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Post by AtomHeartDragon on Apr 27, 2020 9:50:11 GMT
As we all know mods like CFMP attempt to emulate fusion rockets as chemical ones which invariably ends up in comedy gold for primarily one reason - unlike exoenergetic chemical reactions, where it's easy to just ignore ignition, fusion is hard to ignite and keep going which is kind of big deal: - Rocket design assumption based on "just inject the propellants and they go boom" is inadequate
- Fusion monoprop tanks that just go thermonuclear if someone pokes them hard enough are hilariously wrong
I wonder if there wouldn't be less hilariously wrong way to do that. I was thinking about bipropellant where the entire fusion mix would be one of the reactant and the other would be inert remass, but I think game has issues with simulating exhaust from non-stoichiometric reactions and it would not address the mass and volume of extra ignition equipment.
There comes my second idea - have one reagent as fusion mix AND remass (different reagents at number of preset ratios), and the other dummy reagent optimized for making the mass and volume of injector (and tankage) simulate ignition machinery - now the question is would it be possible to do that without creating fake propellant management issues?
Would anyone be able and willing to play with this idea?
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Post by eternalsorrow on Apr 29, 2020 14:57:29 GMT
API for programming your own module "black box" types would be nice. Wise modeling of such technologies using existing modules seems impossible and yields very weird results.
I'm willing to build something Expanse-like, without ridiculous radiators to deal with TW of heat, but found nothing that could help me yet. Same as with realistic fusion engines without putting the dead weight by yourself.
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nox
New Member
Posts: 2
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Post by nox on Jun 5, 2020 15:10:36 GMT
It's a bit raw and still nowhere near hard SF, view it more as a Proof of Concept, but it seems to work roughly as intended. Requires the CMP and CFMP to work obviously. If you modify these yourself and the new reaction won't show up as an option in engine creation, look if you find it in the info tab(chemical reactions) probably you'll only have to lower the auto ignition temperature below the adiabatic flame temperature.
ChemicalReaction Fusion Deuterium in Water Reactants Deuterium (Fusion Reactant) Water ReactantCounts 2 111 Products Proton (Product) Monatomic Tritium Monatomic Hydrogen Monatomic Oxygen ProductCounts 1 1 222 111 ActivationEnergy_kJ__mol 4824266 AutoignitionTemperature_K 1630000 CharacteristicLength_m 10
ChemicalReaction Fusion Deuterium in Neon Reactants Deuterium (Fusion Reactant) Neon ReactantCounts 2 100 Products Proton (Product) Monatomic Tritium Neon ProductCounts 1 1 100 ActivationEnergy_kJ__mol 4824266 AutoignitionTemperature_K 18000000 CharacteristicLength_m 10
I personally like the Neon one, figured it would be less rough on carbon based engine nozzles than dissociated hydrogen compounds, also the bad coolant propertys of neon limit these propulsion systems in a somewhat fair way - compared to the existing fusion reactions that is...
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