/8/2020 at 9:05 AM, Nantares said: can I add these values more than 1 (for funny use) tanklever and enginelever should behave at any value (up to the limits of computer precision), but if you set podlever to be 2 or greater, SMURFF will try to give pods negative masses. There's some math that runs at the end to clean up errors like that, so if you do that, it will put the originals back (i.e. as if podlever = 0). Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted October 28, 2020 Share Posted October 28, 2020 This mod is awesome! I was playing an RP-1 career but I just got too fed up with the extremely high level of the realism simulation. Engines that needed ullaging, constantly finding out that I was carrying the wrong fuel for the RCS thrusters, insufficient avionics, running out of electrical power, really slow science gathering and radiation always killing my crew. A lot of my favourite mods and parts are also not compatible with RP-1 and I was missing them a whole lot. Don't get me wrong, RP-1 is a masterpiece but the emphasis on realism just sucked all the enjoyment out of casual KSP play for me. The trouble was that upon returning to the default scale, the Kerbin system has just run out of challenge. Smurff is letting me do career in the Real Solar System (RSS) with the challenge that the real sized system represents and as a bonus all my favourite mods are working close to perfectly. I have installed the full Near Future collection, Cryo Engines, Community Tech Tree, Kerbal Construction Time and the Squad expansions. I found an old (last update 2016) Historical Progression contract pack which still seems to work mostly okay in KSP 1.10.1 and it fits in with my Smurff career really well. Thanks so much for making Smurff !!! Quote Link to comment Share on other sites More sharing options...
KerbMav Posted April 8, 2021 Share Posted April 8, 2021 It still does what it’s supposed to do. Didn’t have time to take apart the config files yet, so can’t tell whether they still cover everything or some exceptions have to be added for newer parts, but my crafts from 1.7.3 still launch in my 10x bigger stock system. Quote Link to comment Share on other sites More sharing options...
Kinniken Posted May 25, 2021 Share Posted May 25, 2021 Has anybody used this in 1.11? Compatible or not? Thanks! Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted June 27, 2021 Share Posted June 27, 2021 On 5/25/2021 at 5:40 AM, Kinniken said: Has anybody used this in 1.11? Compatible or not? Thanks! It's compatible. Anyone managed to put a space shuttle into orbit (RSS)? I've been trying to put one into orbit using the default mk3 parts and using LH2 cryo engines from nerthea, but I can't get the necessary delta-v to get into orbit. Doesn't smurff patch the MK3 parts? maybe they are too heavy? Quote Link to comment Share on other sites More sharing options...
ROCKETGOOSE Posted July 24, 2021 Share Posted July 24, 2021 (edited) Hey, has anyone had any luck using this in 1.12?I tried, but it didn't seem to be working. Might be something I've done wrong though *EDIT* Got it working! Edited July 24, 2021 by ROCKETGOOSE update Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted July 25, 2021 Share Posted July 25, 2021 15 hours ago, ROCKETGOOSE said: *EDIT* Got it working! That's great news! I am playing a stock run through in KSP 1.12.1. My own version of a 10 years commemoration. I want to come back to RSS/Smurf very soon when I am done with stock. Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted August 8, 2021 Share Posted August 8, 2021 As noted in the SMURFF.cfg comments, a lever of 1 is at "real" scale performance , and 0 is stock performance. What should a person with an in-between scaled system set the levers, e.g. should a 6.4x player set the levers to 0.64? Quote Link to comment Share on other sites More sharing options...
Krymson Skorpyon Posted October 6, 2021 Share Posted October 6, 2021 On 7/24/2021 at 4:38 AM, ROCKETGOOSE said: Hey, has anyone had any luck using this in 1.12?I tried, but it didn't seem to be working. Might be something I've done wrong though *EDIT* Got it working! What did you do to get it to work? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 16, 2021 Share Posted November 16, 2021 I second this, there should be at least some additions in patching of B9PartSwitch, tech upgrades etc. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 13, 2022 Share Posted January 13, 2022 Will this also change modded fuel types? Like in the new Skyhawk mod it gives more accurate fuels for Bluedog rockets, like hypergolics (using Aerozine 60 and Nitrogen Tetroxide). Quote Link to comment Share on other sites More sharing options...
m4ti140 Posted January 28, 2022 Share Posted January 28, 2022 On 8/9/2021 at 12:57 AM, bigyihsuan said: As noted in the SMURFF.cfg comments, a lever of 1 is at "real" scale performance , and 0 is stock performance. What should a person with an in-between scaled system set the levers, e.g. should a 6.4x player set the levers to 0.64? Stock is balanced for 2.5x roughly. Quote Link to comment Share on other sites More sharing options...
m4ti140 Posted January 28, 2022 Share Posted January 28, 2022 (edited) On 7/24/2021 at 11:38 AM, ROCKETGOOSE said: Hey, has anyone had any luck using this in 1.12?I tried, but it didn't seem to be working. Might be something I've done wrong though *EDIT* Got it working! How did you get it working? For me it's doing nothing. EDIT: Nvm, it seems that it's doing something, I think it was another mod Edited January 28, 2022 by m4ti140 Quote Link to comment Share on other sites More sharing options...
Globul Posted March 19, 2022 Share Posted March 19, 2022 Sorry, in no case do I demand an immediate solution. Just want to let you know: Quote 1 error related to GameData/SMURF/Special_UniversalStorage2.cfg Quote Link to comment Share on other sites More sharing options...
VostokV5 Posted May 20, 2022 Share Posted May 20, 2022 On 7/1/2017 at 6:41 AM, Karamon said: Works perfectly fine, it disabled any configs that BDB had and allowed SMURFF to kick in and rebalance weight of everything. Thank you . Did you just modify the BlueSmurff.cfg file in BDB's compatibility folder? I tried doing this but the BDB Saturn V still doesn't meet the dV requirements to go to the moon (I play with RSS). Quote Link to comment Share on other sites More sharing options...
Vovical Posted May 20, 2022 Share Posted May 20, 2022 Doesn't seem to work on 1.12.3, will revert to 11.2 and try. Quote Link to comment Share on other sites More sharing options...
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