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, 2023 Share Posted March 1, 2023 does this work for KSP 1.12? Quote Link to comment Share on other sites More sharing options...
Professeur Fromage Posted March 4, 2023 Share Posted March 4, 2023 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, 2023 Author Share Posted March 5, 2023 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, 2023 Share Posted April 5, 2023 (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, 2023 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 6, 2023 Share Posted April 6, 2023 (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, 2023 by Nightside Quote Link to comment Share on other sites More sharing options...
Kurld Posted April 10, 2023 Share Posted April 10, 2023 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, 2023 Share Posted April 10, 2023 (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, 2023 by mateusviccari Quote Link to comment Share on other sites More sharing options...
AerospaceBricks Posted August 26, 2023 Share Posted August 26, 2023 Hey @Kerbas_ad_astra, does SMURFF work with Artemis Construction Kit or does anyone know? Quote Link to comment Share on other sites More sharing options...
pinwheel Posted August 31, 2023 Share Posted August 31, 2023 It didn't take effect on some mod parts, the fuel tanks are still the original mass Quote Link to comment Share on other sites More sharing options...
pinwheel Posted September 2, 2023 Share Posted September 2, 2023 It seems to come from mods like "Near Future Launch Vehicles", all mods that modify fuel tanks don't work on them Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted September 2, 2023 Share Posted September 2, 2023 54 minutes ago, pinwheel said: It seems to come from mods like "Near Future Launch Vehicles", all mods that modify fuel tanks don't work on them I think this will solve itself when you install CryoTanks. Quote Link to comment Share on other sites More sharing options...
pinwheel Posted September 3, 2023 Share Posted September 3, 2023 16 hours ago, mateusviccari said: I think this will solve itself when you install CryoTanks. It seems to be in effect, but the parts page doesn't show the quality correctly, my oversight! Quote Link to comment Share on other sites More sharing options...
Zyberdash Posted February 8 Share Posted February 8 Is SMURFF not compatible with Cryoengines and Cryotanks? They seem to have way less deltaV than the stock engines. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 8 Author Share Posted February 8 3 hours ago, Zyberdash said: Is SMURFF not compatible with Cryoengines and Cryotanks? They seem to have way less deltaV than the stock engines. I intended for SMURFF to work with those mods, there's some code specifically to handle them -- but it's also possible something broke while I've been away. One thing that's tricky about LH2 is that it's very low-density, so you need much bigger tanks to hold a comparable mass of fuel. If you just swap out the tank type in-place, there will be less fuel and therefore (possibly) less delta-V, even with the higher Isp. The way to be sure is to add tanks until the total mass is the same as the original LF/O vehicle, and then compare delta-V. Quote Link to comment Share on other sites More sharing options...
BOBBER Posted June 27 Share Posted June 27 Regarding cryo fuels, i've noticed LqdMethane is around 40% density of LqdFuel, but it should be more like 80%. Any way to modify this? Quote Link to comment Share on other sites More sharing options...
Globul Posted June 27 Share Posted June 27 26 minutes ago, BOBBER said: Regarding cryo fuels, i've noticed LqdMethane is around 40% density of LqdFuel, but it should be more like 80%. Any way to modify this? The density of kerosene is 780-850 kg/m3. The density of methane is 415 kg/m3. What's wrong? Quote Link to comment Share on other sites More sharing options...
BOBBER Posted June 27 Share Posted June 27 Damn, just looked it up and I got my numbers wrong. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted October 12 Share Posted October 12 i really wish this could work with engines that have part switches and modded fuels Quote Link to comment Share on other sites More sharing options...
uncertified_engineer Posted October 13 Share Posted October 13 17 hours ago, TaintedLion said: i really wish this could work with engines that have part switches and modded fuels It should, I use rocket motor menagerie and other mods that use other fuels and it works fine for me. Quote Link to comment Share on other sites More sharing options...
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