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Post by RiftandRend on May 28, 2017 8:33:53 GMT
After seeing the Terawatt laser star thread I decided to build one of my own. At a range of 40 km I fired it into 10 meters of Nitrile rubber. At this range it should have an intensity of 82 Exawatts, potentially enough to ignite spontaneous nuclear fusion in the target. Instead, it had no visible effect and I got bored after 1:30 of staring at the ablating rubber. [?Spoiler]
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Post by Kerr on May 28, 2017 9:32:17 GMT
If I remember correctly CoaDE has a Damage threshold which limits the damage a laser/nuke can do to armor. Considering that a energy of 54,6 tons of metric tnt is forced into a spot size few millimeters in diameter every second shows how inaccurate the damage system actually is.
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Post by samchiu2000 on May 28, 2017 9:39:01 GMT
If I remember correctly CoaDE has a Damage threshold which limits the damage a laser/nuke can do to armor. Considering that a energy of 54,6 tons of metric tnt is forced into a spot size few millimeters in diameter every second shows how inaccurate the damage system actually is. May i know the value?
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Post by Kerr on May 28, 2017 10:13:46 GMT
If I remember correctly CoaDE has a Damage threshold which limits the damage a laser/nuke can do to armor. Considering that a energy of 54,6 tons of metric tnt is forced into a spot size few millimeters in diameter every second shows how inaccurate the damage system actually is. May i know the value? Roughly 200MW/m², but these values were from tests that are pre- 1.0.8., they are probably obsolete by now.
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Post by samchiu2000 on May 28, 2017 10:17:26 GMT
Roughly 200MW/m², but these values were from tests that are pre- 1.0.8., they are probably obsolete by now. It seem quite low for me, but i think this limit has already removed/changed based to my observation on my doomsday lasers
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elukka
Junior Member
Posts: 73
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Post by elukka on May 29, 2017 20:00:18 GMT
If I remember correctly CoaDE has a Damage threshold which limits the damage a laser/nuke can do to armor. Considering that a energy of 54,6 tons of metric tnt is forced into a spot size few millimeters in diameter every second shows how inaccurate the damage system actually is. Yeah. I imagine the damage model is made with the expectation of lower power beams and it's probably a reasonable approximation for those. I think realistically this situation would get you what is essentially blast damage. When you're putting all that energy into a tiny bit of material, it'll get extremely hot and expand (explode) extremely fast and dig out a crater similar to an explosion of equivalent yield. That's also what pulse lasers would probably be designed to do though at smaller scales for reasonable energy levels. Each pulse blasts out a pit of material through mechanical effects, and the next pulse arrives once that material has dissipated and makes another pit at the bottom of the previous one, drilling through armor far more effectively than the continuous beams we have in the game now. It'd be neat to have these alternate damage mechanisms in the game but it would probably be quite a bit of effort to implement.
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Post by Kerr on May 29, 2017 20:10:02 GMT
If I remember correctly CoaDE has a Damage threshold which limits the damage a laser/nuke can do to armor. Considering that a energy of 54,6 tons of metric tnt is forced into a spot size few millimeters in diameter every second shows how inaccurate the damage system actually is. Yeah. I imagine the damage model is made with the expectation of lower power beams and it's probably a reasonable approximation for those. I think realistically this situation would get you what is essentially blast damage. When you're putting all that energy into a tiny bit of material, it'll get extremely hot and expand (explode) extremely fast and dig out a crater similar to an explosion of equivalent yield. That's also what pulse lasers would probably be designed to do though at smaller scales for reasonable energy levels. Each pulse blasts out a pit of material through mechanical effects, and the next pulse arrives once that material has dissipated and makes another pit at the bottom of the previous one, drilling through armor far more effectively than the continuous beams we have in the game now. It'd be neat to have these alternate damage mechanisms in the game but it would probably be quite a bit of effort to implement. Pulsed lasers would be quite amazing, considering lasers can reach aspect ratios of 50, compared to 20 of kinetic weaponry. (depth/volume ratio) (Btw. Using the cratering formula i got a depth of 1,77m and a volume of 26,56m³ in boron, and 0,51m and 0,63m³ for graphene for the 247GJ, this laser should defeat graphene/boron the almighty with ease)
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Post by Enderminion on May 30, 2017 1:30:45 GMT
I personally can't wait for Particle beams and pulse lasers
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Post by nerd1000 on May 30, 2017 1:51:22 GMT
This is why the game has a limits.txt file. It's likely that many of the equations running behind the scenes are approximations that only hold across a range of values, either because exact equations are not known or because QSwitched had to choose between accuracy and game performance. By editing limits.txt we're breaking the assumptions all those approximations are based on, and as such the game acts in unphysical ways.
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Post by RiftandRend on May 30, 2017 5:46:57 GMT
This is why the game has a limits.txt file. It's likely that many of the equations running behind the scenes are approximations that only hold across a range of values, either because exact equations are not known or because QSwitched had to choose between accuracy and game performance. By editing limits.txt we're breaking the assumptions all those approximations are based on, and as such the game acts in unphysical ways. You can get similar inaccuracy with 10 Gw lasers. They can reach the same intensities at shorter ranges and have the same issues.
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Post by nerd1000 on May 30, 2017 13:44:45 GMT
This is why the game has a limits.txt file. It's likely that many of the equations running behind the scenes are approximations that only hold across a range of values, either because exact equations are not known or because QSwitched had to choose between accuracy and game performance. By editing limits.txt we're breaking the assumptions all those approximations are based on, and as such the game acts in unphysical ways. You can get similar inaccuracy with 10 Gw lasers. They can reach the same intensities at shorter ranges and have the same issues. IIRC the original laser limit was 1 GW, but it was increased by popular demand when people started making absurdly powerful reactors. All the same, it's probably possible to get the same issues even with a 100MW laser if you use a giant mirror. Point is, the more you increase the limits of what the game allows, the less likely it is that the game's base assumptions will be valid. The armour model may be especially problematic in this regard.
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