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Post by Fgdfgfthgr on Sept 21, 2017 9:44:56 GMT
Three 'Ultimate' limitations: 1. Energy conservation law 2. Ultimate tensile strength 3. Limits.txt They are quite hard limits when you playing the game generally... But if you don't. You know. XD
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Post by The Astronomer on Sept 21, 2017 10:22:46 GMT
109% efficient coilguns yep.
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Post by omnipotentvoid on Sept 22, 2017 7:00:58 GMT
At least the days of the 6 million percent efficient coilguns are over. The biggest violation of energy these days come from large nukes sacrificing most of their explosive energy to Satan, god, the ksp krakken, or whatever else they feel like at the moment.
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Post by SevenOfCarina on Sept 22, 2017 7:21:28 GMT
At least the days of the 6 million percent efficient coilguns are over. The biggest violation of energy these days come from large nukes sacrificing most of their explosive energy to Satan, god, the ksp krakken, or whatever else they feel like at the moment. Not to mention hypervelocity kinetics 'bouncing-off' armor or magically expending all their energy killing one module when each has the energy to pop an entire ship like a wet balloon.
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Post by bigbombr on Sept 22, 2017 7:43:36 GMT
At least the days of the 6 million percent efficient coilguns are over. The biggest violation of energy these days come from large nukes sacrificing most of their explosive energy to Satan, god, the ksp krakken, or whatever else they feel like at the moment. Not to mention hypervelocity kinetics 'bouncing-off' armor or magically expending all their energy killing one module when each has the energy to pop an entire ship like a wet balloon. Treating modules the same way as armour should be possible. The game knows the materials the modules are made of.
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Post by SevenOfCarina on Sept 22, 2017 8:15:34 GMT
Not to mention hypervelocity kinetics 'bouncing-off' armor or magically expending all their energy killing one module when each has the energy to pop an entire ship like a wet balloon. Treating modules the same way as armour should be possible. The game knows the materials the modules are made of. Yeah. Then we can finally put those radshield bulkheads to good use. Framerate might be a concern though.
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Post by bigbombr on Sept 22, 2017 8:56:43 GMT
Treating modules the same way as armour should be possible. The game knows the materials the modules are made of. Yeah. Then we can finally put those radshield bulkheads to good use. Framerate might be a concern though. Modules ablating instead of disappearing upon being disabled would have some major consequences. No more instant holes in your armour when a turret gets destroyed, a destroyed module still blocking a lot of fire might delay the coring of a ship, ...
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Post by jtyotjotjipaefvj on Sept 22, 2017 8:57:43 GMT
Treating modules the same way as armour should be possible. The game knows the materials the modules are made of. Yeah. Then we can finally put those radshield bulkheads to good use. Framerate might be a concern though. I thought they already worked that way? At least I've made good use of redundancy and lots of spider silk rad shields. They also work correctly when used as laser armor caps placed in front of drones, which is what I did to beat apophys's laser stars. For kinetic weapons, I mostly use KKVs though so it could be that ship to ship collisions are more accurate than bullet to ship ones. I suspect the issue is in the game's handling of low-mass bullets, not the damage model itself. At least I noticed a clear difference between a railgun that shoots a metal rod comprised of a rad shield versus a metal rod that is a bullet. The payload version never ricocheted, whereas the bullets needed to strike very close to a 90 degree angle to avoid ricocheting.
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Post by jtyotjotjipaefvj on Sept 22, 2017 9:04:52 GMT
Yeah. Then we can finally put those radshield bulkheads to good use. Framerate might be a concern though. Modules ablating instead of disappearing upon being disabled would have some major consequences. No more instant holes in your armour when a turret gets destroyed, a destroyed module still blocking a lot of fire might delay the coring of a ship, ... I know radshields already behave like armor. A laser has to drill a hole through the shield, and after the hole is made, can only make it through that one hole. After it destroys whatever component it was targeting, it changes its target and has to drill a new hole. One of my laser star destroyer drones used this to survive against laser stars for a very long time.
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Post by apophys on Sept 25, 2017 4:25:28 GMT
The biggest violation of energy these days come from large nukes sacrificing most of their explosive energy to Satan, god, the ksp krakken, or whatever else they feel like at the moment. We also have resistojets that are 9,900% efficient at converting electricity into thrust power. And NTRs that are 288% efficient at converting heat into thrust power (my 1 MN methane NTR). And fission fuel that lasts about 200 times as long as is needed to extract the energy contained in every fissionable atom.
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