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Showing results for tags 'high density air'.
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I'm playing with a custom part that acts as a sort of air compressor for rocket engines. It uses ModuleResourceConverter to turn intake air into oxidizer, turning the stock rockets into air-augmented rockets. This is supposed to be what the Sabre does, and what the Rapier's air breathing mode is supposed to emulate with its higher service ceiling and top speed. A simple part that converts 60 IA into 12 OX, assuming 21% O2, can feed a Rapier's closed cycle mode or an Aerospike on its own with a suitable stock air intake and no onboard oxidizer. On the GPP world Tellumo I could hit Mach 10 at 20 km up, which on Kerbin I think is close to 35 km up with regards to air density. I had part heating turned off at the time, otherwise the test craft would surely have melted. I'm looking at the active cooling mod, but that's a different problem. Pulling Mach 10 on Kerbin at 35 km up is surely overpowered. How should I adjust this part to make it balanced, gameplay-wise? Right now I'm using the Engine Pre-cooler model, and I'm not currently consuming electric charge. It doesn't have an intake module of its own, so it requires separate intakes, restricting it to oxygen atmospheres. There'd also be three versions of the part, with only the advanced version doing 12 OX/s. As of 02 NOV 2017, here's a demonstration of the advanced part in action. I also added the parts to a related GitHub repository.
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