Really enjoying this mod. Nice way to relax after taking care of patients all day!
Just launched a heavy 5m salt reactor into orbit with a microwave transmitter thingy. The station barely got into orbit, but it made it.
Noticed beam power was around 4 gigs, where was 7-8 on ground. Also noticed heat a lot higher than ground. Glad it has docking ports, I'll launch a tube with more white large radiators up.
Im not rushing the tech tree. I'm trying to play with the bits as I go. I do got a few fusion reactors unlocked. And thermal 3/4s or so down that line.
I love the emergent gameplay. I do some tourist stuff, make money. Test some interstellar stuff, lose money. Eventually discover something that works and earns more then it loses. Mimics R&D in real life.
Was thrilled to get a SSTO going. It's big. Pebble bed and turbojet powered. Liquid fuel for over 20km altitude. Launches vertical. Has wings, 4 radial tail fins, no wheels, and big parachutes. When it hits the atmo it glides tail first and I can use the wings and thrust to slow, then it lands on its tail on kerbin, with the turbojet, using atmo fuel. No time wasted on a wheeled landing. But cost harder to control because have to land close to ksp or I'll lose money vs conventional rockets. But getting better at timing that.
Anyways, question 1 - with the thermal helper - does it turn green when all heat is dealt with on kerbin? Cause space is another matter I've found. Or dose green just mean it won't explode.
and question 2 - what was beam power rebalance. I use ckan so don't have last version. But I'm working on my beam infrastructure right now. The test project with a reactor at runway and inline thermal rocket at launchpad returned...amazing results. Working on microwave power station and relays.