![]() ![]() Which would be a shame, since these parts are so incredibly useful and are such a design enabler. Resulting in unused oxidiser, despite still having liquid fuel in the wing. This resulted in the jet engines drawing liquid fuel from the central rocket tank, but (after staging) the rocket engine did not draw liquid fuel in return from the decoupler-mounted tanks. Without that, there's not really anything useful there, and if a player misses understanding how the decoupling works, they'd probably wonder why the part even exists. All engines had their own fuel tanks and Crossfeed was enabled on the decouplers. It's a pity that the way they decouple isn't more obvious than it is, since the ability to decouple is the whole point of the part. They're one of my favorite parts in the game. ![]() I adore these things- they provide a degree of design flexibility that really opens up a lot of options for me. Suppose you've got a 2.5m rocket, but you want an upper stage to be powered by a Terrier, or a couple of Sparks, instead of some 2.5m engine? The engine plate provides a way to do that. ![]() The thing about them that makes them such an awesomely convenient game changer (for me, at least) is how they enable having smaller size engines in the middle of a stack without breaking up the lines or structural strength of the rocket. They can do that, yes, but that's not what makes them cool- if that's all they did, you could just manually cluster engines yourself with a mouse click or two, and what would be the point? People who insist on putting lots of engines in a predefined arrangement on, put engines on in predefined arrangements. ![]()
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