Post by AtomHeartDragon on Feb 23, 2019 19:42:11 GMT
Taking previous comments in, probably the easiest way to include usefull sized heat sinks into the game would be to include a Coollant Loop in the reaction mass tank design allowing the ships reaction mass to be used as the heat sink.
When the tank is then placed in a ship it would link to both a thruster and to a heat producing modulue.
The mass inside could then be heated up to a maximum temperature depending upon the strength of the tank, the tank material's melting point and the outlet temperature of the module it is linked to.
If the heat producing module also has a radiator only excess heat (i.e. that beyond the ability of the radiator get rid) would be sent to the fuel tank and once the module stops producing heat the radiator would start getting rid of the heat stored in the tank.
The hope is that for a laser star with say 6,000+ Tons of methane reaction mass in diamond tanks you could store the heat generated by the laser during an engagement and then get rid of it afterwards, resulting in a large saving in both the cost/weight of radiators and their vulnerability to long range kinetic fire. Heat stored would be (approx) 2KJ/kg * (1000K - 300K) * 6,000,000kg = 8,400GJ, enough for a 10GW laser to fire for 840 seconds.
This would work best if combined with an earlier suggestion by ambulatorycortex "Spherical and shared-bulkhead propellant tanks" about making fuel tanks with spherical ends to reduce the stress concentrations in the fuel tank material.
The disadvantage to this approach would be the effect of a full tank of methane heated to 1000K+ being punctured by a kinetic. That might well end up blowing a weakly armoured ship apart (unless you use external tanks in which case the ship might just go flying).