My suggestion? Standardize the payload weight and dimensions and protection scheme.
That would make it a better challenge but then it just becomes an engine building contest and not much else, aside from maybe what droptank config you go for. Ultimately missiles challenges like this don't allow for too much variability.
I'm interested on the theoretical efficiency of micromissiles for combating large lasers. Not only the lasers must spend time burning each of the missiles individually, they also need to spend a bit of time turning between targets. My main question now is, can we make this a cost-effective counter, even if our computers can't quite simulate all of the needed missiles?
For this purpose, I want to see how cheap we can make missiles.
Suggested armor scheme: 3 layers of 500 μm of PTFE, spaced by 500 μm each -- but other suggestions are welcome.
Separate categories for base game (no mods or editing limits.txt) and modified (mods and editing of limits.txt).
Entries (no mods): 1. cyborgleopard -- 64.3 c, 12.2 kg, 10.00 km/s delta v, 3.74 g acceleration, 292000 mm2 cross section, Methane NTR 2. David367th -- 90.2 c, 21.0 kg, 10.00 km/s delta v, 2.71 g acceleration, 134000 mm2 cross section, RP-1 NTR (partial front armor) 3. someusername6 -- 102 c, 23.4 kg, 10.3 km/s delta v, 2.26 g acceleration, 75700 mm2 cross section, F + CH3 combustion engine 4. concretedonkey -- 121 c, 13.7 kg, 10.2 km/s delta v, 3.18 g acceleration, 90400 mm2 cross section, F + H combustion engine 5. morrigi -- 307 c, 47.6 kg, 10.1 km / s delta v, 4.53 g acceleration, 531000 mm2 cross section, RP-1 NTR 6. Durandal -- 550 c, 23.3 kg, 10.2 km / s delta v, 5.54 g acceleration, 1.14 m2 cross section, HD NTR (carrying 95t nuke)
I've had good luck with micromissiles that that have slightly lower dV (3-5Km/s?) that are launched from a moderately-sized carrier drone (<20 tons IIRC with relatively heavy anti-laser armor). Cap the launcher on the drone to keep 20? micromissiles in flight to avoid lag, give it an efficient NTR and an el-cheapo HF engine on the warheadless missiles; you can stick hundreds of them in easily. They'll outrun the carrier and draw laser fire, while the missiles launched to replace them pick up extra dV from the carrier (which has a warhead, or even a gun, of it's own).
Some really nice designs here, though, I ought to revisit small NTRs...
PropellantTankModule 37.8 kg Fluorine Tank UsesCustomName false Propellant Fluorine StructureComposition Diamond ReactionMass_kg 37.8 HeightToRadiusRatio 8.1 AdditionalArmorThickness_m 0
PropellantTankModule 3.00 kg Hydrogen Deuteride Tank UsesCustomName false Propellant Hydrogen Deuteride StructureComposition Diamond ReactionMass_kg 3 HeightToRadiusRatio 4.5 AdditionalArmorThickness_m 0
SpacerModule 5.00 cm x 0 m Spacer UsesCustomName false Dimensions_m 0 0.05
SpacerModule 10.0 cm x 0 m Spacer UsesCustomName false Dimensions_m 0 0.1
CraftBlueprint KKV M2 Spearo Mk1B Modules Swarm test Copy 1 0 null 0 CLRM-F12.6/HD1 M8 Raptor HD Mk1 60.1KN 4.7km/s 1 0 null 0 37.8 kg Fluorine Tank 1 -0.5 null 0 3.00 kg Hydrogen Deuteride Tank 1 -0.75 null 0 5.00 cm x 0 m Spacer 1 1.6047 null 0 10.0 cm x 0 m Spacer 1 -0.25 null 0 Armor ArmorLayers Spider Silk 0.0005 0 0.605 1 1 Graphite Aerogel 0.0041 0 0 1 1
Slightly modded, using flourine/hydrogendeuteride fuel (probably possible with flourine/hydrogen, but I was having fun and am to lazy to make a f/H version for now). Its a KKV with high acceleration to minimize time to target and function well with the standard minimum 10km intercept in game. It's also designed to be cheap and fission free, to minimize resource strain. I Might optimize it some more, but for now (as already stated) I'm just to lazy.
What is your preferred guidance and maneuvering system for the rocket? Do you use a rocket with a narrow gimbal, or several non gimballed rockets packed close to one another? For an interceptor what would you suggest as the preferred guidance system? My current system of interceptors uses the default missile control, but no matter what I do, it seems as though the overwhelming majority of my missiles waste all their delta V in the very last stage of their interception of a given target like an enemy missile or ship. After they waste all their propellant trying to boost at the last second, rather than gradually minutes before, they simply deactivate and become useless. I have tried to other guidance systems as well, but nothing seems to work very well. Would you say this is a fault of the default guidance systems available to the player or simply a fact of the game's physics?
CraftBlueprint KKV M5 Striker Modules CLRM-F18.8/H1 M5A1 "Accelerator 2" Mk2 52.9KN 4.93 km/s 1 0 null 0 141 kg Fluorine Tank 2 1 4.8356e-005 null 0 7.50 kg Hydrogen Tank 2 1 0 null 0 Swarm test Copy 1 2.8742 null 0 Ranger Wasp LIID 2 0.6011 null 0 10.0 cm x 0 m Spacer 1 3.5519 null 0 20.0 cm x 0 m Spacer 1 1.4371 null 0 Armor ArmorLayers Boron Filament 0.0005 0 0.69 1 1 Graphite Aerogel 0.01 0 0 1 1 Silica Aerogel 0.058 0 0.68 1 1
Not sure this still counts as "micro", but it has, in testing, proven quite capable of overcoming laser based weapons. It lacks in killing power to some extent due to being a KKV, but is excelent at crippling vessels (i.e. destroying fuel) making them easier to kill using weapons more capable of more widespread damage. The armor penetration properties are excelent though. It is capable of expending its dV in the intended engagement range of 100km and has a TTI of less than 30s at that range. When fired at a laser frigate in groups of 5, 3-5 missiles would hit in almost all cases in which the missiles were on target and as little as 2 would reach the frigate with decent reliability (even one would, on occasion, be enough). There seems to be some issue, though, where the guidance system decides to veer off. This seems to be the result of the high gs and high relative velocities. I've minimized this as much as I could, but it still happens occasionally. To use the missiles, they have to be set to homing in combat, as I use blast launchers to set the max engagement range and thus the game treats them as drones.
it dose however have issues with spining and vibration, my useal sub-20kg designs have a small ungimbled chemical engine cluster. I've tested it's laser defence against 4 gunships and as long as you have a cluster of 60 or more some will reach the target and disable a ship or two. I'd recommend dropping drop tanks once in the tactical veiw also.
Post by jtyotjotjipaefvj on Sept 24, 2017 12:54:29 GMT
I made a missile that has twice the payload, 600 m/s more dv and more armor as well as a slimmer diameter than the current winning design, while costing a bit over half as much. I'd be surprised if anyone was able to beat this with a NTR design, since Fl-H rockets are so cheap by comparison. With Fl-H the engine costs nothing and the fuel is cheaper than methane as well.
It has 1 cm of graphite aerogel with an added 0.5 mm PTFE cap in the front for extra laser protection. It should survive lasers quite well as long as it faces the laser, since it's so slim and the PTFE cap should survive a few glancing hits. For the engine I used a standard AE F-H engine modified a bit to make it slimmer.
relevant stats below:
Mass: 22.4 kg Cost: 33.6 c dv: 10.6 km/s acceleration: 13.6 g -> 116 g burn time: 33.1s turnabout time: 0.898s diameter: 14.5 cm cross section: 406000 mm² payload: 1 kg TNT-Lead flak bomb
Edit: here's a video as proof that the missiles actually work and can kill things dead.
Post by CatastrophicReEntry on Sept 26, 2017 16:30:35 GMT
I'm probably too late, but meh. So here's my entry:
Relevant Stats: Mass: 25.0 kg Cost: 53.2 c Delta-v: 10.6 km/s Acceleration: 20.4 g -> 170 g Burn Time: 22.0 s Turnabout Time: 0.862 s Diameter: 13.8 cm Cross Section: 444,000 mm² Payload: 500 g Diamond-Nitrocellulose Flak Bomb
The Occam's Razor class missile has been proved in combat testing to be capable of completely disabling an enemy Gunship with a probability of 100% at a salvo strength of 20 and an intercept velocity of ~8.0 km/s , and with a probability of 80% at a salvo strength of 10 and an intercept velocity of ~8.0 km/s. Although this particular design appears to have an extremely small payload, the missile is bolstered by the fact that carries a 0.8 mm thick Diamond nosecap, and by the fact that, thanks to the liberal use of attitude thrusters, it has an accuracy of nearly 100%. It also has 0.5 mm of complete Polyethylene armor coverage, which should give it at least some laser protection.
For near a million years, our kind has wandered. Sweltering grasslands and treacherous mountains, hellish deserts and frozen wastelands, dense forests and fertile valleys, endless oceans and tiny island paradises - none of these have enthralled us for long. What says that we shall be sated with this little terraqueous globe of ours? What says that we shall not wander for a million years more?
Post by omnipotentvoid on Sept 27, 2017 17:34:53 GMT
You know, looking back my KKV wasn't realy up to scratch. For 414c, the 5.8cm of silica aerogel and 13.5Km/s of dV that the M5 Striker got, it didn't perform as well as it should have. And as there seems to be some new posts, I thought I'd post my latest design. So heres my newest moddel of micro-KKV, a true micro missile (as micro as they can get with a 1kg guidance package) derived form my current latest gen KKVs:
The first obvius improvement is price. At just under 30c this thing is dirt cheap and its 11.4kg mass isn't that high either. This allows for a more versetile deployment (which will probably have been obvious to everyone but me). The main advancements in the M11 over the M5 are the engine and the armor scheme. The engine is part of a newer generation of F/H chemical rockets, which have been optimized to 5Km/s exhaust velocity and around 1.3Kg0. While no major developments have been made in the engine, the further optimization of these super light engines allow for this tiny missile to have 22.3g0 wet and 165g0 dry acceleration and a burn time of just under 20 seconds. Howerver, the major inovation in this latest generation of missiles is the armor scheme. The M5 was usually disabled when it turned (or jittered, as the homing algorithms would have it), exposing its unarmored (relatively speaking, all my missiles have a 1cm graphite aerogel layer to help against nukes) side and destroying the fueltanks or engine. The new genetation of missiles has a multi layer ablative layout, that use layers of silica aerogel that progressively cover less of the vehicle. This means that, even at relatively extreme angles (for an incoming missile, geting hit directly in the side by laser frigate at a right angle will still result in almost instant disabling), at least several layers must be penetrated in order to penetrate the armor. At the same time the frontal armor thickness is retained. The M11 has only 2 layers due to the way armor works in the game (the missile its based off of, the M10 Viper, has 5 1cm layers), but the new layout dramatically improves survivabilty. 10 of these will take out a missile frigate and 5 are enough for a gunship.