RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) possible new configuration - Artwork : full album http://imgur.com/gallery/Y3Id9 The gas core engines look a bit funny - like flowerpots or other strange thins - does not quite work yet - maybe I make another model. Edited January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) 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. 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 January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
captinjoehenry Posted January 5, 2017 Share Posted January 5, 2017 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) 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 More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) 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 ! Edited January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) !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 January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
captinjoehenry Posted January 5, 2017 Share Posted January 5, 2017 That removes the propellant liquid fuel and adds in the realistic fuels if the CommunityResourcePack is installed Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) 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 January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) ----------------------------- PROPELLANT { // name = UraniumTetraflouride name = UF4 ratio = 0.00023 DrawGauge = True } ----------------------------- but i dont found tungsten(W) on crp. Edited January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
captinjoehenry Posted January 5, 2017 Share Posted January 5, 2017 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 More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) 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 January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
captinjoehenry Posted January 5, 2017 Share Posted January 5, 2017 He has it in ResourcesGeneric. Here is a link to the thread and download: Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) 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, full album - http://imgur.com/a/Y3Id9 Spoiler - 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 January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
captinjoehenry Posted January 5, 2017 Share Posted January 5, 2017 Just now, RaendyLeBeau said: thnks a lot ! so i try it. other Q : regarding this concept picture, full album - http://imgur.com/a/Y3Id9 Hide contents - 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 More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) 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 January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) Ie, for example. a NERVA (or LANTR) Engine Unit. WITHOUT REACTOR? What did you want to say? Edited January 5, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
Nansuchao Posted January 6, 2017 Share Posted January 6, 2017 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 More sharing options...
RaendyLeBeau Posted January 6, 2017 Author Share Posted January 6, 2017 (edited) @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 January 6, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
Nansuchao Posted January 6, 2017 Share Posted January 6, 2017 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 More sharing options...
RaendyLeBeau Posted January 6, 2017 Author Share Posted January 6, 2017 4 hours ago, Nansuchao said: Near Future thnx mate, i will check this one. Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 7, 2017 Author Share Posted January 7, 2017 (edited) 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 Edited January 8, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
captinjoehenry Posted January 8, 2017 Share Posted January 8, 2017 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 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 More sharing options...
RaendyLeBeau Posted January 8, 2017 Author Share Posted January 8, 2017 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. - 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 More sharing options...
captinjoehenry Posted January 8, 2017 Share Posted January 8, 2017 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. - 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 More sharing options...
RaendyLeBeau Posted January 8, 2017 Author Share Posted January 8, 2017 (edited) 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 January 8, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 8, 2017 Author Share Posted January 8, 2017 (edited) found a little pearl of a video clip about the NERVA topic - with the nice charm of the 60 ' lovley this clip Edited January 9, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
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