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Post by oprean on Dec 19, 2016 21:03:59 GMT
Too bad the game doesn't simulate the embrittlement of the reactor from all that neutron radiation.
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Post by jasonvance on Dec 21, 2016 5:17:34 GMT
I was wrong on the 2600k outlet (as expected) 15.4% is the limit on thermocoupler efficiency for 2600k outlet. Disclaimer: this reactor is terrible in terms of mass setup just an example of the thermocoupler efficiency.
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Post by newageofpower on Dec 21, 2016 8:27:22 GMT
Was trying to design an form-factor compliant, 2600k efficient gigawatt scale reactor for jonen ... and I can't get further than this. Squeezing the radius down to 6m is already causing horrifying mass inefficiencies. Attempting to scale this design to 10GW (and retaining the same radii) would result in some multikiloton abomination. Good luck with your design.
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Post by jasonvance on Dec 21, 2016 9:58:58 GMT
Was trying to design an form-factor compliant, 2600k efficient gigawatt scale reactor for jonen ... and I can't get further than this. Squeezing the radius down to 6m is already causing horrifying mass inefficiencies. Attempting to scale this design to 10GW (and retaining the same radii) would result in some multikiloton abomination. Good luck with your design. I tried a bit with 2600K reactors at radius 6m before heading to sleep it isn't pretty efficiency wise but it is a lot lighter. I'll try to build something more efficient tomorrow.
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Post by newageofpower on Dec 21, 2016 10:26:46 GMT
I tried a bit with 2600K reactors at radius 6m before heading to sleep it isn't pretty efficiency wise but it is a lot lighter. I'll try to build something more efficient tomorrow. Yeah, I'm having the same problem - efficiency at high power (and high temperature) costs huge amounts of mass. It's rather stark, the contrast between 2500k (and lower) optimization vs 2600k optimization.
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Post by apophys on Dec 24, 2016 22:42:31 GMT
Cross-post from standards thread. Full imgur album, if anyone cares to do size comparisons or something: imgur.com/a/EMER7
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Post by amimai on Dec 25, 2016 0:28:47 GMT
I can minimize the Radiation level by reducing reactor cross section (which will require about 50-100 kg more control rods) but there's no point when Lithium-6 is so good at catching neutrons. I wonder what the service life of a Lithium shield looks like when it's facing up to that much neutron radiation... The moment it turns on you probably risks turning all your lithium rad shields into impromptu LENRs! Sparking off cold fusion with just the radiation from that dirty bomb in a box that you call a reactor... would be LOL
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Post by David367th on Dec 25, 2016 2:34:52 GMT
Isn't Lithium-6's amazing anti-neutron capabilities coming from the fact its absorbing neutrons to become lithium-7?
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Post by ash19256 on Jan 5, 2017 4:12:02 GMT
So, in a different tack from what this thread normally cranks out, I need a design for a 4 MW reactor/RTG that can run for 20 years. Additionally, it cannot mass more than 50 tons, has to be able to fit into a 6.4 meter diameter hull (to represent a payload fairing), and has to not be more than 10 meters long.
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Post by David367th on Jan 5, 2017 4:40:57 GMT
So, in a different tack from what this thread normally cranks out, I need a design for a 4 MW reactor/RTG that can run for 20 years. Additionally, it cannot mass more than 50 tons, has to be able to fit into a 6.4 meter diameter hull (to represent a payload fairing), and has to not be more than 10 meters long. Why exactly does it need to run for 20 years? The game doesn't actually take into account the life span unless its extremely short.
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Post by ash19256 on Jan 5, 2017 4:47:45 GMT
So, in a different tack from what this thread normally cranks out, I need a design for a 4 MW reactor/RTG that can run for 20 years. Additionally, it cannot mass more than 50 tons, has to be able to fit into a 6.4 meter diameter hull (to represent a payload fairing), and has to not be more than 10 meters long. Why exactly does it need to run for 20 years? The game doesn't actually take into account the life span unless its extremely short. I'm doing some hypothetical planning for a dedicated interstellar space probe, ie. something that's designed to go deep into interstellar space and send back observations on what the conditions are like out there. As it's going to be going really goddamn far from the sun, solar panels won't provide enough power to run the spacecraft, and I don't know if RTGs can provide enough power to get clear (or as clear as possible) transmissions from a distance of more than 2*10^9 kilometers, so I need a reactor that can provide a relatively large amount of power for a very long time. And seeing as Children of a Dead Earth already has a dedicated reactor designer, I want to see if it's possible to make a reactor that can produce at least that quantity of power for a long period of time.
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Post by dragonkid11 on Jan 5, 2017 5:24:38 GMT
Well, we don't really know how long our reactor last so that would be a bit hard to figure out how long they last.
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Post by David367th on Jan 5, 2017 5:28:00 GMT
Well, we don't really know how long our reactor last so that would be a bit hard to figure out how long they last. Didn't apophys say his last 6 months?
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Post by newageofpower on Jan 5, 2017 5:29:01 GMT
IIRC, minimum permissible run times are 6 months. So tune a reactor to 6 months of life, then double the fuel to get a year? The correlation is not perfect as adding fuel mass does not linearly increase lifespan (specifics dependent on reactor core design) but it's the best estimate we have until qswitched adds "reactor lifespan" as a parameter.
To be honest, most of my MPD ships can carry kilotons of extra stuff and barely notice. A single reactor core assembly masses in the hundreds of KG for large-scale reactors; I just assume my vessels carry a few sets of spare reactor fuel. Plus, I doubt reactors are run at max intensity/output all the time, so actual lifespan is likely much greater than whatever their 'rated lifespan at peak power' is.
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Post by someusername6 on Jan 5, 2017 5:29:06 GMT
It would be nice to expose on the list of informations about the module expected lifetime -- the game must already verify whether it's at least 6 months, it might as well expose it.
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