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Burn time on endgame engines is woefully insufficient (NSWR, Fusion, Ion engines) #850
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The engine reliability stuff is designed to tune itself, but it doesn't really handle non-stock engine types at all, this is a recurring issue with all mods adding new types of engines, anything that isn't a classic chemical engine really. It's definitely possible to make additional/specific support configs, however I'm not very confident it's possible to make satisfactory heuristics for these type of engines, but you can try if you want. Take a look at https://github.com/Kerbalism/Kerbalism/wiki/TechGuide-~-PartModules-~-Reliability and Kerbalism/GameData/KerbalismConfig/System/Reliability.cfg Lines 437 to 618 in cc78d06
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Would it be a problem to just set all Xenon-fueled engines to an arbitrarily high burn time? This could then easily be copied for other ion fuels. |
Unless there is a bug in the config, any engine using xenon as a propellant should already have infinite burn time : Kerbalism/GameData/KerbalismConfig/System/Reliability.cfg Lines 573 to 581 in cc78d06
If someone wants to contribute adjusted configs for other modded propellants or specific engines, I will gladly merge them. |
I have seen this issue mainly with my modpack's inertial confinement fusion engines and alternative ion engines. These are high isp, low thrust engines designed to be run for days, weeks, or even years on end, but they default to 10/40 minutes of burn time. I don't seek a "solution" of simply removing the limit for certain engines. I think a better solution would be analytical; Find the high isp or high tech level engines in other mods and remove their burn time limits. I would also like to know if functionality is provided to modders to change their engines' stats in kerbalism, or if it is all created by the kerbalism mod exclusively.
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