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On 10/6/2021 at 3:50 AM, KerikBalm said:
On 10/1/2021 at 9:33 PM, Synonym Toast Crunch said:

A good idea would be for the nozzle extension and afterburner mode to not be linked. That is, they don't have to happen together.

Fully agree. I'd like to be able to use the lH2 only version in thicker atmospheres, when high TWR isn't needed, such as on something like Titan. I'd also like to be able to maximize vacuum dV even when using the high TWR afterburner mode, such as when landing on Tylo.

On 10/1/2021 at 9:33 PM, Synonym Toast Crunch said:

The nozzle could automatically extend or retract when you reach a certain atmospheric pressure, while the afterburner would only switch when you manually switch it, or maybe automatically if you're above a certain TWR, but they don't have to happen at the same time.

Well, I think automatic switching would be convenient, like the autoswitching on the rapier... but I can also imagine wanting manual control over it, such as making somewhat shorter vacuum landers: retract the nozzle before touching down.

I can see 2 ways this works:

1) a toggle for the nozzle, and a toggle for the afterburner. The first dynamically changes the atmosphere Isp curve for the engine, the 2nd dynamically changes the overall Isp, thrust, and resource consumption (adding O2). I'm not surehow much of a change to the game engine this would require

2) a multimode engine with 4 modes. If I'm not mistaken, already we can have 3+ engine modes in the game code, even if we only have engines with 2 modes (rapier, panther).

This would be a little awkward to switch between modes, as you'd have 4 modes to cycle through to get the one that you want.

I imagine that mostly during a burn, you'd be going from high TWR and atmo pressure, to low TWR and low atmo pressure, so I'd have the order go:

i) Afterburner, nozzle retracted; ii) Afterburner, nozzle extended; iii) No Afterburner, nozzle extended; iv) No Afterburner, nozzle retracted;

This would allow easy cycling during a burn from the surface of a planet with an atmosphere. In this case, generally you'd want:

1st, high TWR and the nozzle adapted to a high ambient pressure. 2nd High TWR, but an extended nozzle as the rocket climbs. 3rd low TWR and high Isp as you circularize your orbit. The no afterburner, nozzle retracted case isn't needed.

If you want to land on something like Mun, you'd probably not want the afterburner, so you'd go from no burner, extended to no burner, retracted (for touchdown) - this order works again.

But it would be inconvenient when you want to land with the burner on, but the nozzle retracted, supposing you come in with burner on and nozzle extended (such as on Tylo), you need to press the cycle button 3 times rapidly to get to the burner+retracted mode for landing.

Similarly, taking off from Mun with  the mode initially being: no-burner, retracted  - if you want to switch to no burner, extended, you'd cut the engine, and have to cycle 3 times to get to the mode you want...

So if we can't just have independent toggles for the burner and the nozzle, 4 modes to cycle through would be a bit annoying.

When I saw this, I immediately thought of a different solution. Add 2 sliders: Afterburner throttle (restricts the amount of afterburner LOX flowing), and a Nozzle slider to extend and retract the nozzle

 

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4 hours ago, Staticalliam7 said:

When I saw this, I immediately thought of a different solution. Add 2 sliders: Afterburner throttle (restricts the amount of afterburner LOX flowing), and a Nozzle slider to extend and retract the nozzle

 

Maybe not a slider, but a switch

But overall, I like the idea :)

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On 10/1/2021 at 12:38 PM, Yellowburn10 said:

Man, this means we could potentially have SSTOs needing only one engine for all of it's tasks. I'm just all the more excited to get to try this stuff out!

Wow, Matt Lowne is gonna have a field day with that idea once KSP comes out in 2023.

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