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Rework the Pluto engine Kerbal Atomics patch to bring it more in line with the LV-N under Kerbal Atomics (x1.5)#68

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Rework the Pluto engine Kerbal Atomics patch to bring it more in line with the LV-N under Kerbal Atomics (x1.5)#68
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@CensoredUsername CensoredUsername commented Jul 8, 2024

I was trying out this mod and liking it, but found the Pluto really underwelming compared to the LV-N for my spaceplanes. This was mainly because it only runs on liquid hydrogen, while the NERV under kerbal atomics can also run on liquid fuel (for a reduced ISP of 600s). Meanwhile the Pluto requires hydrogen fuel, which is is practically impossible to pack sufficient amounts of into the MK2 form factor due to its low density.

This patch ensures the Pluto is basically 1.5x a NERV again when Kerbal Atomics is used in all aspects. I also adjusted the RealPlume / Waterfall configuration to match the dual mode behaviour (although these were mostly minor changes). Small fixes were made to the Systemheat / Near Future Electrical configuration to match (mainly reducing the amount of Uranium from 55 to 15 to match the NERV's 10).

This is my first foray into KSP modding. I've tested this on bare KSP, with Systemheat, RealPlume and Waterfall, but as I was mostly learning while doing this some mistakes might've slipped in.

Edit: also sorted out that Parts with waterfall definitions don't have the realplume definitions used as well.

… with the LV-N under Kerbal Atomics. This somewhat reduces the weight to 1.5x a LV-N again, and converts it into a hybrid LF / LH2 NTR engine just like the LV-N, with matching ISP in either mode. This also adjusts the RealPlume / Waterfall configurations to handle the two different states.
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