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• Fixed Boron Filament changelog.
• Added third source to Diamond's melting point and expanded its notes section.
• Added link to (RSM) materials spreadsheet.
The paper says that oxidizing agents cause oxidation of diamond at temperatures as low as 923 K (in the right conditions; usually 1273 K or higher), and current diamond melting point is 1235 K (the lowest I can go without breaking stock lasers).
Unless I misinterpreted something, I think it's safer to leave diamond melting point as is.
So, I think it would be justified to set the "melting point" for diamond up to possibly as high as 1700 K (still 73K below the temperature at which only a very thin specimen showed any detectable graphitisation).
@AtomHeartDragon
Unfortunately I don't have much free time this period, but hopefully I should be able to fix the tracers relatively soon.
I don't understand what "blocks" means in the last sub-mod you're proposing. Materials cost and properties fixes mods woudln't be compatible with each other because of the diamond though, so I would have to make a mod for each combination.
The fact that people can select Tungsten Rhenium as a rocket engine material does not change the fact that they can select it as a thermocouple material...
@WarDaft
Thanks for the paper!
Source is:
https://arc.aiaa.org/doi/abs/10.2514/3.23967?journalCode=jpp#:~:text=engine%20combustion%20chamber%20requires%20the,of%20the%20propellant%20combustion%20temperature
And contains proposals for other materials.
One outcome I don't have a source yet for is simply considering the engine disposable and having part of the chamber literally burn away during normal operation.
This breaks a bunch of tracers (they are based on emission spectra).
Additionaly stuff like vaporized sodium or mercury are legitimate lamp discharge media (you probably see streets illuminated by them every night), so bl;ocking them is BS.
Also suggesting splitting this up to make it more modular. I'd go with:
* crewium cost
* reduction (or increase) of outrageous material costs
* property fixes (with replacers)
* blocks (with replacers, stressing not breaking anything it isn't supposed to break)
At what pressure and temperature? If the estimate is not valid at 0 Pa and ~1175 K, then it's not useful for applications in COADE. Also, the conversion rate implies that there is a point, a percentage of diamond that has turned into graphite, that would structurally weaken the system, that is lower than the total conversion of diamond into graphite.
Sublimation temperature in the presence of an oxidizer wasn't mentioned in the paper I referenced. I didn't take that into account when lowering diamond melting point, but the temperature at a pressure of 0 Pa for which diamond is more stable than graphite. Unfortunately, such a temperature does not exist because at 0 Pa graphite is always more stable than diamond, so set diamond melting point to the minimum temperature that does not break stock lasers.
I meant to ask if you know what materials are used in combustion chambers irl, with sources.
> there's also to my knowledge nothing you can do to prevent that from working in the game.
I can confirm that unfortunately there is no way to simulate chemical incompatibilities in the moddable .txt files.
> Diamond has a stupidly high safe working temperature *in a vacuum* which is why it's so high in the game.
Like with all materials, only diamond melting point is defined in the game files. Like with all materials, diamond safe use temperature is melting point times 19/20. I don't know where/how QSwitched found diamond melting point, but my educated guess is that it's at 1 atm, in line with pretty much all other materials.
That is to say, the "safe working temperature" depends on the chemical environment. Diamond has a stupidly high safe working temperature *in a vacuum* which is why it's so high in the game. But, in the presence of an oxidizer, it sublimates at much lower temperatures. You've already taken into account what I'm saying, but only for Diamond.
As for construction cost... fair point. I was going to say that the supposed 3d fabbing should neutralize it, but UHMWPE should still be cheaper than diamond with that capability.
> we literally cannot build things bigger than a piece of gravel out of solid diamond right now.
You answered yourself there ;)
Do you happen to have a source regarding chamber materials?
As far as chamber materials, NASA never used it because we literally cannot build things bigger than a piece of gravel out of solid diamond right now.
That said, carbon's reactions with all oxidisers should rule out ANYTHING primarily carbon as a chamber material. Really, there are a *lot* of materials that would just start to burn before they melt or even weaken when in the presence of high temperature oxidiser.
After you upload a module or ship that uses any mod, it's always a good practice to add that other mod / those other mods to the required items of your mod. You can find "Add/Remove Required Items" in the right of the mod's description, in a panel visible only to the mod's author(s). Click that, change the tab to "Subscribed Items", and add the mod(s) you used to make your own mod.
> I'd give you another award, but Steam won't let me
Thank you, knowing that someone uses this mod is reward enough for me :)
It never was, otherwise NASA would have used it ;)
In-game I use reinforced carbon-carbon or zirconium carbide, but I don't know if they are actually used irl or not. I don't think this source suffices:
https://doi.org/10.1016/B978-012341834-0/50004-0 , p. 95
> use ethane for coolant anywhere sodium isn't doing it for me.
Ethane decomposes at high temperatures, so it might not even be useful in RTGs:
https://doi.org/10.1016/B978-0-444-64000-0.00002-0 , p. 44;
https://doi.org/10.1016/j.fuel.2020.117409
Sodium could be used as a coolant, but either at not very-high temperatures or in absence of carbon (fuel moderator in the inner loop, radiator in the outer loop and turbopumps in both loops):
https://www.researchgate.net/publication/228616619_Carbon-Carbon-Composite_Salt-Cooled_Electric_Space_Reactors , p. 6 (link provided by SevenOfCarina)
If I release a pack of ships or components on the workshop that are intended to be used with this mod, is there a tag or something I should use? Or maybe I should put it all in a collection and a link to this mod in that collection?
PS) Normally I'm opposed to "realism for realism sake" in games since it detracts from gameplay, but honestly this improves CDE if for no other reason than making diamond less OP. In CDE, excessive realism fits. I'd give you another award, but Steam won't let me, lol.
Just wondering what does "human" cost does. Does it increase the ship's cost with crew size? Is it actually a cost per kilo or per unit?
I actually used Hafnium Diboride in those designs, which is not a stock material. Your game changed it to Aluminum because you don't have Hafnium Diboride as a modded material. When I made those designs fixes three months ago, I had released only one material mod in the forums which has both realistic replacements for stock materials and new materials. I'm splitting the two mods for the Steam release, and I forgot to check those old modules replacements since they worked flawlessly for me all this time.
@Arrow Thanks for the feedback, after a very quick investigation I found the problem is within the modified modules. It'll be fixed tomorrow. Thanks for sharing how you fixed the modules, it's been of great help. Sorry for the inconvenience.
2.90 km/s Nitrogen Nuclear Thermal Rocket
- Reactor elements will not fit into the reactor dimensions.
The control rods changed from 0.4 kg Titanium Diboride to 344 kg of Aluminum. Changing the control rods back fixed the error.
234 kW Thermoelectric Fission Reactor
- Criticality Constant does not span Subcritical to Supercritical range.
- Control rods exceeds safety temperature margins.
The control rods changed from Boron Nitride to Aluminum. Changing them to Titanium Diboride fixed these errors.
1.04 MW Thermoelectric Fission Reactor
- Reactor will not fit into the reactor dimensions.
The control rods changed from 11 kg Boron Nitride to 55.2 kg of Aluminum. Changing the control rods to 40 kg of Titanium Diboride and the moderator from 18 kg to 10 kg of Graphite fixed this error.
I think it's time to moving forward about real space travel.
Planned changes:
* Lithium, Potassium and Tin from solid to liquid because the first two can't be used as structural materials because they are alkali metals and the latter can't be used as structural material in space because it's not stable when too cold
* some Sodium properties will be changed because they are relative to the solid state
* Lithium, Potassium, Sodium and Tin gases to be used in arc lamps