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Post by dragonkid11 on May 4, 2017 8:58:16 GMT
While I used most of my low velocity high caliber conventional cannons as fun options on drones, I do have a single viable 4km/s grammer that cost only 14 kW to power with Laser like accuracy. Haven't really test it against missile yet though. Will update post with design later when not on mobile. EDIT: Okay, here it is. But after testing the performance of my own small scaled missile versus my railguns ranged from 15 to 25 km/s, this is going to be hard to shoot down any missile at all.
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Post by dwwolf on May 4, 2017 10:11:01 GMT
Too much tease, not enough skin.
Builds svp!
Especially that mega spinal cannon.
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Post by Enderminion on May 4, 2017 11:54:00 GMT
I know this was like 7 hours ago, but my kinetic drones are for extra point defense away from the fleet
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Post by darkwarriorj on May 4, 2017 16:02:26 GMT
I'm pretty sure I've made my stance on lower velocity weapons pretty clear in that I personally like them a lot. Especially in higher calibers. Considering how cheap it is to make and use conventional guns, ramp up the mass of the shot a bit, and you've got some very reliable flak deflection systems, assuming you don't knock the missile out outright. Railgun sandblasters, while good for a lot of things personally for me don't feel as good, or look quite as pretty as having 200 7mm machine guns (every one a different color) hitting missiles left and right roughly 20 km away from the ship. Does having 200 railgun machine guns on a moderately small drone count? One 100MW reactor, 200 500kw railguns shooting at 6.8km/s. Put a missile swarm or a corvette in front of it, see evaporation. Edit: Something I'd like to add - while large quantities of low velocity guns are relatively good against stock missiles, any missiles with warheads that shoot stuff (ex: flak, or better yet, brimstone or NEFP rounds) can counter them. My current impression is that they aren't a good counter to our insane micromissiles at the moment, especially when some of our missiles can also avoid the deepest part of the killzone.
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Post by linkxsc on May 4, 2017 16:41:29 GMT
What are those bulges in the armor near the aft?
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Post by goduranus on May 4, 2017 16:46:39 GMT
Those are external fuel tanks, from tukuro's stock overhaul ships.
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Post by linkxsc on May 4, 2017 17:32:00 GMT
Those are external fuel tanks, from tukuro's stock overhaul ships. Figured, but they looked odd because they're partially recessed into the armor instead of completely outside. (forgot you can space armor layers)
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Post by Owlfeathers on May 4, 2017 21:56:20 GMT
Too much tease, not enough skin. Builds svp! Especially that mega spinal cannon. Slightly better version. 10 GW power usage is via editing of limits.txt, but it works exactly the same way with the normal 1 GW cap aside from firing more slowly. Unfortunately the game doesn't handle very-high-energy impacts well currently, so it doesn't do nearly as much damage as it should.
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Post by goduranus on May 5, 2017 6:09:22 GMT
This might be a bit gamy, but launching tiny flares to set off enemy missiles with the conventional cannons seem to be a pretty effective last ditch point defense. It even works on ignore range since direct hits are not necessary, too bad the AI doesn't know to ignore range for this thing.
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Post by dwwolf on May 5, 2017 8:17:58 GMT
CoaDE crashes when i try to make the mega railgun.
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Post by dragonkid11 on May 5, 2017 9:17:58 GMT
This might be a bit gamy, but launching tiny flares to set off enemy missiles with the conventional cannons seem to be a pretty effective last ditch point defense. It even works on ignore range since direct hits are not necessary, too bad the AI doesn't know to ignore range for this thing. How strong was the flare compared to your ship? There maybe some tracking equation involved somewhere.
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Post by goduranus on May 5, 2017 9:37:32 GMT
Flare is 500w, ship is running at 98MW. The missiles don't seem to track the flares, but do explode when the flares are near.
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Post by dragonkid11 on May 5, 2017 9:51:09 GMT
Flare is 500w, ship is running at 98MW. The missiles don't seem to track the flares, but do explode when the flares are near. So the flare is triggering the missile detonation system by being detected by the sensor! Hmmm *scribble scribble note* Hmmm...
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Post by bigbombr on May 5, 2017 10:10:19 GMT
Flare is 500w, ship is running at 98MW. The missiles don't seem to track the flares, but do explode when the flares are near. So the flare is triggering the missile detonation system by being detected by the sensor! Hmmm *scribble scribble note* Hmmm... Detection and tracking really should get overhauled at some point...
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Post by Dhan on May 5, 2017 15:16:28 GMT
This might be a bit gamy, but launching tiny flares to set off enemy missiles with the conventional cannons seem to be a pretty effective last ditch point defense. It even works on ignore range since direct hits are not necessary, too bad the AI doesn't know to ignore range for this thing. Do your payloads have a hard range set? That might be why. But even if that is the case, hard range should not trigger on shots unless specifically set.
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