Jump to content

RaendyLeBeau

Recommended Posts

possible new configuration - Artwork :

full album  http://imgur.com/gallery/Y3Id9

fyA3uGl.jpg

wmXXDUf.jpg

v7rdG2L.jpg

 

The gas core engines look a bit funny - like flowerpots or other strange thins  :D- does not quite work yet - maybe I make another model.

 

Edited by RaendyLeBeau
Link to comment
Share on other sites

23 hours ago, captinjoehenry said:

proposed for use for quite a few heavy launch vehicles including the NEXUS which would have 1 or 2 open cycle gas core nuclear rockets for an upper stage so including built in radiators would probably work best for the nuclear rocket.  

@captinjoehenry

- so you have an KSP example(like a cfg) to fit for us ?  actually i work on this config. -  (pls. forgot the ingame engine description .. it is old) because i dont' have any experience with nuclear-engine configs. ^_^

omfIVe4.png

actually config
 

Spoiler

 

------

   

    MODULE
    {
        name = ModuleEnginesFX
        engineID = ATSEngE218
        runningEffectName = running_closed
        powerEffectName = shockDiamond
        
        //engageEffectName = engage
        //disengageEffectName = disengage
        //spoolEffectName = running_dry
        
        thrustVectorTransformName = thrustTransform
        
        exhaustDamage = True
        ignitionThreshold = 0.1
        
        EngineType = Nuclear
        
        //emissiveConstant = 0.85
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.3
        engineDecelerationSpeed = 0.5
        
        minThrust = 0
        
        maxThrust   = 5280.0
        
        heatProduction = 4950      
        
        fxOffset = 0, 0, 0
        
        
        PROPELLANT
        {
            name = LqdHydrogen  // General propellant, used for high thrust electric engines
            //ratio = 0.020
            ratio = 0.62e-2
            DrawGauge = True
        }

        PROPELLANT
        {
            name = ElectricCharge
            //ratio = 0.035             
            ratio = 1.20e-2   
            DrawGauge = True
        }

        
        PROPELLANT
        {
            name = EnrichedUranium
            //ratio = 0.005             
            ratio = 0.01e-1
            DrawGauge = True
        }
        
        atmosphereCurve
        {

            key = 0 1720    
            key = 1 085     
            key = 4 0.001
            
        }
    }

-----

 

 

 

 

Edited by RaendyLeBeau
Link to comment
Share on other sites

Just now, RaendyLeBeau said:

- so you have an KSP example(like a cfg) to fit for us ?  actually i work on this config. -  (pls. forgot the ingame engine description .. it is old)

omfIVe4.png

actually config
 

  Reveal hidden contents

 

------

   

    MODULE
    {
        name = ModuleEnginesFX
        engineID = ATSEngE218
        runningEffectName = running_closed
        powerEffectName = shockDiamond
        
        //engageEffectName = engage
        //disengageEffectName = disengage
        //spoolEffectName = running_dry
        
        thrustVectorTransformName = thrustTransform
        
        exhaustDamage = True
        ignitionThreshold = 0.1
        
        EngineType = Nuclear
        
        //emissiveConstant = 0.85
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.3
        engineDecelerationSpeed = 0.5
        
        minThrust = 0
        
        maxThrust   = 5280.0
        
        heatProduction = 4950      
        
        fxOffset = 0, 0, 0
        
        
        PROPELLANT
        {
            name = LqdHydrogen  // General propellant, used for high thrust electric engines
            //ratio = 0.020
            ratio = 0.62e-2
            DrawGauge = True
        }

        PROPELLANT
        {
            name = ElectricCharge
            //ratio = 0.035             
            ratio = 1.20e-2   
            DrawGauge = True
        }

        
        PROPELLANT
        {
            name = EnrichedUranium
            //ratio = 0.005             
            ratio = 0.01e-1
            DrawGauge = True
        }
        
        atmosphereCurve
        {

            key = 0 1720    
            key = 1 085     
            key = 4 0.001
            
        }
    }

-----

 

 

 

 

Yep here is the CFG file for the NEXUS mod that adds realistic open cycle gas core nuclear rokets

Spoiler

PART
{
    name = GCnuclearEngine6kRev
    module = Part
    author = TD
    mesh = Revised.mu
    scale = 1
    rescaleFactor = 0.5

    node_stack_top = 0.0, 12.49517, 0.0, 0.0, 1.0, 0.0, 5
    node_stack_bottom = 0.0, -23.30798, 0.0, 0.0, -1.0, 0.0, 5

    
    EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_hard
                volume = 0.0 0.0
                volume = 3.0 3.0
                pitch = 0.0 0.2
                pitch = 0.4 0.4
                loop = true
            }

            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/shockExhaust_blue
                transformName = Thrust
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.75 2.5
                emission = 25.0 35.25
                speed = 0.0 0.5
                speed = 1.0 1.2
            }
        }
        running2
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_hard
                volume = 0.0 0.0
                volume = 3.0 3.0
                pitch = 0.0 0.2
                pitch = 0.4 0.4
                loop = true
            }

            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/shockExhaust_blue
                transformName = Thrust
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.75 2.5
                emission = 25.0 35.25
                speed = 0.0 0.5
                speed = 1.0 1.2
            }
        }

        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 8.0
                pitch = 0.4
                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
            }
        }
    }
    
    
    TechRequired = nuclearPropulsion
    entryCost = 45000
    cost = 180000
    category = Engine
    subcategory = 0
    title = Atomic Gas Core Rocket Motor high Isp variant
    manufacturer = Konvair division of Kerbal Dynamics
    description = Nuclear gas-core-reactor rockets can provide much higher specific impulse than solid core nuclear rockets because their temperature limitations are in the nozzle and core wall structural temperatures, which are distanced from the hottest regions of the gas core. Consequently, nuclear gas core reactors can provide much higher temperatures to the propellant. Solid core nuclear thermal rockets can develop higher specific impulse than conventional chemical rockets due to the extreme power density of the reactor core, but their operating temperatures are limited by the maximum temperature of the solid core because the reactor's temperatures cannot rise above its components' lowest melting temperature.  Due to the much higher temperatures achievable by the gaseous core design, it can deliver higher specific impulse and thrust than most other conventional nuclear designs.  In this design, Open Cycle, Spherical Counter Flow Toroidal, the fissile fuel is kept mostly in a base injection stabilized recirculation bubble by hydrodynamic confinement.  Leakage is roughly 0.25-1% by weight of fuel to propellant.  Also, partially ionized plasma from the gas core is used to generate electricity magnetohydrodynamically, subsequently negating the need for an additional power supply.
    attachRules = 1,0,1,1,0
    mass = 48.3
    heatConductivity = 0.9 
    emissiveConstant = 0.83 // engine nozzles are good at radiating, NTRs even better
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 12
    maxTemp = 32450 // = 4000
    bulkheadProfiles = size3
    explosionPotential = 40
    MODULE
    {
        name = MultiModeEngine
        primaryEngineID = ActivelyCooled
        secondaryEngineID = RegenerativelyCooled
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = ActivelyCooled
        runningEffectName = running
        thrustVectorTransformName = Thrust
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 368.625
        heatProduction = 900
        fxOffset = 0, 0, 0
        EngineType = Nuclear
        useEngineResponseTime = false
        engineAccelerationSpeed = 0.7
        engineDecelerationSpeed = 0.7
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 1.0
            DrawGauge = True
        }

        atmosphereCurve
        {
            key = 0 4714
            key = 1 2868
            key = 2 1000
        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = RegenerativelyCooled
        thrustVectorTransformName = Thrust
        runningEffectName = running2
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 900
        maxThrust = 1368.625
        heatProduction = 200
        fxOffset = 0, 0, 0
        EngineType = Nuclear
        useEngineResponseTime = false
        engineAccelerationSpeed = 0.7
        engineDecelerationSpeed = 0.7
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 1.0
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 1964
            key = 1 1296
            key = 2 900
        }
    }

    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = Gimballed
        gimbalRange = 3.5
    }
    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 400.0
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
           name = ElectricCharge
           rate = 35
        }    
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 800
        maxAmount = 800
        isTweakable = false
        hideFlow = true
    }

    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.7
        maxDistance = 250
        falloff = 2.5
        thrustTransformName = Thrust
    }
    MODULE    
    {
        name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            targetName = GasActuator
            rotatorsName = ActuatorPiston
        }
        CONSTRAINLOOKFX
        {
            targetName = ActuatorPiston
            rotatorsName = GasActuator
        }
    }
    MODULE    
    {
        name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            targetName = GasActuator_001
            rotatorsName = ActuatorPiston_001
        }
        CONSTRAINLOOKFX
        {
            targetName = ActuatorPiston_001
            rotatorsName = GasActuator_001
        }
    }
    MODULE    
    {
        name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            targetName = GasActuator_002
            rotatorsName = ActuatorPiston_002
        }
        CONSTRAINLOOKFX
        {
            targetName = ActuatorPiston_002
            rotatorsName = GasActuator_002
        }
    }    MODULE    
    {
        name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            targetName = GasActuator_003
            rotatorsName = ActuatorPiston_003
        }
        CONSTRAINLOOKFX
        {
            targetName = ActuatorPiston_003
            rotatorsName = GasActuator_003
        }
    }

}


@PART[GCnuclearEngine6kRev]:NEEDS[CommunityResourcePack&!RealismOverhaul]
{  
    @mass = 45
    @MODULE[ModuleEngines*]:HAS[#engineID[ActivelyCooled]]
    {
        @maxThrust = 245.75
        !PROPELLANT[LiquidFuel]{}
        PROPELLANT
        {
            name = LqdHydrogen
            ratio = 5.0
            DrawGauge = True
        }
        PROPELLANT
        {
            name = UraniumTetraflouride
            ratio = 0.0003
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Tungsten
            ratio = 0.00018
            DrawGauge = True
        }
        @atmosphereCurve
        {
            key = 0 6000
            key = 1 3650
            key = 2 1100
        }
    }

    @MODULE[ModuleEngines*]:HAS[#engineID[RegenerativelyCooled]]
    {
        @maxThrust = 878.5
        !PROPELLANT[LiquidFuel]{}
        PROPELLANT
        {
            name = LqdHydrogen
            ratio = 5.0
            DrawGauge = True
        }
        PROPELLANT
        {
            name = UraniumTetraflouride
            ratio = 0.00023
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Tungsten
            ratio = 0.00018
            DrawGauge = True
        }
        @atmosphereCurve
        {
            key = 0 2964
            key = 1 1896
            key = 2 900
        }
    }
  
        
    RESOURCE
    {
        name = UraniumTetraflouride
        amount = 160
        maxAmount = 320
        isTweakable = true
        hideFlow = false
    }
    RESOURCE
    {
        name = Tungsten
        amount = 60
        maxAmount = 120
        isTweakable = true
        hideFlow = false
    }
}

 

Link to comment
Share on other sites

15 minutes ago, captinjoehenry said:

Yep here is the CFG file for the NEXUS mod that adds realistic open cycle gas core nuclear rokets

ohh cool - thnx mate !! 

-> ohh that's interesting -  "@PART[GCnuclearEngine6kRev]:NEEDS[CommunityResourcePack&!RealismOverhaul]"

I think this could be the error why the ratio was never true - I tried to give the resources over fueltanks of the ATS but the conditions have never agreed.

I'll try to implement it and test it.
thanks again ! 
:cool: 

 


 

 

 

 

Edited by RaendyLeBeau
Link to comment
Share on other sites

        !PROPELLANT[LiquidFuel]{}
        PROPELLANT
        {
            name = LqdHydrogen
            ratio = 5.0
            DrawGauge = True
        }

 

What does that mean - the tank of the ATS must be filled with LiquidFuel?
Afterwards with MM. Is
LiquidFuel converted into hyrogen?

Or must be LiquidFuel and LqdHydrogen in the tank of the ATS ?  

Edited by RaendyLeBeau
Link to comment
Share on other sites

35 minutes ago, captinjoehenry said:

 CommunityResourcePack

hmm - but cant find "Tungsten" and "UraniumTetraflouride" in CRP. (in CommonResources.cfg*) only LqdHydrogen is present

*CRP. 0.6.5 - (2017.01.01)

Edited by RaendyLeBeau
Link to comment
Share on other sites

 

-----------------------------

        PROPELLANT
        {
            // name = UraniumTetraflouride
            name = UF4
            ratio = 0.00023
            DrawGauge = True
        }

-----------------------------

but i dont found tungsten(W)  on crp.

 

 

Edited by RaendyLeBeau
Link to comment
Share on other sites

Oh those are custom defined here's the CFG:

Spoiler

RESOURCE_DEFINITION
{
    name = UraniumTetraflouride
    density = 0.0067
    unitCost = 2865
    flowMode = STAGE_PRIORITY_FLOW
    transfer = PUMP
    isTweakable = true
}

RESOURCE_DEFINITION
{
    name = Tungsten
    density = 0.01925
    unitCost = 52
    flowMode = STAGE_PRIORITY_FLOW
    transfer = PUMP
    isTweakable = true
}

 

Link to comment
Share on other sites

7 minutes ago, captinjoehenry said:

RESOURCE_DEFINITION
{
    abbreviation = W

    name = Tungsten
    density = 0.01925
    unitCost = 52
    flowMode = STAGE_PRIORITY_FLOW
    transfer = PUMP
    isTweakable = true
}

save this as Tungsten_resource.cfg  in my 'mod' root folder ?

Edited by RaendyLeBeau
Link to comment
Share on other sites

1 hour ago, captinjoehenry said:

He has it in ResourcesGeneric.  Here is a link to the thread and download:

 

@captinjoehenry  thnks a lot ! so i try it.   (now Now I see how to build a "multi engine" in KSP ! thank you )

other Q : regarding this concept picture,

wmXXDUf.jpg

full album - http://imgur.com/a/Y3Id9

Spoiler

7p4k5wf.jpg

- above the radiators section (inside) should be a (a suitable) reactor which supplies energy (with eg radioactive elements and solar energy).

- below, the engine should then generate thrust using the reactor and possibly additional fuel or solar energy.

* A basic component of this propulsion system should be provided solar energy to the reactor and engine. -

Q - Is there a similar type drive in ksp already at which I could study the config files? If there is nothing similar for an example configuration do you recommend me this? (maybe a reactor does not make sense, drive systems and chemistry is unfortunately not my subject, rather the art director with little astrophysics knowledge.)

 

 

Edited by RaendyLeBeau
Link to comment
Share on other sites

Just now, RaendyLeBeau said:

thnks a lot ! so i try it.

other Q : regarding this concept picture,

wmXXDUf.jpg

full album - http://imgur.com/a/Y3Id9

  Hide contents

7p4k5wf.jpg

- above the radiators section (inside) should be a (a suitable) reactor which supplies energy (with eg radioactive elements and solar energy).

- below, the engine should then generate thrust using the reactor and possibly additional fuel or solar energy.

* A basic component of this propulsion system should be provided solar energy to the reactor and engine. -

Q - Is there a similar type drive in ksp already at which I could study the config files? If there is nothing similar for an example configuration do you recommend me this? (maybe a reactor does not make sense, drive systems and chemistry is unfortunately not my subject, rather the art director with little astrophysics knowledge.)

 

 

I would say that you probably should not go with an externally powered engine.  That will add a good amount to the expense and as this is a booster the whole thing is expendable and it is just there to launch a payload to a location.  As such it would be best to keep cost down as much as possible for the booster.  Considering that I would say you probably shouldn't use an externally powered engine.  As for what should go there radiators would definitely be a great thing to have along with some solar panels.  So half of the petals could be radiators and the other half could solar panels. 

Link to comment
Share on other sites

21 minutes ago, captinjoehenry said:

 As such it would be best to keep cost down as much as possible for the booster.  

Well, let's assume that we create a mod for KSP where the reality is not really real. .. I mean with all the sense of reality - who takes enough oxygen and food for our little kerbal team? Who is exposed to the radiation during an interstellar journey to our kerbals. Oh come on :) - In any case I have not understood the rest of your answer correctly.  -

In any case thanks for the help with the config files - since I have too little experience with nuclear engine-config. - merci!

 

21 minutes ago, captinjoehenry said:

 Considering that I would say you probably shouldn't use an externally powered engine

Ie, for example. a NERVA (or LANTR) Engine Unit.  WITHOUT REACTOR? What did you want to say?  

Edited by RaendyLeBeau
Link to comment
Share on other sites

20 minutes ago, RaendyLeBeau said:

Ie, for example. a NERVA (or LANTR) Engine Unit.  WITHOUT REACTOR? What did you want to say?  

 

 

He probably meant that the reactor is built inside the engine, as it actually would be for this kind of engines, or NERVA. The engine itself it's the reactor. The big part of the Open Cycle Gas Core it's the reactor, in this context.

So an external one is not needed. It would be if you decided to use other kind of engines like VASMIR or Plasma.

Link to comment
Share on other sites

@captinjoehenry   @Nansuchao

hi all,  ok I understand. - a gas-core engine with a reactor makes little sense.


But I liked a reactor  system so that it becomes a little more exciting. If possible also with the help of solar energy is operated. Maybe we meet with these requirements with plasma or VASMIR - (no idea)

- gives a corresponding KSP mod already with the I the konfig could be?

- but am still in the phase of finding out what exactly is going, I have to look at a few matching mod configurations. (Reactors with engine)

So what is also a riddle to me why an engine does not overheat - 
(even after several minutes) : following values -> heatProduction = 3110 / maxTemp = 3120  Nothing happens :) - so seen are radiators useless, but I would gladly use them. It just starts to understand connections and values in the ksp konfigs.

As I have said, I am finding out what works in ksp and works. Therefore, the right choice of the drive system secundary for me - it must first understand.
:)

 

Edited by RaendyLeBeau
Link to comment
Share on other sites

27 minutes ago, RaendyLeBeau said:

@captinjoehenry   @Nansuchao

hi all,  ok I understand. - a gas-core engine with a reactor makes little sense.


But I liked a reactor reactor system so that it becomes a little more exciting. If possible also with the help of solar energy is operated. Maybe we meet with these requirements with plasma or VASMIR - (no idea)

- gives a corresponding KSP mod already with the I the konfig could be?

- but am still in the phase of finding out what exactly is going, I have to look at a few matching mod configurations. (Reactors with engine)

So what is also a riddle to me why an engine does not overheat - 
(even after several minutes) : following values -> heatProduction = 3110 / maxTemp = 3120  Nothing happens :) - so seen are radiators useless, but I would gladly use them. It just starts to understand connections and values in the ksp konfigs.

As I have said, I am finding out what works in ksp and works. Therefore, the right choice of the drive system secundary for me - it must first understand.
:)

 

As far as I know there are two mods that use reactor and atomic engines, Near Future and Interstellar Extended.

Link to comment
Share on other sites

interesting consideration

but iam wondering me why this module [MuduleCoreHeat] are never present in nuclear engines cfg.

MODULE
{
    name = ModuleCoreHeat
    CoreTempGoal = 480
    CoreToPartRatio = 0.1
    CoreTempGoalAdjustment = 10
    CoreEnergyMultiplier = 0.1
    HeatRadiantMultiplier = 0.01
    CoolingRadiantMultiplier = 0.5
    HeatTransferMultiplier = 0.5
    CoolantTransferMultiplier = 0.01
    radiatorCoolingFactor = 1
    radiatorHeatingFactor = 0.01
    MaxCalculationWarp = 1000
    CoreShutdownTemp = 530
    MaxCoolant = 100
}

 

need more appropriate study  - as usual

another interesting source here ;   i am very impresting about the NSWR values ( Nuclear Salt Water Rockets   5,000-100,000  Very High)

Spoiler


http://www.chris-winter.com/CATS_Quest/Nuc_Rkt.html

TYPE
 
MAX Isp
(seconds)
THRUST
(relative)
Solid Core Nuclear Thermal Rockets 850-1,000       High
Nuclear-powered Electric Rockets 2,000-3,000      Low
Gas Core Nuclear Thermal Rockets 1,500-3,000     High
Nuclear Pulse Rockets >10,000     Extremely High
Nuclear Salt Water Rockets 5,000-100,000     Very High
Nuclear Fission-fragment Rockets 1,000,000      Moderate

 

http://www.nextbigfuture.com/2016/09/robert-zubrins-nuclear-salt-water.html

nswr.png

 

 

 

 

 

Edited by RaendyLeBeau
Link to comment
Share on other sites

8 hours ago, RaendyLeBeau said:

interesting consideration

but iam wondering me why this module [MuduleCoreHeat] are never present in nuclear engines cfg.


MODULE
{
    name = ModuleCoreHeat
    CoreTempGoal = 480
    CoreToPartRatio = 0.1
    CoreTempGoalAdjustment = 10
    CoreEnergyMultiplier = 0.1
    HeatRadiantMultiplier = 0.01
    CoolingRadiantMultiplier = 0.5
    HeatTransferMultiplier = 0.5
    CoolantTransferMultiplier = 0.01
    radiatorCoolingFactor = 1
    radiatorHeatingFactor = 0.01
    MaxCalculationWarp = 1000
    CoreShutdownTemp = 530
    MaxCoolant = 100
}

 

need more appropriate study  - as usual

another interesting source here ;   i am very impresting about the NSWR values ( Nuclear Salt Water Rockets   5,000-100,000  Very High)

  Hide contents

 

http://www.chris-winter.com/CATS_Quest/Nuc_Rkt.html

TYPE
 
MAX Isp
(seconds)
THRUST
(relative)
Solid Core Nuclear Thermal Rockets 850-1,000       High
Nuclear-powered Electric Rockets 2,000-3,000      Low
Gas Core Nuclear Thermal Rockets 1,500-3,000     High
Nuclear Pulse Rockets >10,000     Extremely High
Nuclear Salt Water Rockets 5,000-100,000     Very High
Nuclear Fission-fragment Rockets 1,000,000      Moderate

 

http://www.nextbigfuture.com/2016/09/robert-zubrins-nuclear-salt-water.html

nswr.png

 

 

 

 

 

Yeah the nuclear salt water rocket is really neat as it is a continuous detecting nuclear explosion.  As for the core heat module that is a component of the near future reactor system.  I have no knowledge of that system but it requires a reactor to heat up and as it warms up it produces more EC per second and if it gets too hot it will over heat and damage itself.  But for engines I don't know anything about nor can I help you where CFG files are concerned with that system.

Link to comment
Share on other sites

just make a NSWR  version of the E218 

http://imgur.com/gallery/pR5dm

it works quite nice, need some thermal radiators to cooling the engine. - it runs a bimodal - the Regeneratively-cooled mode produce less thermal heat and need fewer cooling units. but the needed more ElectricCharge untis.

- found a sample project here, so i have used same principles to convert "Water" & "Uraninite"  : 

for the prototype in the pictures i used the same FuelTank descripted in the thread.

jW8mVAN.png

oFAfWTr.png

 

- so we must implememt a strong cooling system und maybe a Addon storage fuel-tank  for the "NuclearSaltWater" (in the prototyp used by stock fuel tank "Rockomax Jumbo-64 Fuel Tank" )

* Well no idea where I can adjust this structure without making major changes to the overall construction.  :)

 

 

Link to comment
Share on other sites

Just now, RaendyLeBeau said:

just make a NSWR  version of the E218 

http://imgur.com/gallery/pR5dm

it works quite nice, need some thermal radiators to cooling the engine. - it runs a bimodal - the Regeneratively-cooled mode produce less thermal heat and need fewer cooling units. but the needed more ElectricCharge untis.

- found a sample project here, so i have used same principles to convert "Water" & "Uraninite"  : 

for the prototype in the pictures i used the same FuelTank descripted in the thread.

jW8mVAN.png

oFAfWTr.png

 

- so we must implememt a strong cooling system und maybe a Addon storage fuel-tank  for the "NuclearSaltWater" (in the prototyp used by stock fuel tank "Rockomax Jumbo-64 Fuel Tank" )

* Well no idea where I can adjust this structure without making major changes to the overall construction.  :)

 

 

One thing I would say is I don't think this type of engine would actually need any EC to run and as for cooling it might not need radiators but I don't have any real issue with either of those.

Link to comment
Share on other sites

Yes of course - also the bimodal option is not really realistic I have this more to test purposes built to make temperature stress tests for radiators.

A bimodal mode for the NSWR is not foreseen according to the theory of " Dr. Zubrin".

With most nuclear mods in KSP are pure theory the only ever built and tested nuclear engine is the one from the NERVA program from the 1960 's everything else is as much as I know pure theory. 

Edited by RaendyLeBeau
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...