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If you're referring to Aversion/Skallabjorn's mod V2 engine, however, that's something you might want to bring up with them. I'm not sure if I could tweak its values without incorporating the entire mod into mine (I'd need permission to do so at the very least) or causing issues with mod load orders.
As it stands, I just simulate the hydrogen being generated as if it already has oxygen with it at a 6:1 ratio (realistically this would be common bulkhead storage, not a pre-mixed gas, strictly for safety). It's not ideal, and seems hugely wasteful (particularly of oxygen), but it does at least also provide a solution (of sorts) to the O2 Generators only being able to produce H2 _or_ O2 at any time, not both.
Of course that does nothing for the absence of Ice being returned in the case of the generators, which is why I keep mulling the idea of going nuclear instead. But that strikes me as too much of a balance shift, so I'm sticking to combustion.
I'll have to take a glance over your configs. See if there's anything I've missed or could learn from.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2189531971
I'm going to take a look at this mod, it looks like it's deeper in scope than NMFE and I could write some similar configs for this. That said, what I was actually looking for when I found this was a mod that makes the hydrogen engine require both hydrogen (2U) and oxygen (1U) and return Ice (2U), so I can make fully closed-circuit hydro/LOX fuel systems with realistic thermodynamics using my NMFE configs. Do you know of any mods adding such an engine?
Good to hear the ratios feel workable.
If I've got the math right, on the large grid it should take ~267.8mL of hydrogen per second to run a generator, which a single generator can produce at around a 26.3% duty cycle. So, at least theoretically, 1:1 will be self-sustaining (after a bootstrap), and 4 engines could run at 95% output from a single generator, providing just over 19MW in total output.
And please - bombard away! I can't find everything wrong myself, so I need feedback to make corrections or gameplay-based tweaks.
I'll probably opt for the base 1,000% in the end. Just need some time to think it over.
Obviously it's terrible for gameplay, at least following Keen's current design.
I'll have to check but there might be a value I can tweak to separately increase their efficiency. If it works I'll just have to settle on a ratio somewhere between what it is now and a fusion reaction (since that's the only reason I can think of that you don't get the gas back).
In essence all it's doing is compressing the time (both production and consumption) by a factor of 12 (to match the 2-hour in-game days) while remaining neutral in pretty much every other regard.
I will give the numbers a look over, though, just to make sure I've met that intention.
Thanks!
The difference is time. The Arcade variant is basically scaled to the same 2-hour day the game uses (at least going by the "Sun"), so everything happens 12x faster. That applies to both production and consumption, with any electricity involved being adjusted accordingly. In actual gameplay terms it just means you cycle your tanks 12 times more frequently.
However, the default suit jetpack is an exception. I've re-tweaked it so you still get the same basic 2 minutes of "air time" in both, which matches up with the base game.
As a result of this, the tanks I've used should get consumed at the correct speed but list only a fraction of their actual volume, both in gaseous equivalent and physical capacity.
The internal space of a large grid hydrogen tank is approximately 275 cubic meters.
The density of liquid hydrogen is 0.07 tons per cubic meter.
The 275 cubic meters of internal space of the hydrogen tank can hold 19.25 tons of liquid hydrogen.
19.25 tons of liquid hydrogen is 215.6 million liters of gaseous hydrogen in the standard state, equivalent to 43.12 times the original version.
Therefore, the original hydrogen tank capacity is multiplied by about 40 times before it is realistic.
Whether it's a large grid or a small grid hydrogen tank.
So how much oxygen this tank can store depends on the density of oxygen in the tank.
Naturally more liquid oxygen than gaseous oxygen.
The density of liquid oxygen is 1.14 tons per cubic meter.
The 20 cubic meters of space inside the oxygen tank can hold 22.8 tons of liquid oxygen.
22.8 tons of liquid oxygen is equivalent to 18.24 million liters of gaseous oxygen in the standard state.
In other words, a large grid oxygen tank should store 1824 liters of oxygen, which is equivalent to 182 times the original version.
Only in this way can it be called realistic.
The SE world should have more advanced technology than Earth, but a large grid of original oxygen tanks only store 100,000 liters of oxygen, and even dozens of times less than the current world's civilian oxygen cylinders.
Summary: the original capacity X 182 times is a realistic number.
When the oxygen tank fills a 10,000-liter space room with air pressure, it needs to consume 10,000 liters of oxygen.
In other words, the capacity in the oxygen tank refers to the amount of gaseous oxygen, not the space inside the oxygen tank.
I'm hopeful but cautious. It's entirely possible that it automatically takes the Hydrogen energy density value to figure out how much is used by the engine, and if that value does NOT have the same 3,600 multiplier of thrusters this will be a pain.
Off the top of my head it looks like:
The capacity will need to come down. They're 500K and 16K for large and small grids respectively, which seem to be about 20% of their corresponding default tanks, so that gives me a starting points of 54K and 2K respectively to work from. Honestly that sounds OK, so I may well just set it there and leave it.
...
I'm having a thought as to how I might be able to justify more efficient thrusters based on currently developing technology: VASIMR thrusters are already a thing, with hydrogen (pure hydrogen) as a potential fuel (along with helium, xenon, argon, etc). Ordinarily these would use an external electrical source for power, but I see no reason why it couldn't use a fuel-cell-like setup to create electrical energy from the same hydrogen it is going to use as a propellant.
Isp of such thrusters are theorised to range from 3,000s to 12,000s, or about 6x to 25x more fuel efficient. If you split the difference (7,500s) and halve it to account for the extra consumption (3,250s) you wind up at about 7.22x the efficiency.
Uh oh. Granted that's still an order of magnitude smaller tank in my simulation (thus quicker to fill) that's still a pretty massive efficiency oversight on my part, unless I've missed something.
BTW, I hope no-one minds some of my "out loud" thought here. I've come to realise that a few things weren't documented as well as they should have been, so when I revisit things I've been having to basically start from scratch. Plus side, it lets me catch faults like the reverse ratio. Down side, it takes way too long.
To me, that suggets my H2 thrusters (and, indeed, the ones in the base game) are roughly 10x too efficient.
TSFC goes on to suggest that 225.37g/(s-kN), or 518.35g/s of fuel consumption, is used by the SSME in the same environment. In other words, now just under 2 seconds for the same amount of propellant - 226x higher consumption.
I suspect this is something I'll have to tweak in my thruster mod instead, since I'm pretty sure I've got the gasses right. But any insight here would be helpful.
I was running some napkin math the other day, and the longevity this is providing just seems too much. I don't believe I've modelled the gasses wrong (though it's happened before, so...) but something's not right. Reason being that the SSME uses ~1,340l of liquid propellant every second , which has almost twice the density as the COH I'm simulating, to produce some 2.3kN of thrust.
Granted these aren't the most efficient LOx/LH2 engines, they're a pretty good guideline. And that consumption is about 700x greater than what I'm projecting, which is a substantial margin of error.
The good news is that this will have almost no negative effect on existing designs using this mod which don't also use modified tanks. Straight off the bat your actual fuel reserves will have technically gone down by 1/3 (same volume with less effectiveness so it gets used faster), but the included tanks will (when full) ultimately provide over 2x the burn time. Sadly, modified tanks will just lose 1/3 their burn time, but they'll at least fill 55% faster.
In the short term, I'm going to be a tad unrealistic in the interest of simplicity and gameplay. I'm going to simulate a 2:1 ratio instead, which rather conveniently corresponds exactly to water. Under theoretical absolutely optimum circumstances this should actually be the ideal ratio since everything is burned, but in practice not all of the hydrogen will react and you'll wind up with an oxidising flame ultimately damaging the thruster (basically creating an ideal rust environment, since it will be rich in oxygen, water and heat).
What this means for the mod:
- 916.6g of ice (1L) will create 916.6g of COH, or exactly 1:1. That means 1L of ice will yield 2.55L of COH, for a net gain of 55.5% compared to the current 1.64L.
- COH energy density will be set to 3.7344MJ/L. Net loss of 33.33% compared to the current 5.4MJ/L.
- Tanks can be set to their full capacity once more. Net gain of 600% compared to current (suit and bottles will be +50%).
The problem with this, however, is that I've been doing more research on the subject and it seems I was backwards before. 6:1 oxyhydrogen evidently isn't 6 parts oxygen - it's 6 parts hydrogen! What's more is this value was chosen for logistical purposes, as the optimal ratio for rocket thrust is in fact 4:1 (4 parts hydrogen, of which 2 are unburned; also useful information).
Why is this a problem? Because I was OK with the concept of "throwing out" hydrogen. Unless you were creating extra pure oxygen, you'd invariably wind up with an excess of hydrogen anyway which would have to be vented so you could keep splitting ice. If it's a hydrogen-rich mix, however, that means you'd be "throwing out" oxygen instead - very not-OK.
Uploading a new version now.