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Showing results for tags 'tri-propellant'.
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Tripropellant engines are theoretically the most efficient chemical rockets in existence. Rocketdyne made an engine in the 1960s that used gaseous hydrogen, liquid fluorine and liquid lithium that resulted in incredible 542 Isp. But they are not free of problems, obviously. Heating lithium to become liquid is not exactly easy, and storing and injecting solid grains into a combustion chamber would be extremely problematic (if not impossible due to backfiring). There are two types of tripropellant engines: Sequential burning A sequential firing rocket would be something like a half-stage, only difference is that nothing is thrown away - you change the fuel mid-flight. Let's call an engine by the name KS-325. KS-325 is RP-1 and LH2 compatible engine and LOX as an oxidizer. It is possible to switch between LH2 and RP-1 mid-flight. At launch, RP-1 will be the fuel used, as its higher density only offers advantages for first stages. When RP-1 ends, it will burn hydrogen, being better for upper stages. All this while using the exact same engine. This offers obvious advantages for an SSTO. if the KS-325 has an extendable nozzle, this would probably be one of the best engines for an SSTO with chemical engines. However, it still has disadvantages... The rocket would have to be insanely tall to store all the Hydrogen, RP-1 and the insane amount of LOX it would need. The only new part that would need to be added would be the engine, since hydrogen tanks are already confirmed (Nerv and NERV-US will use them) and RP-1/LOX will obviously be added. This is the most likely one that would be added to the game, considering there are multiple engines that already have mode switches (e.g Panther jet engine). and NERV-US operates in a very similar way, only needed changes will the fuels, performance and model of a NERV-US Simultaneous burning Basically it's injecting a third fuel into the combustion chamber. The hydrogen-fluor-lithium engine mentioned at the beginning is this type of engine. This type of motor can theoretically achieve very high efficiencies, but as theory is not reality, injecting room temperature solids or high temperature liquids is not exactly viable. And making an engine that injects two "normal" fuels would have no advantage compared to sequential injection engines. There are several other problems that will certainly not be simulated in KSP, such as how to maintain the necessary high temperature. One suggestion of mine would be to use rubidium instead of lithium, which has a much lower melting point, only 39°C. It would be much more realistic, but I don't know if it would be highly efficient - after all, this combination has never been tested. The biggest problem with adding these engine to KSP would be having to create new parts. Things that difficult development should be avoided unless it's really worth it. That's why I suggest that only the engine that burns sequentially be added, since only one new engine would need to be added, and the "programming" of this engine has already been done even in KSP1, with the RAPIER, so overall it would only need to be added a new model, and a change in resource used. So that's it, I'll probably write another thread about my ideas on the science & spaceflight topic, where I can write the scientific part (my favorite) more deeply. so yeah, see you guys later. Any criticism of this idea is welcome, I want to know my problems
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I want to create a new plume, or re-color an existing one for my mod, I read the tutorial, but unfortunately it is going over my head, If someone could walk me through the process I would be very greatful. Starting at the beginning, step 1 of the tutorial: 1) Game objects Create an empty game object at the origin that you will use for exporting. This will have a partTools component on it that you will use to write the .Mu file to your FX folder. Create an empty object as a child of the exporter object. This object will have the KSPParticle Emitter script on it. I call mine 'emit'. This allows you to easily tweak the position of the effect within the actual exported object. I also make an additional object and name it smokePoint, to correct the orientation of the stock smoke particles. I move it to -1 on Y, and rotate it -90 on X. This object won't be needed if you aren't using one of the stock prefab particles. It's named smokePoint to match the name of the rapier config. How (and where) do I create the game object?
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- exhaust plume
- hot rockets
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