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Post by zorbeltuss on Jun 23, 2017 12:18:33 GMT
The way the workshop is implemented currently seems that it could actually stifle materials modding sadly, since the materials are joined with the modules and ships you download there will be immense difficulty with fixing bugs with them and neither will most materials modders get the praise they deserve. Is it possible to make the materials separate workshop items and let the module makers set them up as requirement mods instead?
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Post by Enderminion on Jun 23, 2017 12:26:49 GMT
seperate section of the workshop relying on people to self identify their files, also have to prevent lumping in materials with not materials then
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Post by Rocket Witch on Jun 24, 2017 13:25:59 GMT
All these nitroglycerin setups are terrifying. When I think "things to put in nukes I'm going to be firing out of blast tubes", the last thing I think is "let's use something really twitchy". Apparently "solid nitroglycerin is much less sensitive to shock than the liquid", and the ingame form is solid. One wonders how it is to be kept cool inside a missile with minimal surface area, though. Same goes for my conventional cannon which is replaced with diamond barrel that doesn't hold up as well as boron. VC steel makes fine barrels. Maraging steel may be superior in a few cases as it is less prone to beam deflection stress. No armour/reinforcement coating is required, but amorphous carbon and diamond are useful for cooling internal guns and increasing accuracy.
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Post by newageofpower on Jun 27, 2017 0:23:19 GMT
Maraging steel may be superior in a few cases as it is less prone to beam deflection stress. In my personal experience, Vanadium Chromium is strictly superior to Maraging in conventional guns, aside from cost. What property affects beam deflection?
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Post by AdmiralObvious on Jun 27, 2017 1:39:07 GMT
Maraging steel may be superior in a few cases as it is less prone to beam deflection stress. In my personal experience, Vanadium Chromium is strictly superior to Maraging in conventional guns, aside from cost. What property affects beam deflection? Youngs and Yield I think.
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Post by David367th on Jun 27, 2017 1:46:00 GMT
Maraging steel may be superior in a few cases as it is less prone to beam deflection stress. In my personal experience, Vanadium Chromium is strictly superior to Maraging in conventional guns, aside from cost. What property affects beam deflection? Should be yield iirc
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Post by dragonkid11 on Jun 27, 2017 2:57:27 GMT
I still found diamond to be the better alternative since it's lighter option than Vanadium steel and stuff.
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Post by Rocket Witch on Jun 27, 2017 11:58:16 GMT
In my personal experience, Vanadium Chromium is strictly superior to Maraging in conventional guns, aside from cost. What property affects beam deflection? Young's modulus probably, maybe shear too. Maraging has a higher young's modulus, making it harder and inherently less deflectable if the strengths between the two materials were equal. Yield strength can be seen as spare change to make up for shortcomings in modulus, and VC steel just has so much strength compared to everything else it ends up having the highest specific strength of any non-fibre in the game. I did once have a gun that was better using maraging, so I just wanted to make people aware it might be marginally superior in some edge cases like with weirdly-shaped payloads. I still found diamond to be the better alternative since it's lighter option than Vanadium steel and stuff. AFAIK the only reason diamond is even usable for something like that is because the game treats it as isotropic. It'll also cook off the ammo instantly from even a kW laser (I think?). Still, maybe diamond armoured in aramid/rubber could be the conventional gun meta?
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Post by Durandal on Jun 27, 2017 13:39:03 GMT
Well hot damn. It's been a minute, Ill have to look over what I've missed.
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Post by treptoplax on Jun 27, 2017 14:20:19 GMT
I'm currently seeing most of the stock ships as invalid due to excessive radiation in crew compartments (still work in campaign, can't be added directly in sandbox). Is there something wonky with my system, or is that a known issue with this release at present?
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Post by ulzgoroth on Jun 27, 2017 17:54:30 GMT
I'm currently seeing most of the stock ships as invalid due to excessive radiation in crew compartments (still work in campaign, can't be added directly in sandbox). Is there something wonky with my system, or is that a known issue with this release at present? I think that's your setup, I don't see it. Any chance that you have mod or workshop modules that could be replacing stock ones?
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Post by treptoplax on Jun 27, 2017 18:40:38 GMT
I'm currently seeing most of the stock ships as invalid due to excessive radiation in crew compartments (still work in campaign, can't be added directly in sandbox). Is there something wonky with my system, or is that a known issue with this release at present? I think that's your setup, I don't see it. Any chance that you have mod or workshop modules that could be replacing stock ones? I don't think so, but that's something to look into, now that I know this isn't correct. Thanks!
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Post by treptoplax on Jul 1, 2017 20:25:17 GMT
I'm currently seeing most of the stock ships as invalid due to excessive radiation in crew compartments (still work in campaign, can't be added directly in sandbox). Is there something wonky with my system, or is that a known issue with this release at present? Looks like I happened to have a user engine that exactly matched the name of one of the stock engines after the upgrade (possibly flipping back and forth from previous version several times was also involved).
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Post by Durandal on Jul 2, 2017 22:00:32 GMT
I may be mistaken, but it looked like the slider for engagement range on blast launchers goes up past 1Mm. I'm afk, but someone else may like to confirm and discuss.
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Post by demetrious on Aug 11, 2017 18:50:50 GMT
Talk about over-delivering. Really, some companies make people pay for a lot less than your patches contain. Not to mention that your development integrity is godly. There are games where every patch breaks more than it adds; there are games where adding anything takes exorbitant amount of effort. CoaDE? Stable regular patches with tons of features and only a few small issues that get fixed quickly. This. I was just writing up a shameless shill post on my blog to plug the game; this update will be a fantastic example of the development support that makes it great. This goes further than just A Good Developer; there's a dedication here to tackling a very ambitious goal (Get The Science Right) and I've found that kind of personal investment invariably leads to amazing results like what we see in CoADe. Any one of these improvements would have been great, but taken all together they really enhance the game. Dumb-fire engines I've lusted after for a while, and fuzzy homing drastically improves the quality of missile duels.
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