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Hacking LV-N for "Air Breathing" mode


AeroGav

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I'm starting to think about taking my spaceplane to places like Duna and Eve, which have an atmosphere , but no oxygen.

Nuclear thermal rockets don't use combustion, but produce thrust by taking a working fluid (liquid hydrogen) , heating it in a reactor, then letting it expand through a nozzle.

This is fine for interplanetary travel, but if you're slogging through an atmosphere, why not pull it into the intakes, compress with turbines, then use that as a working fluid to heat up and expand out the nozzle?

Would like to mod the LV-N nuke so it can have Closed cycle (works like it does now) and Air Breathing modes, like the RAPIER.

In Closed Cycle mode

  • Fuel consumption is like it is now.
  • Engine mass is likely to increase by half a ton, because of the turbomachinery required to compress the intake air.
  • Vacuum thrust will also take a small hit , because i'd like to change from a Bell to an Aerospike nozzle.
  • However sea level thrust should be much better, because of the Aerospike.
  • Drag should be less too.

In Air Breathing mode

  • Liquid fuel consumption goes to zero or something very close to it.
  • However the engine consumes large amounts of intake air.
  • As altitude and airspeed increase, thrust will drop off. Using the Whiplash's thrust/altitude and thrust/velocity curves seems more appropriate than taking those from the RAPIER, since like the Whiplash it won't be chilling the intake air prior to compression with a cryogenic liquid fuel stream.

Of course, the Whiplash makes 5.8 times as much thrust at Mach 3 vs Sea level. Do we really want the LV-N chucking out that much power in air breathing mode?

I guess it depends on what limited the nuclear thermal rocket's output in normal mode. Reactor thermal output? If so, it can only ever be less powerful with something other than cryogenic hydrogen as working fluid.

OTOH , this engine was designed, first at foremost, to have the highest possible ISP, which means raising the temperature of the hydrogen to just below the melting point of the reactor materials by the time it leaves the engine.

If sufficiently large quantities of intake air are available (and have not heated up too much in the act of being compressed, which is why power will lapse with speed and alt) and we're not bothered about getting the temperature so high, the reactor might be able to increase its output without melting down.

I guess what i'm asking here is how i physically go about hacking the config files to make this happen, but I'd appreciate input on what the plausible performance levels of such an engine would be, at least within the confines of the game. Don't want something so OP it replaces RAPIER and Whiplash on Kerbin/Laythe. But something that can do most of the work getting you to orbit in lower gravity worlds, and let you cruise around in the atmosphere.

Edit - a quick google search did find this study on a airbreathing nuclear engine for Mars

http://www6.miami.edu/acfdlab/publications/AIAA-2014-3820.pdf

Edited by AeroGav
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Hmm. Rather than just hack the LV-N, there seems to be room for a more interesting propulsion system with a nuclear core & consuming devices - I'm not really sure how you'd sanely have a rocket and a thermal turbocompressor in the same pipe ( it's not a SABRE, that is using the compressor to fuel the rocket rather than as primary thrust ) given a rocket bell is not what you want stuck on a jetpipe, but there's an interesting idea for a thermal core & output devices in there. A thermal turboramjet, hmm. If you want a really hacky version of that, make a new resource and a reactor piece that provides that resource, and have the thrust devices consume that resource & reaction mass. The problem with using obvious resources like that is you can store them, but ... just don't store them.

But if you just want a LV-N that works better in atmosphere, borrow the RAPIER config and fiddle with the graphs.

Edited by Van Disaster
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Or you can put this cfg in KSP/GameData/Squad/Engine/liquidEngineLV-N You can name the cfg what ever you want and play around with the thrust and curve's to what you want

PART
{
name = nuclearEngine_Test
module = Part
author = NovaSilisko
mesh = model.mu
scale = 1
rescaleFactor = 1
node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, -1.0, 0.0
mass = 3.0
// heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 20
maxTemp = 2500 // = 4000
TechRequired = aerospaceTech
entryCost = 35000
cost = 6000
category = Engine
subcategory = 0
title = Test Engine
manufacturer = C7 Aerospace Division and Rockomax Conglomerate
description = Test
attachRules = 1,0,1,1,0
bulkheadProfiles = size1
radiatorMax = 0.35 //Default = 0.25 but nuke engines are meant to run hot
EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_aeroSpike
transformName = smokePoint
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/shockExhaust_blue_small
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
power_open
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
volume = 0.0 0.0
volume = 0.05 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/shockExhaust_red_small
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
running_open
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.05 0.6
volume = 1.0 1.0
pitch = 0.0 0.7
pitch = 1.0 1.4
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_aeroSpike
transformName = smokePoint
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = smokePoint
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = MultiModeEngine
primaryEngineID = AirBreathing
secondaryEngineID = ClosedCycle
}
MODULE
{
name = ModuleEnginesFX
engineID = AirBreathing
powerEffectName = power_open
//runningEffectName = running_open
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.33
minThrust = 0
maxThrust = 105
heatProduction = 60
useEngineResponseTime = True
engineAccelerationSpeed = 0.2
engineDecelerationSpeed = 0.35
useVelocityCurve = False
spoolEffectName = running_open
engineSpoolIdle = 0.05
engineSpoolTime = 2.0
EngineType = Turbine
PROPELLANT
{
name = LiquidFuel
resourceFlowMode = STAGE_PRIORITY_FLOW
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ignoreForIsp = True
ratio = 6
}
atmosphereCurve
{
key = 0 3200 0 0
}
// Jet params
atmChangeFlow = True
useVelCurve = True
useAtmCurve = True
// no mach limit
velCurve
{
key = 0 1 0 0.08333334
key = 0.2 0.98 0.42074 0.42074
key = 0.7 1.8 2.290406 2.290406
key = 1.4 4.00 3.887193 3.887193
key = 3.75 8.5 0 0
key = 4.5 7.3 -2.831749 -2.831749
key = 5.5 3 -5.260566 -5.260566
key = 6 0 -0.02420209 0
}
atmCurve
{
// higher thrust at altitude than even TRJ
key = 0 0 0 0
key = 0.018 0.09 7.914787 7.914787
key = 0.08 0.3 1.051923 1.051923
key = 0.35 0.5 0.3927226 0.3927226
key = 1 1 1.055097 0
}
}
MODULE
{
name = ModuleEnginesFX
engineID = ClosedCycle
runningEffectName = running_closed
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 180
heatProduction = 133
fxOffset = 0, 0, 0.25
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
resourceFlowMode = STAGE_PRIORITY_FLOW
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
resourceFlowMode = STAGE_PRIORITY_FLOW
ratio = 1.1
}
atmosphereCurve
{
key = 0 800
key = 1 185
key = 2 0.001
}
}
MODULE
{
name = ModuleJettison
jettisonName = fairingL
bottomNodeName = bottom
isFairing = False
jettisonedObjectMass = 0.1
jettisonForce = 1
jettisonDirection = 1 0 0
}
MODULE
{
name = ModuleJettison
jettisonName = fairingR
bottomNodeName = bottom
isFairing = False
jettisonedObjectMass = 0.1
jettisonForce = 1
jettisonDirection = -1 0 0
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = obj_gimbal
gimbalRange = 3
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 5.0
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 1
fxMax = 0.5
maxDistance = 20
falloff = 2
thrustTransformName = thrustTransform
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 2
fxMax = 0.6
maxDistance = 30
falloff = 1.6
thrustTransformName = thrustTransform
}
}

EDIT- You can also change the

name = nuclearEngine_Test
to name = what ever you want. Edited by Mecripp2
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OK, I can put this off no longer. Strong , sugary coffee is the order of the day as I make my first ever mod of the KSP game files. Scary stuff.

I started small. Added the half ton of extra mass. I've also added electrical output equivalent to two RTGs. The decay heat from such a reactor in shutdown state would do that at the very least - if not melt the whole spacecraft. But I digress.

And now to the first matter.

atmosphereCurve

IOW, what is the difference between ISP Vacuum and Sea Level, when in closed cycle mode (airbreathing mode is the next, and far more ambitious mod).

The stock LV-N has a ludicrous, and horrible thrust lapse.

800 Vac

185 Sea Level

It drops to just 22% of it's vacuum rating.

Then again, if we look at the Poodle, with a 350 Vaccum Rating, it also lapses to 25% ASL. Must be a seriously overexpanding bell nozzle.

It cohabits the tech tree with the Skipper lower stage engine, with a lower vacuum rating of 320, but which manages to hang on to 87.5% of that ASL.

The Rhino, with a Vac ISP of 340, does 255 ASL - 75% lapse.

The Kerbal Aerospike motor manages the same Vac rating as the Rhino but does 290 ASL, a mere 85% lapse.

Obviously great numbers but honestly this felt like cheating. Why would anyone ever pick the Rhino?

Real world aerospikes don't do quite so well.

The Space shuttle main engine does 452 Vac and 366 ASL (81% lapse).

The Aerospike motor of the ill-fated Venture Star program, had 436 and 339 (77% lapse).

This is actually worse than the SSME on both counts, though the SSME is not something you want to play top trumps against. It also has a nozzle design that differs from the conventional bell design so give good performance at a wide range of altitudes, since this engine is operational from sea level to vacuum too.

All things considered, I decided to steal the numbers from the Rhino.

By 10km, the stock LV-N is already not far off it's vacuum ISP, and when i get this running right you should be airbreathing that low anyway, so ISP won't hurt.

I applied a "gimp factor" based on the fact it's no longer a purely vacuum oriented nozzle. I'm assuming the Rhino could have made at least 350 if it was optimized for deep space like the Poodle, applying a similar percentage loss to the LVN's 800 gives a modded vacuum rating of 777.

Applying the Rhino's 75% thrust lapse to that 777 figure gives us a 583 sea level ISP.


PART
{
name = ImprovedNTR
module = Part
author = NovaSilisko
mesh = model.mu
scale = 1
rescaleFactor = 1
node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, -1.0, 0.0
fx_exhaustFlame_blue = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -1.6, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout
TechRequired = nuclearPropulsion
entryCost = 45000
cost = 10000
category = Engine
subcategory = 0
title = LV-N "Nerv II" Atomic Rocket Motor
manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
description = Despite the success of the original NERV, the Gavro Aerospace corporation demanded improvements from the design team. This first upgrade traded some vacuum thrust for much better performance down low, not to mention a built in RTG for some always-on power generation.
attachRules = 1,0,1,0,0
mass = 3.5 //up half a ton for the turbo machines
// heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 2500 // = 4000
bulkheadProfiles = size1
radiatorMax = 0.35 //Default = 0.25 but nuke engines are meant to run hot
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 60 // Max thrust of 60 is one third of what comparable engines do
heatProduction = 250
fxOffset = 0, 0, 1.6
EngineType = Nuclear
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
atmosphereCurve
{
key = 0 777 // Vacuum ISP of 800 is really good
key = 1 583 // But at sea level, it's super lame, i'm usig rhino numbers
key = 2 0.001
}
}
MODULE
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 5.0
}
}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 1.5
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
MODULE
{
name = ModuleTestSubject
environments = 8
useStaging = False
useEvent = True
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.7
maxDistance = 50
falloff = 2.5
thrustTransformName = thrustTransform
}
}

I quickly knocked up a little flier to test this modded engine, make sure it didn't blow up or ring a dinner bell for the Kraken.

Hey Stasa, come over here. We got a job for you. Test fly this new and completely untested airframe with a new and completely untested nuclear engine on the back. And stop looking so damn nervous...

It did a pretty good "vodka burner" impersonation, trundling painfully down the KSC runway, flopping off the end, barely holding a few metres off the water, almost going into the back end of the drag curve and stalling out. But eventually, airspeed began to rise, and it began a very slow climb.

1%20subsonic_zpsvk1nuufm.jpg

As we neared 7km, climb rate starts to improve. ISP is getting better, fuel is burning off, and drag is lessening. This airframe has horrible roll stability. In between logging thrust numbers and fighting to keep the wings level, i failed to notice for a long time that i was up against the sound barrier and encountering high drag. I eventually grabbed the pitch trim wheel and got the nose up, flying subsonic to 16km. Then i push over and accelerate through the sound barrier in a shallow dive.

Supersonic and climbing again -

2%20supersonic_zpsriba6wfb.jpg

Definitely supersonic

3%20definitely%20supersonic_zpsmfupl9jy.jpg

Woah....

4%20borderline%20hypersonic_zpsm0o02rto.jpg

5%20omg_zpsw2thsxot.jpg

6%20wahhh_zpsmlybhtpd.jpg

7%20flameout_zpsxta6gnpp.jpg

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The stock LV-N has a ludicrous, and horrible thrust lapse.

800 Vac

185 Sea Level

It drops to just 22% of it's vacuum rating.

Of course it does, it has a very high expansion ratio that results in a very efficient nozzle, in vacuum. It's vacuum-optimized.

Real NERVA nozzles are calculated to have exhaust temp of just around 400 degrees celsius while the core can be as hot as 5000 celsius:

image23.jpeg

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The next stage is to give the engine an airbreathing mode. That's going to require some careful editing of the config files, but at the end of the day is just cut n paste.

I'm agonising over what thrust curves to give it though. The "Whiplash" turboramjet makes 5.8 x normal thrust at optimum airspeed. That seems like too much.

If the working fluid is limitless you can trade ISP for thrust. Use a lower exit temperature for the fluid but pump more of it through, the reactor can operate at a higher power level without melting down. One site i found said a nuclear thermal rocket could get up to 2.7x more thrust by using water as working fluid rather than LH2. Atmospheric air won't have the specific heat capacity of water though.

http://www.niac.usra.edu/files/studies/final_report/510Maise.pdf

This site talks about a nuclear ramjet for exploring Jupiter. It mentions that a nuclear thermal rocket will have hydrogen at 50-100 atmospheres as the coolant, and that a their jovian ramjet will operate at only a few atmospheres. This airbreathing NERV is assumed to have a turbo compressor, but even the latest civil turbofans only operate at a pressure ratio of 50, and i doubt our turbo assisted nuclear thermal ramjet gets that high even with maximum ram air effect.

So, we're using a working fluid with lower specific heat capacity than hydrogen, at a lower pressure. Does this mean our reactor has less cooling in airbreathing mode and will have to throttle back?

Well, there's one other thing you could do, change the gas path through the reactor. When closed cycle, the H2 stream goes all the way from one end of the reactor to the other, to pick up max possible temperature and get as much thrust per litre of stored H2 as possible. If unlimited intake air is available, you could feed air in at different points and not have it traverse as long, acheiving higher flow rate but lower temperature.

Lastly, we're NOT talking about a nuclear turbojet, where the turbine adds a LOT of thrust at low altitudes , but becomes a liability higher up. That means a big ass turbine and whole new nozzle, really a completely separate engine though as Van Disaster mentions in the second post, they could both share the reactor as a heat source.

What I have in mind -

Air Intake (passive compression, rises with airspeed) -> Turbo compressor (with bypass ducts at higher speeds) -> Reactor first pass (heat to 1500k max) -> Power Turbine (drives compressor) -> Reactor second pass, reheat -> Rocket chamber and nozzle.

Oh dear. I'm way over my head. It's getting late and I just want to fly something.

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Alright, I've think I'm finished putting the basics in. It should work, but i won't really know till i reach another planet. Time to build a 2 nuke / 1 rapier mk2 vessel for the maiden voyage. It can refuel on Minmus, i've an IRSU spaceplane there that's already filled its boots. Flight test program, you say? Not for Kerbals. Got a brand new, untested prototype engine with a brand new, untested airframe from R&D? Time to boldly go!

On that previous flight, i think i accidentally stumbled across the most efficient airframe i've ever built. Was very definitely going to orbit on just 60kn thrust.

The airbreathing version didn't break the sound barrier, because with nothing to burn the fuel off it was too heavy to get above 10km on full tanks, subsonic. I could push the nose over, but by the time i'm through 380m/s where drag coefficient is coming back down again, i'm down to 5km altitude and the atmo drag is huge anyway.

I'm still not sure about the velocity and height curves but it's time to just fly the damn thing.

Looking at the Atomic Age mod made me realise a big flaw in my plan - IntakeAir really means intake oxygen, and existing air intakes have a checkForOxygen - if the atmosphere they are passing through has no oxy, they don't take any air in however thick it might be.

So, i've had to add another resource type to Resources.cfg (IntakeAtm), and modify the only two intakes i'm ever likely to use on a late-game ship, the pre-cooler and the shock cone, to gather IntakeAtm as well as IntakeAir. Needless to say, I set the IntakeAtm to NOT check for oxygen.

Here is the "Alpha" of my modded LVN config


PART
{
name = ImprovedNTR
module = Part
author = NovaSilisko
mesh = model.mu
scale = 1
rescaleFactor = 1
node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, -1.0, 0.0
//fx_exhaustFlame_blue = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running
//fx_exhaustLight_blue = 0.0, -1.6, 0.0, 0.0, 0.0, 1.0, running
//fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running
//sound_vent_medium = engage
//sound_rocket_hard = running
//sound_vent_soft = disengage
//sound_explosion_low = flameout
TechRequired = nuclearPropulsion
entryCost = 45000
cost = 10000
category = Engine
subcategory = 0
title = LV-N "Nerv III" Atomic Rocket Motor
manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
description = Cynics would argue that by the third installment of the LV-N series the Junkyard Parts Co were just cashing in on earlier successes. However, for some , the airbreathing mode represents true progress.
attachRules = 1,0,1,0,0
mass = 3.5 //up half a ton for the turbo machines
// heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
emissiveConstant = 0.85
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 2500
bulkheadProfiles = size1
radiatorMax = 0.35
EFFECTS
{
power_open
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.05 0.6
volume = 1.0 1.0
pitch = 0.0 0.7
pitch = 1.0 1.4
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_light
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
localOffset = 0, 0, 1
localRotation = 1, 0, 0, -90
}
}
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/shockExhaust_blue_small
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
}
MODULE
{
name = MultiModeEngine
primaryEngineID = AirBreathing
secondaryEngineID = ClosedCycle
}
MODULE
{
name = ModuleEnginesFX
engineID = AirBreathing
powerEffectName = power_open
//runningEffectName = running_open
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.33
minThrust = 0
maxThrust = 60
heatProduction = 130
useEngineResponseTime = True
engineAccelerationSpeed = 0.2
engineDecelerationSpeed = 0.35
useVelocityCurve = False
//spoolEffectName = running_open
engineSpoolIdle = 0.05
engineSpoolTime = 2.0
EngineType = Turbine
PROPELLANT
{
name = IntakeAtm
ignoreForIsp = False
ratio = 6
}
atmosphereCurve
{
key = 0 3200 0 0
}
// Jet params
atmChangeFlow = True
useVelCurve = True
useAtmCurve = True
velCurve
{
key = 0 1 1.15 0
key = 0.2 1.35 0 0
key = 0.72 1.63 2.433527 2.433527
key = 1.36 1.9 1.986082 1.986082
key = 2.15 2.3 1.452677 1.452677
key = 3 2.3 0.0005786046 0.0005786046
key = 4.5 1.5 -4.279616 -4.279616
key = 5.5 0 -0.02420209 0
}
atmCurve
{
key = 0 0 0 0
key = 0.045 0.2 4.304647 4.304647
key = 0.16 0.7 0.5779132 0.5779132
key = 0.5 1.1 0.4809403 0.4809403
key = 1 1 1.013946 0
}
}
MODULE
{
name = ModuleEnginesFX
engineID = ClosedCycle
runningEffectName = running_closed
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 60 // Max thrust of 60 is one third of what comparable engines do
heatProduction = 250
fxOffset = 0, 0, 1.6
EngineType = Nuclear
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
atmosphereCurve
{
key = 0 777 // Vacuum ISP of 800 is really good
key = 1 583 // But at sea level, it's super lame, i'm usig rhino numbers
key = 2 0.001
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 5.0
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
MODULE
{
name = ModuleTestSubject
environments = 8
useStaging = False
useEvent = True
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 1
fxMax = 0.5
maxDistance = 20
falloff = 2
thrustTransformName = thrustTransform
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 2
fxMax = 0.6
maxDistance = 30
falloff = 1.6
thrustTransformName = thrustTransform
}
}

Here is the modded ResourcesGeneric.cfg -


RESOURCE_DEFINITION
{
name = LiquidFuel
density = 0.005
unitCost = 0.8
hsp = 2010
flowMode = STACK_PRIORITY_SEARCH
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = Oxidizer
density = 0.005
unitCost = 0.18
hsp = 1551
flowMode = STACK_PRIORITY_SEARCH
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = SolidFuel
density = 0.0075
unitCost = 0.6
hsp = 920
flowMode = NO_FLOW
transfer = NONE
isTweakable = true
}
RESOURCE_DEFINITION
{
name = MonoPropellant
density = 0.004
unitCost = 1.2
hsp = 3000
flowMode = STAGE_PRIORITY_FLOW
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = XenonGas
density = 0.0001
unitCost = 4
hsp = 120
flowMode = STAGE_PRIORITY_FLOW
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = ElectricCharge
density = 0
unitCost = 0
hsp = 0
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = IntakeAir
density = 0.005
unitCost = 0
hsp = 10
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = false
}
RESOURCE_DEFINITION
{
name = EVA Propellant
density = 0
unitCost = 0
hsp = 3000
flowMode = NO_FLOW
transfer = PUMP
isTweakable = false
}


RESOURCE_DEFINITION
{
name = Ore
density = 0.010
unitCost = 0.02
flowMode = ALL_VESSEL
transfer = PUMP
hsp = 1000
isTweakable = true
color = 1,0,1
}
RESOURCE_DEFINITION
{
name = Ablator
density = 0.001
hsp = 400
flowMode = NO_FLOW
transfer = NONE
isTweakable = True
unitCost = 0.5
}
RESOURCE_DEFINITION
{
name = IntakeAtm
density = 0.005
unitCost = 0
hsp = 10
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = false
}

Here is the modded intakeShockCone.cfg


PART
{
name = shockConeIntake
module = Part
author = Porkjet
rescaleFactor = 1
node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0
TechRequired = hypersonicFlight
entryCost = 21000
cost = 3050
category = Aero
subcategory = 0
title = Shock Cone Intake
manufacturer = C7 Aerospace Division
description = A shocking new intake from the C7 Aerospace Division that brought you much adored parts such as the Delta Wing and the Standard Nosecone!
attachRules = 1,0,1,0,0
mass = 0.025
thermalMassModifier = 8
// heatConductivity = 0.06 // half default
heatConvectiveConstant = 0.75 // air goes into jet, not bashes on intake.
emissiveConstant = 0.95
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.3
angularDrag = 1.2
crashTolerance = 7
maxTemp = 2400
fuelCrossFeed = True
bulkheadProfiles = size1


MODEL
{
model = Squad/Parts/Aero/circularIntake/ConeIntake
}
DRAG_CUBE
{
cube = Default, 0.7486105,0.6887614,0.7221569, 0.7486105,0.6887677,0.7221569, 1.213026,0.3,1.183155, 1.213026,1,0.100694, 0.7486105,0.6903304,0.7221569, 0.7486105,0.6871722,0.7221569, 0,-0.08307549,0, 1.25,1.083849,1.25
}


MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.009
intakeSpeed = 12
intakeTransformName = Intake
}
RESOURCE
{
name = IntakeAir
amount = 0.9
maxAmount = 0.9
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAtm
checkForOxygen = false
area = 0.009
intakeSpeed = 12
intakeTransformName = Intake
}
RESOURCE
{
name = IntakeAtm
amount = 0.9
maxAmount = 0.9
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = IntakeConeHeat
}
}

and engineBodyRadial.cfg (the pre-cooler)


PART
{
name = radialEngineBody
module = Part
author = C. Jenkins, Porkjet
rescaleFactor = 1
node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0
node_attach = 0.0, 0.0, 0.625, 0.0, 0.0, -1.0, 1
TechRequired = hypersonicFlight
entryCost = 6200
cost = 1650
category = Aero
subcategory = 0
title = Engine Pre-cooler
manufacturer = C7 Aerospace Division
description = Improves jet performance by pre-compressing and rapidly cooling the intake air.
attachRules = 1,1,1,1,0
mass = 0.15
dragModelType = default
thermalMassModifier = 1
emissiveConstant = 0.95
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 1
crashTolerance = 20
maxTemp = 2000 // = 2900
fuelCrossFeed = True
bulkheadProfiles = size1, srf
MODEL
{
model = Squad/Parts/Aero/engineNacelle/Nacelle2
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.005
intakeSpeed = 10
intakeTransformName = Intake
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAtm
checkForOxygen = false
area = 0.005
intakeSpeed = 10
intakeTransformName = Intake
}
RESOURCE
{
name = IntakeAtm
amount = 0.5
maxAmount = 0.5
}
RESOURCE
{
name = IntakeAir
amount = 0.5
maxAmount = 0.5
}
RESOURCE
{
name = LiquidFuel
amount = 40
maxAmount = 40
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = Nacelle2Heat
}
}

Thanks for everyone's contributions, and particular the creators of the atomic age mod. Would never have figured this out on my own.

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2015-11-08_00013_zpsndk6qifs.jpg

Decided to run one flight test on the new airframe after all, since there is nothing worse than flying to another planet, re-entering then discovering your plane is uncontrollable empty. So, I emptied all the tanks, filled the cockpit with A listers and took it for a brief spin. It appears there's little agreement between the crew as to whether it's a sound design or not.

It's surprisingly nimble and has a very low stall speed, perhaps below 30 m/s , but it's hard to say because this is the first creation of mine that really does STALL as opposed to running out of pitch authority and starting to sag. The nose stays level while airspeed and lift drop to almost nothing and AoA shoots to 70 deg quicker than you can blink. Need to slam the stick forward to recover.

20T/30T - there's not much difference in dry/wet mass, for a spacecraft.

Payload is a science junior, mystery goo and collection of instruments. I'm including a crew cabin for RP reasons - maybe just maybe there's enough room for a space toilet, shower, bunk bed, microwave and xbox. Well, if the crew were romantically involved at any rate.

It also has 3 Vernier engines thrusting straight down from the belly,a small tailwheel and two big ass reaction wheels, to make the horizontal landing on Minmus safer. We'll see...

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Update. hmm more test flights in order. The airbreathing nukes got it up to 14km, a brief burst from the rapier in airbreathing mode with stick backpressure released gets us supersonic at the expense of 2km. However , the nuke airbreathers won't go much above 650 m/s and 17km. I start up the rapier, but their thrust continues to fall off severely - like 14kn by 20km. So, onto closed cycle they go. We reach orbit, but barely enough delta V to intercept Mun, let alone Minmus.

I'll tweak the numbers again, so they don't loose thrust quite so fast at altitude.


velCurve
{
key = 0 1.05 0 0
key = 0.2 1.15 0 0
key = 0.72 1.4 2.433527 2.433527
key = 1.36 1.9 1.986082 1.986082
key = 2.15 2.2 1.452677 1.452677
key = 3 2.5 0.0005786046 0.0005786046
key = 4.5 1.5 -4.279616 -4.279616
key = 5.5 0 -0.02420209 0
}
atmCurve
{
key = 0 0 0 0
key = 0.045 0.32 4.304647 4.304647 //30km on kerbin, like 70k ft on earth
key = 0.16 1.4 0.5779132 0.5779132 //a bit over 10km on kerbin, 43,000 ft on earth
key = 0.5 1.2 0.4809403 0.4809403 //about 18,000 ft on earth, about 15,000 ft on kerbin
key = 1 1 1.013946 0 //sea level
}

But my spaceplane needs more than 1700 liquid fuel. The precooler intakes and cargo bays are major attachment nodes for the rest of the structure. Touch those, i may as well start over. But I reckon i can add a couple mark 1 liquid fuel fuselage sections ahead of the precoolers, and not have it look to awful. I had more oxidizer than was really necessary, so i may remove the small ft-100 rocket fuel tank from forward cargo bay (was locked, the idea being to guarantee enough for vernier retro burn on minmus). Put an orbital survey scanner in it's place, and just be vigilant to terminate the rocket burn with a little bit to spare....

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Interesting read. My personal preference would be an engine that works like the whiplash and can cruise around 20km and 700m/s using no fuel which could then be switched to closed cycle for the rest of the ascent.

This may be the engine I need for a Duna flying drone.

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Nuclear turbojets have actually run but the reactor was seperate ( the engines were basically J-58s ), and I couldn't find any rocket designs that didn't have the reactor as an integral part - so nowhere to really start for a modular system.

Presumably you could use a variable profile bell on something that small, given it's less thrust than a lot of afterburning jet engines which have quite complicated & variable nozzles. Would be cool to know how efficient various atmospheres are as reaction mass - I think I've seen a table somewhere of individual elements but not one for a composite.

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I'm struggling to work out the velocity and altitude curves still. Engines still feel overpowered below 15km and underpowered above. The original plan was they'd be little more than conventional NERV engines that help to lift part of their own weight on kerbin, without using any fuel while in atmosphere. In lower gravity environments they might shine.

Now back to the curves, first principles (as far as i understand, please chime in)

1. Thrust should fall off linearly with air pressure except

2. It will get a boost that peaks at the bottom of the Stratosphere, from lowered air temps - 40%?

3. Thrust should rise linearly with speed

Flying a normal ascent profile, getting faster as the air gets thinner, thrust should stay fairly constant until the limits are reached. The ram air compression from increasing speed compensates for the decreasing air pressure to an extent, but the problem is, the more you compress air the more it heats up, eventually thermal limits are being reached and then the only thing you can do is allow air pressures and volume into the combustion chamber to fall. Also this compression isn't free - ram air compression causes drag, having the turbomachinery do the work means more energy has to be extracted from the exhaust gas to drive it. Also at some point it exceeds max RPM and flies apart, but that's not something Kerbals worry about.

Heck, there game's modelling of choke, rpm and critical temperatures is oversimplified to say the least... you're never going to create a realistically modelled engine.

Meanwhile, my new "batwing" ship finally made it to Minmus, managed to land without busting any critical parts off on the third attempt, and got her tanks brimmed by my other space plane/IRSU vessel, "the goose". While docked, i transferred the three tourists to the goose (their ticket only goes this far, sorry), and will leave them to annoy Bill Kerman for the next three years while Arjorie, Jeb and Bob go gallivanting to the red planet. This will be my first manned mission in any save.

2015-11-08_00046_zpsabpxeb4f.jpg

Actually, looking at this link,

http://wiki.kerbalspaceprogram.com/images/7/73/KerbinDeltaVMap.png

I realised the setup i have now is total overkill. Nuke engines plus 2550 liquid fuel and we're already up at Minmus orbit. I could go literally anywhere on a fraction of the fuel load. But lets stick to the plan eh, and see how it flies in Duna, besides i have a contract to complete..

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I've lost track of what you're modelling now - are you still doing a multi-propellant NTR, or is it now some odd turbine/rocket hybrid? I'm going to assume it's the former still. If you want realistic jets you need AJE, but I'm having the same problems trying to set up a decent SABRE-type engine with AJE as you're getting with this ( and my engine actually uses a turbocompressor ) - they're not jet engines and probably shouldn't try and be, what we really need are more sophisticated intakes. But yes in essence the limiting factor is still the exhaust temperature which is still dependent on reaction mass density at some point, which is a function of speed & altitude and intake size.

Would a thermal rocket care about reaction mass temperature? if you can keep the incoming mass dense enough I don't see how it'd matter. There will be a structural hard limit to the amount of mass you can move through the thing & heat, so it should behave like a normal rocket until your intake drops below that critical mass and then presumably if you don't throttle down it'll start overheating as well as losing thrust. I would imagine a real installation would have a compressor somewhere, but not sure if you have to bother modelling that.

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Looks like some good work. A few things I'd think about:

Solid-core NTRs actually have an exhaust that's rather cooler than chemical rockets, but making the exhaust pure hydrogen more than makes up for that allowing the high Isp. The limiting factor is that the reactor core needs to avoid meltdown.

That same limit will apply to a nuclear ramjet. The performance will I think be similar to a normal ramjet once you take into account the reactor core temperature.

I'm not sure how quickly you could control the reactor to vary its power. It could have a rather sluggish response. I think it would also need a reserve cooling system to prevent meltdowns - in an extreme case, imagine the reactor is running at high power with a high airflow and suddenly the intakes become blocked. Of course if it's a jet/rocket hybrid, said reserve cooling is to let the hydrogen flow through it.

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Couldn't you just leave the reactor running & vary the thrust by changing the bell shape/using vents? would seem *far* easier than attempting to throttle a reactor and you'd be able to keep up the mass flow to stop it burning. This isn't a very big engine ( and as you said quite cool ), a variable nozzle shouldn't be *too* heavy. However to get some decent performance out of just throwing any fuel into it I suspect the engine itself should be pretty big & heavy... having a cool & dense supply of reaction mass might help but then you have the mass of the cooler & compressor.

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What`s to stop someone adding a second stage where an oxidiser is added to the hydrogen exhaust meaning it could then combust to increase the exhaust velocity?

Would that result in an increased Isp?

EDIT : Or if in an atmosphere with oxygen, using that.

Edited by John FX
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What`s to stop someone adding a second stage where an oxidiser is added to the hydrogen exhaust meaning it could then combust to increase the exhaust velocity?

Would that result in an increased Isp?

EDIT : Or if in an atmosphere with oxygen, using that.

In either scenario that would increase thrust but reduce specific impulse.
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Well, then you've got a rocket and you don't need to lug several tons of reactor around :)

There's a lot of possible systems for propulsion in atmospheres with no oxygen - in a methane atmosphere you could just tank oxidizer & use the atmosphere for the other reactant ( a terrestrial engine in reverse ). On planets with inert atmosphere you can tank oxidizer and some fuel & use atmosphere as inert mass in piston engines ( this has been done in submarines using the exhaust as the inert gas ), which is massively more economical than using a rocket. If you managed to make a suitable mixer that'd also work for turbines I guess. That would probably even work on Duna, although you'd want a *giant* turbocharger for a piston engine. You could use your reactor along with a heat exchanger to power a closed cycle heat engine if you can insert the extra plumbing somehow - that'd be quite fun, a nuclear powered spaceplane with propellors of some sort... ( although at that point we're back to nuclear turbojets again ).

Edited by Van Disaster
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I've lost track of what you're modelling now - are you still doing a multi-propellant NTR, or is it now some odd turbine/rocket hybrid? I'm going to assume it's the former still. If you want realistic jets you need AJE, but I'm having the same problems trying to set up a decent SABRE-type engine with AJE as you're getting with this ( and my engine actually uses a turbocompressor ) - they're not jet engines and probably shouldn't try and be, what we really need are more sophisticated intakes. But yes in essence the limiting factor is still the exhaust temperature which is still dependent on reaction mass density at some point, which is a function of speed & altitude and intake size.

Would a thermal rocket care about reaction mass temperature? if you can keep the incoming mass dense enough I don't see how it'd matter. There will be a structural hard limit to the amount of mass you can move through the thing & heat, so it should behave like a normal rocket until your intake drops below that critical mass and then presumably if you don't throttle down it'll start overheating as well as losing thrust. I would imagine a real installation would have a compressor somewhere, but not sure if you have to bother modelling that.

not sure if i mentioned this before, but I'm trying to model a nuclear SABRE without the heat exchanger incoming air chiller bit.

As i understand it, a SABRE is

1. ram air intake, velocity of vehicle compressing incoming air

2. heat exchanger, using the hydrogen fuel stream to chill the incoming air

3. turbine compressor of incoming air

4. hydrogen fuel will have been set boiling by the intake air (which was be hot from the compression it already endured going through the ram intake), so expands through a turbine, driving the compressor

5. compressed intake air fed into rocket chamber where it meets with the hydrogen and does the usual rocket thing.

My "engine" was intended to be

1. Ram air intake

2. Compressor for intake air

3. First pass through reactor, heating it up to a max of 1600k , in order to

4. drive the turbine stage, which powers the compressor

5. Second reheat pass through the reactor, taking it up to max working temp of reactor if needed (higher than limits of turbine by some way)

6. expand through rocket nozzle.

Since the air charge passes through turbomachinery with a maximum rpm at which it can remain intact, there is going to be less mass flow though the reactor at 20km than at sea level, therefore given the same max reactor temp, lower potential output. Ram air effect will compensate to an extent, but this means the air charge is already compressed with respect to its starting pressure before it even reaches the compressor stage. Even though the outside air temp at 60,000 feet is -40C, by the time you've boosted it back to 1 atm with ram effect, it will be quite a bit hotter by the time it hits the compressor stage than 1 atm air at sea level with no ram effect at ambient temperature.

Will have to take a look at this AJE mod, sounds interesting. With stock game mechanics ALL airbreathing engines gain thrust with airspeed and loose it with altitude. That's not how real jets work - if you put a GE90 on a rocket sled at sea level and blast it to mach 5, it will not produce 5x it's static thrust, nor remain in one piece. But due to the way you're likely to gain airspeed and altitude at same time these curves will largely cancel each other out.

Am also intrigued to try a mod with separate reactor making a resource - reactor heat and separate consumers -

nuclear turbojet - consumes heat and intake atm, makes thrust up to mach 3

nuclear ramjet - as nuclear turbo jet, no thrust below mach 1 but produces thrust up to mach 5

turbo generator - consumes heat and intake atm , to make electricity

nuclear thermal rocket - consumes heat and liquid fuel to make thrust

You could tailor your setup towards a particular mission. ATM I'm struggling to think of curves that work corectly in Kerbin, Eve and Duna.

Due to work commitments i'm going to have to leave this be till Friday. :-(

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Well, the modular approach really is easy: just have to add a new resource produced by your reactor ( in vast quantities I suggest so it can't realistically be stored ) and just use it as fuel for the propulsive devices. I did something similar to make a crude vectoring jet once, just made the jet produce bleedAir & no thrust & hacked some tiny rocket nozzles to use bleedAir as fuel. Given your resource is doing practically the same thing as burning fuel would be ( bar the pollution ) setting the propulsive bits up probably shouldn't be different.

SABRE's projected thrust curve is rather odd and I don't yet know why ( lack of study ). There is a bypass in the SABRE intake design which suggests a hard limit ( well obviously the ideal limit is set by how much H2 you can get in the rocket motor ), your motor on the other hand would seem to benefit from being a partial ramjet. Mixing bypass air would also help keep the exhaust temperature in limits, I guess. However you've basically detailed a complicated nuclear turbojet which people have already done, I didn't see any mention of vacuum mode? I guess you could add a turbopump to the same shaft as the atm compressor & double up the pipework.

I keep having an idea about taking that modular thing a bit further & having mechanical generators + consumers, so you could just have a turbine part that converted heat + resource into something ( work? ), and a generator/propellor/gearbox + set of wheels that used it - making the assumption there is a power turbine in the system. Sticking a nozzle on the end & converting work to thrust would give you a jet engine ( and conveniently get all the mass in the right place, too ).

Edited by Van Disaster
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Update - I finally completed the Duna mission with this aircraft. The engines provided enough thrust to reach 1200m/s and 12km before "flaming out" which is a sub-orbital trajectory , a minor additional kick in "closed cycle" mode puts you in a proper orbit, with plenty of fuel left for the home journey.

[URL=http://s1144.photobucket.com/user/narostel/media/LVN%20Mod%201%20test/2015-11-13_00029_zpshkgkyztg.jpg.html][IMG]http://i1144.photobucket.com/albums/o492/narostel/LVN%20Mod%201%20test/2015-11-13_00029_zpshkgkyztg.jpg[/IMG][/URL]

Landing speeds on Duna are pretty scary. Burning the three Vernier motors on the belly helps arrest the rate of descent without pitching up to the point of risking a tailstrike, or increasing airspeed even further.

[URL=http://s1144.photobucket.com/user/narostel/media/LVN%20Mod%201%20test/2015-11-13_00038_zpsg7e3c3kx.jpg.html][IMG]http://i1144.photobucket.com/albums/o492/narostel/LVN%20Mod%201%20test/2015-11-13_00038_zpsg7e3c3kx.jpg[/IMG][/URL]

Success ! After about 20 crash landings, I finally put down in one piece. Duna does not seem to have any flat terrain. I flew around quite a while looking for it. Time to get the science.

[URL=http://s1144.photobucket.com/user/narostel/media/LVN%20Mod%201%20test/2015-11-13_00036_zpsgw2cpjuc.jpg.html][IMG]http://i1144.photobucket.com/albums/o492/narostel/LVN%20Mod%201%20test/2015-11-13_00036_zpsgw2cpjuc.jpg[/IMG][/URL]

If he can't figure out how to get out of there, he's going home coach class.

[URL=http://s1144.photobucket.com/user/narostel/media/LVN%20Mod%201%20test/2015-11-13_00040_zps59em9lgi.jpg.html][IMG]http://i1144.photobucket.com/albums/o492/narostel/LVN%20Mod%201%20test/2015-11-13_00040_zps59em9lgi.jpg[/IMG][/URL]

Obligatory selfie #1

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

For the Eve mission, I became aware that aerodynamics had changed in the newest patch. If SSTO was possible at all, it was also going to be very marginal, so i started stripping stuff off the airplane.

1. The Vernier motors went, as did one of the reaction wheels, and the small tail bumper undercarriage leg. I was hoping to reach minmus with extra fuel thanks to all the changes, so would be able to land vertically. If not, the refuelling tender could always fly up and meet it, though neither is nimble or suited for docking maneuvers.

2. Because of the single reaction wheel, i can get all the science stuff in one small cargo bay.

3. The crew cabin went. I'm flying the mining ship to Eve orbit with this aircraft, so it can refuel just before deorbit. The Kerbals can use the crew cabin on this vessel to chill out.

4. The nose intake and type 2-1 adapter went, replaced by a mark 2 cockpit which apparently creates less drag, since there is less need for intakes. The downside is, it's the first thing to explode in the case of re-entry heating, and the first part to hit the ground in any mishap, without the crumple zone we used to have. The lethality of my "whoops" moments has increased dramatically, but i'm save scumming anyway because i CBA to refly the whole mission, nor can my space program budget afford to keep replacing very expensive aircraft like this.

5. Extra mk2 liquid fuel tanks went in in place of the above..

6. And the rapier gets replaced by another modded LV-N. It now has 3 LV-N motors as sole propulsion.


Unfortunately, it appears atmospheric re-entry on Eve is very hard since 1.05. This aircraft re-entered Kerbin from Duna orbit and re-entered Kerbin from Minmus orbit OK, but Eve is another matter. Speeds are high, and the atmosphere thickens very suddenly between 80 and 75km. I kept blowing up at 75km. Eventually I cheated and turned off heating. Turns out that despite being heavy with fuel, by 70km this airplane can stop it's descent with only 10 deg alpha.

[URL=http://s1144.photobucket.com/user/narostel/media/LVN%20Mod%201%20test/2015-11-15_00028_zpsb2npnibz.jpg.html][IMG]http://i1144.photobucket.com/albums/o492/narostel/LVN%20Mod%201%20test/2015-11-15_00028_zpsb2npnibz.jpg[/IMG][/URL]

Posing with the new , sleeker Batwing. Couldn't afford the drag penalty of a set of ladders , so we did the next best thing..

[URL=http://s1144.photobucket.com/user/narostel/media/LVN%20Mod%201%20test/2015-11-15_00027_zpscsp9a9o4.jpg.html][IMG]http://i1144.photobucket.com/albums/o492/narostel/LVN%20Mod%201%20test/2015-11-15_00027_zpscsp9a9o4.jpg[/IMG][/URL]

Departure from Eve...

[URL=http://s1144.photobucket.com/user/narostel/media/LVN%20Mod%201%20test/2015-11-15_00035_zps27bywtxa.jpg.html][IMG]http://i1144.photobucket.com/albums/o492/narostel/LVN%20Mod%201%20test/2015-11-15_00035_zps27bywtxa.jpg[/IMG][/URL]

Unfortunately, this is as far as I was able to get.

It appears the sound barrier is at a lower speed on Eve, and my engines make max thrust at about 800m/s. Any faster and they lose power.

They also produce twice their closed cycle rating lower in the atmosphere at around mach 1.6, but by 36km, even at their optimal 800m/s, they are down to 60kN thrust.

Unfortunately this isn't enough for me to climb any higher with. Even if i did, thrust would fall off. At this point, I can switch to closed cycle, but the more attentive among you will know that that is the Vacuum thrust rating of the LV-N. So it won't actually help. Well eventually, my plane will get lighter from burning off liquid fuel, which will maybe get us up some more, but I think it's fair to say we're a long way from SSTO.

What more can I do?

Well, could switch to a mk1 fuselage throughout, get rid of the shock cones from the nacelles and add a couple degrees incidence to the wings. Also worthy of note, in that pic I'm at about 5 deg alpha. True, i'm pulling more than 1g so it looks like i'm trying to arrest a phugoid, but perhaps more wing area still would get down to the optimum 2.5deg AoA at this altitude.
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