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Post by Durandal on Mar 25, 2017 18:54:09 GMT
Damn if I don't want to get these weapons figured out.
I'm currently using the 2MT nuclear warhead from the standards thread set to detonate at 3km, with a 150 kg osmium flak pill above it. The pill creates 10x15kg shrapnel particles and the entire shebang makes for a nice 1-2 punch against enemy ships; the nuke tends to burn off whipple shields and soft modules, the flak tends to shoot through like a spear and gut the insides of the ship.
If it hits.
I've found that launching 1 or 2 missiles and setting up a manual intercept for <10m allows for reliable hits against stationary targets. Any more than that and the missiles overshoot. I still cannot get the outer rings of the missile formation to home in on terminal approach, but with some tweaking to my engine gimbles they're getting closer. It helps to disable the missile engine on terminal to prevent that 90° flip.
I've given some thought on putting RCS thrusters on the missiles to try for lateral acceleration on terminal, but that of course would leave them vulnerable to lasers. Counter-Battery lasers can solve this; I've got "laser cruise missile" just for this problem.
Does anyone use a flak charge set up to create a single high mass shrapnel shard? I've found that trying to do so creates an unreasonably wide radius.
Maybe Q-switched will model true casaba howitzers one day and this will all be moot. Until then, I'm gonna keep working on a one-hit-kill weapon.
Design specs to follow when I'm back at my computer.
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