The "Constant value change suggestion" thread
Oct 4, 2016 15:58:15 GMT
leerooooooy and n2maniac like this
Post by RA2lover on Oct 4, 2016 15:58:15 GMT
This thread isn't about suggesting additional features, but about changing constants that hinder game functionality, are missing, or are just incorrect.
Rocket Engines:
- Minimum throat radius should be reduced to 1mm. This is mostly a change to allow some smaller-sized combustion thrusters by reducing the chamber radius without increasing its length too much(the default chamber contraction ratio results in a thruster whose chamber is 1.5m long), though some resistojets can probably also take advantage of this change.
- Minimum chamber length should be reduced to 1 cm. This balances out minimum thruster size for resistojets, which unlike combustion thrusters use a direct input for chamber length. In addition, it balances their minimum size compared to MPDs(which can have a thruster length of 1cm).
- Add an additional order of magnitude to the stoichiometric mixture ratio's precision. As of now you can change stoichiometric ratios slightly below 1 by 0.01, but stoichiometric ratios above 1 are stuck to increments of 0.1, which definitely isn't accurate enough. (unconfirmed)
Propellant Tanks:
- Reduce minimum mass to 100g. Some combustion rocket reactions, such as fluorine-hydrogen, use really unfriendly stoichiometric ratios. Using a 1:1 ratio for a fluorine-hydrogen thruster currently requires a minimum of 200kg in fuel tankage, which some small missiles(in particular, gun-launched ones) just can't afford.
- Add an additional order of magnitude to the reaction mass slider's precision. Bipropellant mass ratios are displayed as 3 digit values in the thruster design phase, but you're limited to 2 digits worth of precision in the propellant tank designer, which can cause up to 0.5% of one of the tanks' mass to be unused. Example: 1:1 stoichiometric ratio for LH2/LOX reaction has a mass ratio of 0.794:1. If you want exactly 1kT of hydrogen tankage, your oxygen tank would have 790T as the closest value for that. The 4 tons wasted here could be used to give a ship using those tanks an extra centimeter of armor instead. (unconfirmed)
Lasers:
- Add an additional digit of precision to the optical node count slider (Suggested by Blothorn)
Guns:
- Add an additional digit of precision to the bore radius slider(it's currently not possible to build a 33mm diameter barrel despite one of the built-in cannons having that caliber)
Payloads:
- Add an additional digit of precision to the shrapnel mass slider(so it matches up with the explosive mass slider's precision)
Nuclear Reactors/NTRs:
- Change minimum reflector thickness on NTRs to 1mm. This change isn't really required, but should be a valid workaround to the "crash on creating vessel without a neutron reflector" issue. Fixed in 1.0.5
Materials:
- Potassium currently has a thermoelectric sensivity of -14.0-6, and lacks a Yield Strength parameter which makes it impossible to use on a thermocoupler despite it being on the list of thermocouple materials. Fixed in 1.0.5
- Alpha-2 Titanium Aluminide currently has a thermal expansion of 15-6 and a resistivity of 1.356-6. Fixed in 1.0.6
- Gamma Titanium Aluminide currently has a thermal expansion of 12.2-6 and a resistivity of 1.109-6 Fixed in 1.0.6
- Nickel Chromium Cobalt currently has a thermal expansion of 17.8-6 Fixed in 1.0.6
- Titanium Dioxide has a thermal expansion of 11.8-6.Fixed in 1.0.6
- Hafnium Carbide currently has a thermal expansion coeffiicient of 6e8e-6 Fixed in 1.0.6
- Ceramic Oxide Fiber has a thermal expansion coefficient of 5.3-6 Fixed in 1.0.6
- PBO Fiber has a thermal expansion of -6.00-6 Fixed in 1.0.6
- Same with Para-Aramid fiber Fixed in 1.0.6
- Barium Nitrate has an adiabatic flame temperature of -2648 K (unconfirmed)
- RP-1 isn't in the list of possible propellant tank materials, making it unusable ingame. Fixed in 1.0.5
- In addition, its ingame performance is lacking compared to real-life figures. I suspect this is happening due to a low combustion temperature (insert jet beams meme here), though i can't find papers with accurate numbers.
- Tritium is in the list of possible RTG fuel materials, despite it being unusable as the minimum exit temperature is an order of magnitude above its melting point. (unconfirmed)
Rocket Engines:
- Minimum chamber length should be reduced to 1 cm. This balances out minimum thruster size for resistojets, which unlike combustion thrusters use a direct input for chamber length. In addition, it balances their minimum size compared to MPDs(which can have a thruster length of 1cm).
- Add an additional order of magnitude to the stoichiometric mixture ratio's precision. As of now you can change stoichiometric ratios slightly below 1 by 0.01, but stoichiometric ratios above 1 are stuck to increments of 0.1, which definitely isn't accurate enough. (unconfirmed)
Propellant Tanks:
- Reduce minimum mass to 100g. Some combustion rocket reactions, such as fluorine-hydrogen, use really unfriendly stoichiometric ratios. Using a 1:1 ratio for a fluorine-hydrogen thruster currently requires a minimum of 200kg in fuel tankage, which some small missiles(in particular, gun-launched ones) just can't afford.
- Add an additional order of magnitude to the reaction mass slider's precision. Bipropellant mass ratios are displayed as 3 digit values in the thruster design phase, but you're limited to 2 digits worth of precision in the propellant tank designer, which can cause up to 0.5% of one of the tanks' mass to be unused. Example: 1:1 stoichiometric ratio for LH2/LOX reaction has a mass ratio of 0.794:1. If you want exactly 1kT of hydrogen tankage, your oxygen tank would have 790T as the closest value for that. The 4 tons wasted here could be used to give a ship using those tanks an extra centimeter of armor instead. (unconfirmed)
Lasers:
- Add an additional digit of precision to the optical node count slider (Suggested by Blothorn)
Guns:
- Add an additional digit of precision to the bore radius slider(it's currently not possible to build a 33mm diameter barrel despite one of the built-in cannons having that caliber)
Payloads:
- Add an additional digit of precision to the shrapnel mass slider(so it matches up with the explosive mass slider's precision)
Nuclear Reactors/NTRs:
Materials:
- Nickel Chromium Cobalt currently has a thermal expansion of 17.8-6
- Hafnium Carbide currently has a thermal expansion coeffiicient of 6e8e-6
- Barium Nitrate has an adiabatic flame temperature of -2648 K (unconfirmed)
- RP-1 isn't in the list of possible propellant tank materials, making it unusable ingame.
- Tritium is in the list of possible RTG fuel materials, despite it being unusable as the minimum exit temperature is an order of magnitude above its melting point. (unconfirmed)