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I was thinking about reasearch probes loaded with mistery goo and maybe even small manned spacecraft.
You can always do a physical timewarp using [alt+.] to speed things up like you're flying on Kerbin for up to 4x timewarp.
Walking away to do something else or play something on your phone is an option too.
I had an emergeny stage on one of my rockets with 4 ion engines and 4 big xenon tanks.
It was never meant to be used but it had 4 for symmetry and had a ton of dV with extra long burn times.
That said, ion engines do come in handy sometimes. Duzer got himself stranded well below the orbit of Moho, and the 9 km/s dV "Nerv" powered craft I sent to rescue him from Moho got stranded after picking him up. So I built this mighty dV ship to collect him:
http://steamcommunity.com/sharedfiles/filedetails/?id=970797943
0.44 to 1 m/s/s acceleration (4.4% to 10% g) isn't great. But the Poodle got it to my Gilly refueling base, and Duzer is now on his way back with enough dV to orbit Kerbin again.
http://steamcommunity.com/sharedfiles/filedetails/?id=969869071
I like having a survey scanner in polar orbit over every world. So I stuck 4 of them on a single launch vehicle with enough dV to get them into Kerbin orbit and out of Kerbin's shadow. Burns take a while, but the large dV means they can enter polar orbit around any world.
http://steamcommunity.com/sharedfiles/filedetails/?id=759966245
http://steamcommunity.com/sharedfiles/filedetails/?id=755395716
Is there a way to configure ion engines so that they would be more like nuclear engines (less dV but somme more TWR)?
Is it a reasonable configuration to power them by fuel cells or a lot of isotope generators?
Stranded a kerbal on Moho and had to get drastic with the dV
This is what I came up with in an attempt to have a bit more twr when needed.
http://steamcommunity.com/sharedfiles/filedetails/?id=757072659
Ultimately it wasn't great. I think my save file got nuked somehow before I even got him back from Moho but basically, that 20,000 + dV only applies if you are not using it to fight gravity.
As for actually changing how the dawn engines work, yeh, as I understand it, it's easy. It's just a text file from what I've gathered. Never done it myself but I'm sure google can tell you all about it in a flash.
Tip: Click on the engine and limit the thrust to whatever power your solar panels provide. You can see the consumption rate in that fuel window on the upper right side of the screen. It'll still be a long burn, but it won't need as much of your attention.
You can edit part files. This is how mods begin.
Fuel cells--no maybe (see below). Fuel cells really come into their own as a means of powering drills and/or an ISRU on the ground. Drills draw ore, ISRU turns it into fuel, and the fuel cells use a fraction of that generated fuel to power the drills and ISRU. If you're packing fuel like that, just install a conventional engine to use it directly.
RTGs (isotope generators) are handy, but consider how many you'd need. Each one produces 0.75 power per second. One ion engine needs 8.74 power per second. You'ld need a dozen to power an ion engine at full. I've done it and it works, but it's pretty pricy ($276,000).
KER tells me an ion engine with a large xenon tank can burn for 3 hours 11 seconds. Working manually gives us a consistent answer. 5250 xenon / 0.486 xenon per second = 10802 seconds. Convert into hours/minutes/seconds and we get 3 hours 2 seconds.
An ion engine and a RC-001S Remote Guidance Unit draw 8.79 electricity per second. A fuel cell can produce 1.5 electricity per second. 8.79/1.5=5.86 fuel cells needed, rounded up to 6.
A fuel cell consumes 6.08 liquid fuel/hour. This times 6 cells times 3 hours = 109.4 liquid fuel. It also consumes a proportionate amount of oxidizer.
Building this ship gives us 7,711 m/s dV, with an acceleration of 0.65 m/s/s, or 0.663g. Or at least that is what KER tells me. And it probably isn't accounting for Liq/Ox fuel consumed by the fuel cells, so the dV is higher.
If we remove the xenon and dawn engine, and replace it with a Terrier, we get 3,298 m/s dV and a 2.93g acceleration.
So, I guess it is possible to do. I just wouldn't recommend it. The probe core will require some power anyways, meaning a solar panel or RTG is still a good thing to have.
The big problem with the primarily battery route then is that your vessel effectively has an upper cap on how much dV they can burn in a single maneuver.
Out of curiousity, I ran a few numbers based on my Duzer rescue mission, picutred above. His transfer burn from low solar orbit to Kerbin is 6,100 m/s with ~0.5 m/s/s acceleration for a 12,200 second (3h 23m 20s) burn. It currently uses 2 XL solar panels that weigh 0.6t. But if we relied on battery with the same 8.79 electriciy/second usage rate, we'd need 5.36 tons of batteries for the same burn. Naturally the extra mass would have reduced dV and acceleration, meaning we'd have needed even more batteries.
So it looks like there are four main power options then when using ion engines.
That said, you'll need some RTG or solar power anyways to maintain control via a control pod. Batteries or fuel cells alone means the probe will run out of power at some point.
To complicate things further, you can reduce thrust so the engine consumes less power.
Example: While you need 9+ XL solar panels to fully power an ion engine around Jool, you can get by with only 2 XL panels for 21% of the thrust. Burns may take x5 longer, but decreased mass means your dV is higher, the spacecraft requires fewer funds to construct, and acceleration is--well, you lose some in throttle reduction, but gain some in having less dead weight.
For any longer duration burn (More than a min or so) you should be splitting the burn, Ie. doing half of it before the maneuver node, and half of it after. For example you have a 10 min burn, so you start burning 5 mins before your node. Using this method, you won't experience that problem.
My problem is that such efficiency might even be too much but in the same time burn times are just getting crazy