Some part descriptions are cut off as due to a bug with some parts the full description is impossible to read, i will update the descriptions once this is fixed Parts are sorted in order top to bottom as they are in game This guide is not a tutorial on playing the game and assumes you understand the basics of the game and the terminology used, but will be written with people who have never played ksp1 in mind This guide will also not cover any changes to parts from ksp1, i do not think there are any major changes but if there are, they aren’t going to be here Luckily, Adderley thought ahead and designed an antimatter facility for the game that uses petawatt laser pulses, theoretically capable of breaking apart the vacuum of space into positrons and electrons.This guide may be incomplete on posting, as i may miss entries or add entries that were in ksp1 that i mistook as new parts, if this happens please inform me in the comments For the combined fission/fusion/antimatter engine PSU outlined, a 120-day round-trip Mars mission would require just 140 ng-not completely out of the realm of possibility, as CERN and Fermilab currently produce around 2 ng per year. Pure antimatter rockets that could reach more than half the speed of light have also been roughly sketched out, but the amount of antimatter required for such an engine to reach a star 40 lightyears away is more than 39 million metric tons (which researchers in 2003 lamented would require 17.7 quadrillion years to produce at the rate possible at the time). This energy is all directed through a strong magnetic nozzle which propels the craft to speeds of 120 km/s. The fission ignites the deuterium-tritium hydrogen portion of the pellet into a fusion reaction. You start with a pellet containing deuterium, tritium, and uranium, which is compressed and then blasted with a beam of antiprotons, causing the uranium to undergo a fission reaction. So engineers at Pennsylvania State University came up with an engine that combines the positive attributes of fission and fusion with the obliterative energy available in antimatter collisions. Antimatter is a bit hard to come by-it’s difficult to get our hands on something that literally annihilates when it comes into contact with matter. No, it’s not a Galaxy-class starship like the Enterprise, but the Dirac antimatter initiated microfusion engine still packs a 0.04 percent-of-lightspeed punch. But in the decades between now and humanity’s era of two week Saturn vacations, you can still try out your own digital version of Williams’ engine. “Until you start the clock again, that 30 year projection will just keep moving forward.” Bummer. “You can’t really make much progress when there’s no active program going on, “ he says. His paper came out in an era of enthusiasm for advanced propulsion, but much of that zeal has waned until recently. “We’re probably not any closer,” he says. Now that it’s 2021, Williams is revising his estimate. When Williams’ paper came out in 2001, the authors wrote that the capability to produce this type of engine might be 30 years out. To put that into perspective, the deep space probe Voyager is traveling away from our solar system at 35,000 mph. The exhaust produced would propel the vehicle to over 166,000 mph, taking passengers to Jupiter in just under 4 months. In Williams’ engine prototype, this tokamak would be nearly spherical-more like a donut hole. One way to do this is with a tokamak, a device that generates a donut-shaped magnetic field that keeps the superheated plasma in place. It’s costly and time-consuming to test these systems on real spacecraft, so some participants ran their programs through Kerbal instead. In 2018, NASA released Open MCT, a telemetry data visualization software designed for operating spacecraft, to the public on Github. In fact, it’s such a great sandbox that engineers at SpaceX and the Jet Propulsion Laboratory have used Kerbal graphics in their presentations. Though we don’t yet have the technology to implement these specific-impulse demons, there is some real world value in being able to simulate advanced engines in a low-stakes environment. In the end, he built out 13 different engine concepts, including fusion engines-like The Expanse's Epstein drive is theorized to be-fission engines, and antimatter rockets. “That was super fun, which might be a super nerdy statement, but you know.” He crunched the numbers, considered how much power a specific engine would need, how to deal with the heat produced, and how you’d harness the energy to propel the virtual rocket further. “You need to kind of think a little bit critically about what people have hand waved.” “Everybody tries to sell their project as the propulsion system of the future,” says Adderley.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |