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Real Fuels #1

@tomasbrod

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@tomasbrod

The Interstellar mod and IFS added quite a bunch of chemicals. Some of them could be used in chemical mono- or bi-propellant engines. There are currently only two such engines: AluminiumLOx hybrid engine and Deinonychus switchable HydroLOx/MethLOx engine.

If players want, they can install RealFuels mod, but it is far too involved. A more light alternative is needed to utilize those chemicals.

Using ModuleEngineFX some, or all, of the stock engines could be patched to support "real" fuel mixtures. Non-hypergolic combinations are: Kerlox, Methlox, Hydrolox.

The stock LFO mix is considered to be hypergolic. The performance of LiquidFuel in nuclear thermal engines is modelled after Monomethylhydrazine (MMH). In my opinion, it is unnecessary to model limited engine ignitions. The ModuleEngineFX does not support it for once and second, it it already implemented by RO.

Not all stock engines should support all fuel mixtures. For example the tiny engines could require hypergolic or even monoprop fuels, some large ones Kerlox only and some support switching between hydrolox and methalox.

Alternatively new engine parts can be created to utilize these fuels, but why when there are already models and textures. Another alternative is to leave stock alone and patch Nertea's cryo engines.

For RCS, new part would have to be created, because I think the RCSFX does not allow switching propellants. Suitable "real" monoprops include HTPeroxide and Hydrazine. Using hypergolics in larger RCS blocks should also be considered.

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