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Post by RiftandRend on Jul 2, 2017 13:50:53 GMT
J. Starmaker presents: Metallic Hydrogen rocket. Ions.txt Material Metallic Hydrogen Elements H ElementCount 1 Density_kg__m3 700 EnthalpyOfFormation_kJ__mol 217.88995 BondDissociationEnergy_kJ__mol 435.7799 GibbsFreeEnergyOfFormation_kJ__mol 0 BulkModulus_GPa .1130 MeltingPoint_K 14.01 BoilingPoint_K 20.28 SpecificHeat_J__kg_K 14310 ThermalConductivity_W__m_K .1085 Viscosity_Pa_s 8.76e-6 RelativePermeability .9999999751 DielectricStrength_MV__m 1.95 RefractiveIndex Hydrogen ChemicalReactions.txt ChemicalReaction Metallic Hydrogen Reaction Reactants Metallic Hydrogen ReactantCounts 2 Products Hydrogen ProductCounts 1 ActivationEnergy_kJ__mol 436 AutoignitionTemperature_K 1000 CharacteristicLength_m .889 Note:- Little is known about metallic hydrogen, so other than density ( Project Rho) and EnthalpyOfFormation_kJ__mol (BondDissociationEnergy_kJ__mol/2), all stats are Hydrogen's. Credible adjustments are welcomed. - Current exhaust velocity is way too high. What is the current exhaust velocity? It should be around 14 km/s.
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Post by The Astronomer on Jul 2, 2017 13:57:30 GMT
J. Starmaker presents: Metallic Hydrogen rocket. Ions.txt Material Metallic Hydrogen Elements H ElementCount 1 Density_kg__m3 700 EnthalpyOfFormation_kJ__mol 217.88995 BondDissociationEnergy_kJ__mol 435.7799 GibbsFreeEnergyOfFormation_kJ__mol 0 BulkModulus_GPa .1130 MeltingPoint_K 14.01 BoilingPoint_K 20.28 SpecificHeat_J__kg_K 14310 ThermalConductivity_W__m_K .1085 Viscosity_Pa_s 8.76e-6 RelativePermeability .9999999751 DielectricStrength_MV__m 1.95 RefractiveIndex Hydrogen ChemicalReactions.txt ChemicalReaction Metallic Hydrogen Reaction Reactants Metallic Hydrogen ReactantCounts 2 Products Hydrogen ProductCounts 1 ActivationEnergy_kJ__mol 436 AutoignitionTemperature_K 1000 CharacteristicLength_m .889 Note:- Little is known about metallic hydrogen, so other than density ( Project Rho) and EnthalpyOfFormation_kJ__mol (BondDissociationEnergy_kJ__mol/2), all stats are Hydrogen's. Credible adjustments are welcomed. - Current exhaust velocity is way too high. What is the current exhaust velocity? It should be around 14 km/s. My engines (all using expansion ratio of 200 and expansion angle of 10 deg) have 20.0 km/s. The actual figure should be around 16.67 km/s.
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Post by RiftandRend on Jul 2, 2017 14:06:10 GMT
Huh. I guess you could reduce the energy of the reaction to make it realistic.
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Post by mmmfriedrice on Jul 27, 2017 4:43:07 GMT
The game keeps throwing a 'Error Validating Materials' error, citing 'null reactants', 'null elements' and 'null elements' error for each of the modded items. Except for Metallic Hydrogen.
Not really sure what's going on here.
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Post by The Astronomer on Jul 27, 2017 4:50:52 GMT
The game keeps throwing a 'Error Validating Materials' error, citing 'null reactants', 'null elements' and 'null elements' error for each of the modded items. Except for Metallic Hydrogen. Not really sure what's going on here. Make sure you get everything required and put them at the right place.
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Post by mmmfriedrice on Jul 27, 2017 5:11:05 GMT
Make sure you get everything required and put them at the right place. Everything is in its proper text file in the mods/data folder. As far as I understand, chemicalreactions.txt goes outside the materials folder. Should I be editing the base game files and not adding modded text files?
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Post by The Astronomer on Jul 27, 2017 5:25:52 GMT
Make sure you get everything required and put them at the right place. Everything is in its proper text file in the mods/data folder. As far as I understand, chemicalreactions.txt goes outside the materials folder. Should I be editing the base game files and not adding modded text files? No. Don't touch the base files. There might be problems with spacing, but I'm not sure. Maybe call other people? I'm quite busy now.
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Post by mmmfriedrice on Jul 27, 2017 15:57:39 GMT
Elements.txt does not go in the Materials folder. Whoops.
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Post by dwwolf on Jul 30, 2017 18:17:38 GMT
I wish every defination file had a corresponding user file.
Would make it much easier to troubleshoot everything.
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Rorie
New Member
Posts: 19
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Post by Rorie on Jul 31, 2017 3:30:59 GMT
Just a question. So I've been editing base game files because for some reason I cant get the mods folder to work. Is this truly really bad? I noticed when the game updated. It broke my mods, so I just use the steam validate integrity and that fixed everything. I mean I would love it if I could get the mods folder to work but it doesn't. (just to note I have a 1 Terabyte D: drive so I store all my games on there.) Don't know if this impacts anything. I know it does impact my ability to export files tho.
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Post by AdmiralObvious on Aug 1, 2017 18:55:51 GMT
Just a question. So I've been editing base game files because for some reason I cant get the mods folder to work. Is this truly really bad? I noticed when the game updated. It broke my mods, so I just use the steam validate integrity and that fixed everything. I mean I would love it if I could get the mods folder to work but it doesn't. (just to note I have a 1 Terabyte D: drive so I store all my games on there.) Don't know if this impacts anything. I know it does impact my ability to export files tho. Modding the base files generally isn't bad if you just add stuff. However, if you edit core parts, like aluminium for example, you've got a pretty great chance to break the game. The mods folder should work provided you apply your changes in a similar system to how the game reads the vanilla files, you want the same file structure within the mods folder as you'd find within the base folders.
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Post by The Astronomer on Aug 1, 2017 22:45:48 GMT
Also, as a reminder, you name your file 'Fluids.txt' and 'Nonmetals.txt' like the base file, not 'Fusion Rockets.txt'.
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Rorie
New Member
Posts: 19
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Post by Rorie on Aug 2, 2017 0:18:01 GMT
Just a question. So I've been editing base game files because for some reason I cant get the mods folder to work. Is this truly really bad? I noticed when the game updated. It broke my mods, so I just use the steam validate integrity and that fixed everything. I mean I would love it if I could get the mods folder to work but it doesn't. (just to note I have a 1 Terabyte D: drive so I store all my games on there.) Don't know if this impacts anything. I know it does impact my ability to export files tho. Modding the base files generally isn't bad if you just add stuff. However, if you edit core parts, like aluminium for example, you've got a pretty great chance to break the game. The mods folder should work provided you apply your changes in a similar system to how the game reads the vanilla files, you want the same file structure within the mods folder as you'd find within the base folders. Okay All I'm doing is adding stuff like metallic hydrogen and graphene for some fun. I haven't edited any of the base core files only added stuff.
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Post by ironclad6 on Aug 9, 2017 19:44:07 GMT
Good Stuff. The Zubrin NSWR was also requested, so I had a crack at that one too. Material Zubrol
Elements H O U-235 U-238 Br
ElementCount 2 1 0.004 0.016 0.08
Density_kg__m3 1100
EnthalpyOfFormation_kJ__mol 102102
BondDissociationEnergy_kJ__mol 927.01
GibbsFreeEnergyOfFormation_kJ__mol -237.14
BulkModulus_GPa 2.151
MeltingPoint_K 273
BoilingPoint_K 373
ThermalConductivity_W__m_K .609
SpecificHeat_J__kg_K 4183.95
Viscosity_Pa_s 1.0016e-3
Resistivity_Ohm_m 1.8e5
DielectricStrength_MV__m 65
RelativePermittivity 80.1
RelativePermeability .999992
RefractiveIndex Water
Dissociation
Products Monatomic Hydrogen Monatomic Oxygen
ProductCounts 2 1
Material Depleted Zubrol
Elements H O U-235 U-238 Br
ElementCount 2 1 0.00399 0.016 0.08
Density_kg__m3 1100
EnthalpyOfFormation_kJ__mol 0
BondDissociationEnergy_kJ__mol 927.01
GibbsFreeEnergyOfFormation_kJ__mol -237.14
BulkModulus_GPa 2.151
MeltingPoint_K 273
BoilingPoint_K 373
ThermalConductivity_W__m_K .609
SpecificHeat_J__kg_K 4183.95
Viscosity_Pa_s 1.0016e-3
Resistivity_Ohm_m 1.8e5
DielectricStrength_MV__m 65
RelativePermittivity 80.1
RelativePermeability .999992
RefractiveIndex Water
Dissociation
Products Monatomic Hydrogen Monatomic Oxygen
ProductCounts 2 1
I decided to call the fuel 'Zubrol' because it sounded appropriately corporate. Properties are based on the 'example' NSWR described on Atomic Rockets, which assumes an 0.1% fission rate from a 2% aqueous solution of 20% enriched Uranium Tetrabromide, for an specific energy of 3.4 GJ/kg. This config gives 3.5GJ/Kg, which IMO is close enough. ChemicalReaction Zubrin NSWR
Reactants Zubrol
ReactantCounts 1
Products Depleted Zubrol
ProductCounts 1
ActivationEnergy_kJ__mol 0.01
AutoignitionTemperature_K 273
CharacteristicLength_m 0.65
Here's the reaction. And here's an example fuel tank, engine and ship. What you might have noticed is that the NSWR ship is very expensive (and very light) compared to its NTR counterpart. That's because its fuel/propellant contains a lot of fissiles. The Delta-V is excellent though, and this engine is overall far more believable than the Fusion Torch drive. Another thing to take note of is that because Zubrol is a monopropellant the game correctly classifies it as being explosive. Its energy content is an order of magnitude higher than that of any chemical monopropellant in the game, so I'd advise that you don't let the enemy shoot your fuel tanks- the consequences will be akin to a large nuclear bomb detonating inside your hull. The exhaust velocity came out a lot lower than Atomic Rockets predicted- I suspect that this is because our nozzles are much less efficient than he assumed due to inadequate expansion ratio (even 1000:1 doesn't get the exhaust below 20,000K). Any chance you could give us some guidance on how to implement this design. I've been working on it all day and getting nowhere.
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Post by EshaNas on Aug 10, 2017 1:05:00 GMT
Will any of these designs grace the workshop? Or is it impossible and has to be done manually still?
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