Jump to content

Add current mass to consumables window, and engine thrust + fuel consumption to right-click menu


Recommended Posts

In lieu of KER, it would be nice to have the current vehicle mass always available, as an item in the Consumables window. 

Also, when right-clicking on engines, show the current fuel consumption and thrust numbers as a maximum of the preset value.  IE 125kN / 250kN and 3.0 / 6 liquidFuel.  This way we can at least calculate an easy rough estimate to acceleration and total dV on a stage instead of having to click back and forth between the map mode (for mass) and a wiki page (for thrust).

Link to comment
Share on other sites

This sounds to me like 'this mod is useful and i want it in stock', correct?  Alternatively, you could just learn the specs of your engine.  Acceleration is also available from the map screen, but it doesn't update until you ignite the engine IIRC. 

For calculating dV, you just need wet mass / dry mass / isp; one is available from the mapmode, one is available by subtraction, and one is inherent in your design.  Fuel consumption isn't a useful statistic if you know how to do the dV math.

I guess what this boils down to is: learn your parts?

Link to comment
Share on other sites

The window already says the instantaneous thrust, so adding the potential max thrust won't take up any space.  I'd argue that losing instantaneous thrust isn't a big loss - who cares what the thrust is right this second? What's more important and useful is maximum thrust and max fuel consumption (as modified by thrust limiters), which drives acceleration and maximum dV, when paired with amount of fuel consumption. Also, since the maneuver node burn times are still broken, estimates on how long before the node you need to start thrusting. This is information that has to be recalculated by hand with every node.

Yes, I know the mass is available in the map window - but not all the time.  If you are focused on another object, you lose the mass information.  And since it is constantly changing, you always have to switch back and forth with Map mode.

Yes, I have adjusted to learning the thrust of the engines I currently use, but this type of information should just be available all the time anyways, and would obviate much of the need for KER.

And no, it's not so much "I want my mod in stock" as it is "this should have been stock to begin with".

Link to comment
Share on other sites

On 11/3/2016 at 10:28 AM, moronwrocket said:

The window already says the instantaneous thrust, so adding the potential max thrust won't take up any space.  I'd argue that losing instantaneous thrust isn't a big loss - who cares what the thrust is right this second? What's more important and useful is maximum thrust and max fuel consumption (as modified by thrust limiters), which drives acceleration and maximum dV, when paired with amount of fuel consumption. Also, since the maneuver node burn times are still broken, estimates on how long before the node you need to start thrusting. This is information that has to be recalculated by hand with every node.

Yes, I know the mass is available in the map window - but not all the time.  If you are focused on another object, you lose the mass information.  And since it is constantly changing, you always have to switch back and forth with Map mode.

Yes, I have adjusted to learning the thrust of the engines I currently use, but this type of information should just be available all the time anyways, and would obviate much of the need for KER.

And no, it's not so much "I want my mod in stock" as it is "this should have been stock to begin with".

I would argue that losing instantaneous thrust is a huuuuge price to pay for a maximum thrust indicator.  If anything, I would advocate for both to be displayed at once, probably on one line (eg "Thrust:   45kN / 60 kN").  In a vacuum max/instantaneous thrust may be fixed but while in atmosphere that value changes with altitude.  Losing that display - especially for air-breathers - would impede a lot of people trying to do more technical designs.

This may be a difference in mission design philosophy, but I typically try to calculate thrust, acceleration and dV before I execute my node and plan accordingly, rather than calculate it on the fly (pun intended).  The only times mass changes is 1) When altering the parts of a ship (ie docking) or 2) Expending fuel (ie burning) so I don't really see why you need a real-time display of mass at every point during your burn.  

I guess I am failing to see the need for the UI including a value of m-dot or a more accessible indicator of mass, and as I said before, total instantaneous fuel consumption is already displayed in the resource tab, which (when calculating if you have approximately enough fuel to complete your burn) is the important number anyway.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...