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Nuclear engines logistical problems?


martinborgen

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I've encountered more problems with nuclear engines than I thought. Due to the only liquid fuel usage, i find it hard to build larger stages of nuclear engines - as before Mk3 parts are unlocked, only mk2 and mk1 pars are available - and the mk2 parts are difficult to use on rockets, as all adapters, nosecones, etc. have LF+OX, decreasing efficiency. Though efficiency is still better than normal engines for larger craft (I assume), the need for many engines due to their small size and the assorted heating problems leads me to consider not using them. Also, using them would create problems in the logistics chain for a craft, as refueling a nuclear powered craft from a station leaves surplus oxidizer.

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TAC Fuel Balancer is one of my essential mods and one that can solve the surplus oxidizer problem as it allows you to dump fuel. This could be especially useful if you use resource mining to refuel your station. The nukes should be the endgame solution to everything so talking about not having parts unlocked is pretty meaningless. Not to mention you don't actually need to use nukes for anything. You can go to Moho and back without nukes no problem.

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You can adjust the fuel levels in the VAB and remove the oxidizer. The fuel that real nuclear rockets use is liquid hydrogen, which has very low density and requires large tanks, so having low density tanks in KSP is not unrealistic.

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...The fuel that real nuclear rockets use is liquid hydrogen, which has very low density and requires large tanks, so having low density tanks in KSP is not unrealistic.

+1 That is exactly how I see it. However, if anybody really does want LF-only rocket tanks aside from using spaceplane parts, there's a mod for that. You can use Interstellar Fuel Switch or Modular Fuel Tanks.

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