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variants to pick Fuel-Tank capacity


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This has been suggested before, but now that the mechanism to chose variants of parts is established, and now that the VAB fuel tab is crowded, iFbKuBA.jpgit might be worthwhile to consider this again.  For backward compatibility,  the mechanism of hiding old parts, but having them available for existing craft, is working well.

One can imagine having just one fuel-tank part, with configurable (1/2) top/bottom cross-sections (3) length (4) paint scheme and (5) mix of fuel/oxidizer/monopropellant to fill the available volume, using five variant selectors. 

But, even one additional variant selector for length would let me find the FL-T{100, 200, 400, 800} after learning what just one of them looks like.  

If the diameter is a on a third variant selector, we might lose some of the flavour text from Junkyard/Rokomax/Kerbodyne, but that is no great loss.    The different diameters can keep the distinctive detailing  associated with the 'manufacturers', because different variants can load different models.

(I don't immediately see this suggestion on the bug-tracker, but would not be surprised points out an entry they made years ago.)

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I support this. So much, in fact, that when 1.4(.1?) came out i spent a few hours trying to hammer the fuel tanks into a single part using the part variant code from engine plates. It went as well as you'd expect: The best I ever got was all 4 tanks existing in some kind of meta-tank that I'm pretty sure broke spacetime.

I think in the meantime they've changed what you can do with variants, considering we now have variant engines that even have different meshes, but I don't know if "amount of a resource" is included in that. If so, I'd love to revisit the attempt.

Or, of course, not have to because it's in the stock game :)

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