Firstly, let me say that I think that this is a fantastic mod, and I'm really looking forward to the new reactor designs. I'm sure that you are very busy implementing your own ideas, and I understand that a person doesn't get into modding in order to make other people's ideas work. With that in mind, how easy/sensible would it be to implement the following things? Magnetic Nozzle Engine This would be a type of engine which can connect onto the dusty plasma reactor or fusion reactors. The idea is that it would simply divert the charged particles resource out the back of the ship for thrust, using the fissionable/fusionable materials as both fuel and re-mass. I've taken a quick look at the numbers. Assuming U235 fission, the maximum theoretical performance is an Isp of 1,192,661, and a thrust of 169.5 N/GW. Pure He3 fusion gives an Isp of 2,073,191 and a thrust of 98.3 N/GW. These are real-world numbers, so I don't know what fudge factors are required (if any) in order to be consistent with the peculiarities of Kerbal physics. Those thrusts look too anaemic to be useful, but I understand that you have had a look at a better physical time-warp system. It may be a useful drive type in the future. Open Cycle Thermal Exhaust Vent I often find that I have a bit of an issue expelling waste heat in the early-tech tree, but that it tends to be very easy later on. Do you think there is any future in a tiny heat vent system which simply uses waste heat to boil a fluid (possibly monoprop) and dumps it, as a way of getting rid of heat? I imagine that it would be a tiny, early-game part suitable for use on probes. If it could be made to only vent when waste heat gets above a certain threshold, it may also see later use as an emergency cooling system on larger vessels. Early Game heat sources/Generators Due to the nature of the parts it creates KSPI tends to centre around the late-game. However, I think that the heat source/generator system is flexible enough that there is a lot of room for early game tech too. For example, a lot of probes require either small amounts of power over a long period (for keeping things running), or large amounts of power over short periods (for transmitting science). I could think of an early game generator (presumably a sterling engine), radioisotope thermal source, and a simple chemical furnace (burning liquid fuel and oxidiser). The generator would be less efficient than the Brayton cycle/KTECs but would be a lot thinner and lighter for small probes and rovers. The furnace would have a surprisingly high thermal power output, and fully throttle itself, but would naturally consume chemical fuel very quickly. This would mean it would only operate for short periods, presumably while transmitting science. It may even see some later use as a backup supply for restarting other power systems. The radioisotope source would be somewhat weedy in output, but it's small size and weight would still make it useful for long duration probes. I could also see some interesting missions being carried out with such tech, for example coupling the radioisotope source with a thermal jet (assuming the source could "store" a decent amount of thermal power), in order to recreate something like the Mars Hopper proposal. Nuclear Salt Water Rocket You obviously know your hypothetical space tech, so you are probably familiar with this concept. Suffice to say that the mod already has Fissionable salts and water as resources. It also has a lack of high thrust engines in the mid game, which this would nicely fill. Assuming that it used fissionable fuel quite inefficiently, this would provide a greater impetus to use the mining mechanics in this mod. This drive also comes high in the "nuclear engines I wouldn't want to be anywhere close to when they are activated" awards, second only to Orion. It seems like an interesting idea, and one that I cannot see anyone else having done so far. These may just be parts for the sake of coming up with more parts, but they may provide inspiration for some interesting mechanics.