gorthaff
New Member
I can't for the life of me come up with anything smart or witty. <-THIS-> is all you get.
Posts: 17
|
Post by gorthaff on Oct 5, 2017 21:25:56 GMT
I have seen people succesfully designing and employing what they call Nuclear-Explosivley Formed Penetrators, NEFP for short. These are supposed to work by plasting a Flak bomb to hypervelocity by a nuke going of behind it. I have conducted extensive testing with such a design using a 120kg Osmium Flak charge, and a 95.2 kt nuclear device, both as part of the same craft, and the Flak being blast-launched. My observations suggest that nuclear detonations and Flak clouds have no interaction ingame.
Could someone explain to me how others have managed to get different results?
|
|
|
Post by David367th on Oct 5, 2017 22:20:21 GMT
I have seen people succesfully designing and employing what they call Nuclear-Explosivley Formed Penetrators, NEFP for short. These are supposed to work by plasting a Flak bomb to hypervelocity by a nuke going of behind it. I have conducted extensive testing with such a design using a 120kg Osmium Flak charge, and a 95.2 kt nuclear device, both as part of the same craft, and the Flak being blast-launched. My observations suggest that nuclear detonations and Flak clouds have no interaction ingame. Could someone explain to me how others have managed to get different results? They do have a rather strong interaction, but the game looses track of the shrapnel rather quickly. So the missile still has to be a near impact to have any results. If you do it right you'll be cutting through 100m of VCS no problem.
|
|
gorthaff
New Member
I can't for the life of me come up with anything smart or witty. <-THIS-> is all you get.
Posts: 17
|
Post by gorthaff on Oct 5, 2017 22:41:50 GMT
Having slowed down the game to 1/10th speed with cheatengine, and stutter pausing with spacebar as fast as I could, I saw no differance in velocity between the shrapnel cloud before and after the detonation. It also didnt seem to produce more extensive damage than it would individually save for the fried off modules. If there is a trick to it, I couldnt manage to figure it out with over a dozen designs of various configurations, each one tweaked heavily. Could you perhaps point me to a working example, with detonation ranges included?
|
|
|
Post by ironclad6 on Oct 6, 2017 5:12:51 GMT
I actually do this using a black box weapon module. I find it works quite well but you have to edit limits.txt.
Edit to add. You're right. NEFP through the classical approaches don't work at all. I've run 1000th speed sims to check for sure. That said, just remember, even properly modeled a NEFP is very expensive and actually nowhere near as destructive as you night think.
|
|
|
Post by cuddlefish on Oct 6, 2017 11:29:37 GMT
The old results of NEFP producing untold devastation are the result of a bug that was corrupting the results. The bug is now slain, and with it, the effectiveness of NEFP.
|
|
elukka
Junior Member
Posts: 73
|
Post by elukka on Oct 6, 2017 16:20:11 GMT
I've gotten all sorts of results with them that are extremely inconsistent and occasionally nonsensical. Sometimes however I was able to get them to do something that seemed like it was appropriate to a NEFP: i.imgur.com/AVMNXOO.pngi.imgur.com/NEjZq7p.pngThe visible shrapnel there continued on at the speed of the missile, which was deliberately slow so that I could be sure kinetic effects didn't account for the damage. An instant after an explosion however the ship suffered a gaping hole roughly (but not exactly) from the direction of the missile. I say in the image that "clearly" the nuke propels some of the fragments, but that's probably inaccurate - clearly it does *something* would be more accurate. This was a couple patches back, so presumably it was related to the bug. Any idea what exactly the bug was, and what was fixed? It would be really nice to have a proper implementation of these things either way.
|
|
|
Post by Enderminion on Oct 6, 2017 16:53:05 GMT
the bug was teleporting warheads into the middle of the target
|
|