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Changing EC to Kilowatts


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sure, but for all intents and purposes it would work well, and it not just used in mobile devices but Li-po and Ni-CD batteries in R/C applications as well. Battery contains 4000 "mAh", probe core draws 4 mA an hour, battery lasts 1000 hours. but you are right it is not a unit of energy, just used this way for marketing purposes. 

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On ‎04‎/‎12‎/‎2016 at 7:13 AM, lobe said:

Has this been mentioned? everything else seems to be based on SI, why not the electric units?

To give Squad a fudge factor basically, so they don't need to give us accurate numbers. That's not a snark - electrical systems in KSP are pretty simplistic anyway and tend to be included for gameplay reasons rather than simulation reasons. (See also, reaction wheels, 'magic ore' ISRU systems) Converting ECs to proper units wouldn't be a quick job and would probably just spawn endless threads 'debating' the realism of power generation or consumption figures for various components.

Given that it doesn't make a scrap of difference to my craft designs if I'm using ECs, kilojoules or KSCEs (Kerbal Snack Calorific Equivalents) of electricity, I'm just as happy leaving them as ECs.

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On 4.12.2016 at 8:32 AM, lobe said:

I thought the capacity was liters and thrust was kiloNewtons? Is it not?

KSP has no volume units. "100 fuel" means nothing other than "the given amount of fuel has been divided in 100 parts for display purposes". There are no liters, no gallons, nothing.

Units are inconsistent both across resources (100 units monoprop do not occupy the same space as 100 units of ore) and within each resource (a tank containing 2000 units of something does not necessarily have twice the apparent visual volume of a tank containing only 1000 of that same something).

It is true that KSP uses metric units for most of its stats. Volume and charge/energy are two exceptions. There are no volume units in KSP, and there are no energy units in KSP - just arbitrary measurements, chosen so that the amount of resources a typical spacecraft carries ends up being a number that's comfortable to human readers. Not too few digits, so that you can see changes easily; but not too many digits either, so the number stays readable at a glance.

It's possible that a future parts revamp might change this, but for now we know such a thing is on hold indefinitely until further notice.

Edited by Streetwind
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