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Post by dwwolf on Apr 11, 2017 8:56:29 GMT
Im currently having fun with conventional guns.
Graphene barrels; octanitrocubane propellant.
4km/s 600g inert projectiles or 3 kg 2.2km/s with some 200m/s dV for terminal guidance.
Guidance packages for gunbased projectiles are silly heavy though...1kg. Its about 33%of my projectile weight.
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Post by dragonkid11 on Apr 11, 2017 9:29:25 GMT
Yeah, I would definitely like some super small control module that can only be used in combat once due to its short battery life.
That would make payload firing conventional cannon more mass efficient.
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Post by AnthonyBarber on Apr 25, 2017 15:13:57 GMT
4km/s 600g inert projectiles or 3 kg 2.2km/s with some 200m/s dV for terminal guidance. This is cool characteristics!
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Post by gedzilla on Apr 25, 2017 17:11:43 GMT
Im currently having fun with conventional guns. Graphene barrels; octanitrocubane propellant. 4km/s 600g inert projectiles or 3 kg 2.2km/s with some 200m/s dV for terminal guidance. Guidance packages for gunbased projectiles are silly heavy though...1kg. Its about 33%of my projectile weight. What is that guns mass and cost ?
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Post by dwwolf on Apr 25, 2017 18:25:16 GMT
The gun is about 28 tons IIRC....thats with a turret and 20? cm of Boroncarbide.
I'll post specs....I think I deleted the inert payload gun though. Not much point IMHO though hits were spectacular.
Rail guns can hit stuff much more reliably further out. Are better at any range...atleast my 20ish kms one is.
The KKV gun gets a better hit rate and much improved target effects as well.
Lasers are the king of long range component melting though.
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Post by dwwolf on Apr 25, 2017 20:50:43 GMT
The kkv turret weighs 24.6 tons with 10 cm boron carbide....30 degree/s MuzzleV 2.9kms. 17.5km 1000m^2 target.
680 kc...most of it boron carbide.
Ammo sold seperately.
The same design can massively speed up a 500g payload to 4.3 kms by extending bore size and doubling propellant charge.....and 1000m2 only goes up to 25 km.....
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Post by RiftandRend on Apr 25, 2017 21:14:43 GMT
AM carbon is superior to boron carbide, use that instead.
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Post by dwwolf on Apr 25, 2017 21:29:20 GMT
Brown is boring.
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Post by RiftandRend on Apr 25, 2017 21:35:10 GMT
Then use a meter or so of Graphite Aerogel. And if you don't like black then use Aramid fiber.
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Post by gedzilla on Apr 26, 2017 5:27:42 GMT
I think even diamond would be better
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Post by AdmiralObvious on Apr 26, 2017 6:10:38 GMT
Before I figured out how to mod the game without crashing it, I was able to make a very similar gun, 800mm 1 ton shells firing them at speeds of 3.3 km/s, both pieces out of VCS, and using Octogen. It was an extremely short barrel too.
Making the gun out of Graphene, while cool, and basically removes all limits, feels cheesy to me. I don't much care for the propellant used provided it makes sense and can be reasonably synthesized in decent quantity.
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Post by dwwolf on Apr 26, 2017 10:28:34 GMT
Well...the problem is that conventional guns arent realistic anyway you cut it.
IRL the breach is reinforced compared to the rest of the barrel.
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Post by Owlfeathers on Apr 26, 2017 12:40:21 GMT
Well...the problem is that conventional guns arent realistic anyway you cut it. IRL the breach is reinforced compared to the rest of the barrel. Yeah; it would be nice if we were allowed to modify the breach and the remainder of the barrel length separately (and/or add tapering).
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Post by whiggles on Apr 26, 2017 21:16:45 GMT
Well...the problem is that conventional guns arent realistic anyway you cut it. IRL the breach is reinforced compared to the rest of the barrel. The chamber is thicker, barrels are often tapered as well. Visually, there does appear to be a thicker "chamber" being modeled on smaller guns. So maybe this is actually being simulated, with barrel thicknesses also determining a separate chamber thickness that we don't actually see. Another big thing is the geometry of the propellant grains. Depending on the exact geometry, you can cause the burn rate to increase or decrease over time. Right now I think it just models a sphere of a given radius, but this isn't realistic. In most modern applications, the geometry is cylindrical, with small perforations through the long axis. This geometry increases the burn rate over time. Most modern smokeless powder is Nitrocelluose based as well. Proper grain geometry in the game would translate to Nitrocelluose keeping its same lower initial pressures, while actually burning completely without an absurdly long barrel. Conversely, you could have other geometries that slow down the burn rate, which could allow you to reduce the huge peak pressures you get with Nitroglycerin or TNT. At present, conventional guns in the game underperform real world stuff built a century ago. Chamber thickness and grain geometry are probably the two biggest things that could resolve that. The one other flaw, not critical but still kind of obvious, is the kind of basic calculation to determine that a projectile will shatter. Case in point, even .22LR produces a chamber pressure many times higher than Lead's tensile strength. I suspect whatever calculation is being made here (is it literally just "if gun.peakpressure > projectile.tensilestrength"?) is assuming a piece of material that won't move. But obviously the projectile does move. One other nice to have that would help make conventional guns a bit more competitive: Different reloading mechanisms. The electric mechanism is great for achieving incredible rates of fire, whether that's pea shooters firing tens of thousands of rounds per minute, or guns on the scale of old naval artillery firing a hundred rounds per minute. But it can consume a lot of electricity. This is less of an issue on capital ships. But what if I just want an adequate rate of fire for no electricity? Setting up a projectile and powder load of comparable dimensions and mass to a .50BMG, it took me almost 50KW to achieve the 1200RPM of an M3 machine gun. So (ignoring that we also can't match the actual performance of an M3 machine gun right now) to have a drone with a level of firepower comparable to a Korean War era F-86 Sabre (6x M3s), you need 300kw of power generation. And yet, using the gun's own recoil or gas expansion to drive a mechanical reloading system can achieve that same rate of fire. Such mechanisms would of course limit the rate of fire possible, but eliminate the electricity requirements. The ability to have drones with significantly smaller power requirements could actually present an application where conventional guns are the best choice, rather than just a choice.
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Post by AdmiralObvious on Apr 26, 2017 23:58:26 GMT
I also just made this today. While trying to figure out how low I can go when it comes down to the bore size of a conventional gun. While avoiding the use of mods. I've finally figured out how to make a sandblaster conventional gun with a blistering fire rate of 472440 RPM or 7,874 RPS. So far everything i've fired at it at so far, assuming single piece armor, has melted under the sheer firepower. Including my PC under prolonged engagements. (It tends to work better as a not turreted gun on cheap drones.) ConventionalGunModule 1mm Turreted Cannon
UsesCustomName false
Barrel
Composition Vanadium Chromium Steel
Length_m 15
Thickness_m 0.076
Propellant
Composition Nitrocellulose
Mass_kg 0.001
GrainRadius_m 0.00048
Projectile
Composition Osmium
BoreRadius_m 0.00055
Mass_kg 0.001
Tracer Aluminum
Payload null
Loader
PowerConsumption_W 1.5e+007
Turret
InnerRadius_m 3
Extruded true
ArmorComposition Amorphous Carbon
ArmorThickness_m 0.01
MomentumWheels
Composition Titanium
RotationalSpeed_RPM 57
AttachedAmmoBay
Capacity 100000
Stacks 1
TargetsShips true
TargetsShots true
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