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To add this, you would need to define a product of that reaction and the game would need to detect it correctly as a valid reaction. This is a bit difficult with the weird material properties used to trick the game into producing the desired results for things like antimatter.
As a modder I have personally kept to conventional materials, so I can't offer knowledge specific to the futuristic stuff. For advice on modding with these types of materials, you would do best to contact the creator of most of them, The Astronomer [childrenofadeadearth.boards.net], on the other forum [childrenofadeadearth.boards.net].
What's the meaning of "9*1/4"on the picture……
and yes it is
PS. i'm not sure but is your name a reference to the ksp youtuber Danny2468
The game crashes if you try to use electrons as propellent in resistojets and NTRs. It isn't a massive deal since electrons would have all the problems of hydrogen but amplified even further.
Oddly enough though, the game is perfectly fine with using electrons in MPDs. I don't recommend it unless you actively enjoy having significantly more mass in the walls of your fuel tanks than they carry in fuel but they do get good exhust velocity, couple hundred Mm/s. (DeltaV sucks still because mass issue and it took a good few hours of fiddling to get power usage low enough)
I tried messing with some things to fix the bug myself, but from what I can tell electrons aren't missing any data in the materials files compared to other propellants so I am a bit lost. Could be that the molar mass being < 1 just causes a div by 0 somewhere in the calculations.
So uh. That's an issue.
Meanwhile, I couldn't actually test M/AM reactions, because it crashes the game.