|
Post by bluuetechnic on Feb 14, 2018 17:35:56 GMT
Hey, don't know if anyone here remembers me, it's been like 9 months since I last posted. Anyways, I've been getting back into the game a bit recently, and I realized that beyond some basic assumptions like 'Strong materials are good for building guns' or 'high temperature materials are good for engines', I never really learned exactly what material properties were important for which purposes. For example, what properties are important when choosing a gun propellant vs an explosive for a flak munition? I don't know, and most of the time I either chose the one with bigger numbers, or just took a shot in the dark. Everything I ever did was based on basic trial and error, guessing, and conjecture, and I don't really have the time or patience to spend hours just testing stuff anymore.
The standardization thread helped out a bit, but it didn't completely answer my questions, just telling me what worked instead of why. Could anyone help me find where certain properties are the most useful, or at least point me to somewhere where I can find it out for myself?
Thanks, Bluue
|
|
|
Post by AdmiralObvious on Feb 14, 2018 19:27:01 GMT
What specifically are you looking for? Mostly because there are tons of different material properties.
As an example, I tend to use an explosive with the highest detonation velocity when making flak. When making guns though, that means pressure that the gun might not handle.
|
|
|
Post by AtomHeartDragon on Feb 17, 2018 11:33:40 GMT
I think a collection of observation what is important and what works good in which capacity would be especially valuable for potential armour materials (not just complete armour setups - we have a thread for that, but individual materials and their potential niches plus individual properties and their value and pitfalls for use in armour), because for other application we can at least get immediate feedback from the editor.
|
|
|
Post by Brackish on Feb 26, 2018 16:41:02 GMT
What would be most awesome is custom columns in the table for each material selection button. Ie for nuclear fuel, control rods, etc, the table should list safe operating temperature by default (and neutron capture/scattering cross-sections etc, but those aren't implemented in the table yet), whereas yield strength is less important. For chemical combustion chamber, no need for neutron economy numbers, but yield strength is very important. Likewise for thermocouples; thermoelectric sensitivity, temperature, yield strength and thermal expansion are the top numbers to look at. Can you tell I really love the new materials tables?
|
|
rottenlaserstaruser
New Member
Finally a place on the internet non toxic enough I don't have to use a radiation shield
Posts: 22
|
Post by rottenlaserstaruser on Mar 1, 2018 4:34:36 GMT
Just a few quick ones;
If you don't know what to use go amorphous carbon, the stuff seems pretty universally usable, strongish, temperature resistant, and of course cheap.
Sodium is the best coolant for reactors
Decane and Methane are strong fuel choices
generally U-235 dioxide is used in reactors
Vanadium Chromium Steel is the strongest material (5 GPA in both categories listed)
|
|
|
Post by bigbombr on Mar 1, 2018 7:15:45 GMT
Just a few quick ones; If you don't know what to use go amorphous carbon, the stuff seems pretty universally usable, strongish, temperature resistant, and of course cheap. Sodium is the best coolant for reactors Decane and Methane are strong fuel choices generally U-235 dioxide is used in reactors Vanadium Chromium Steel is the strongest material (5 GPA in both categories listed) There are three stock coolants that are viable that I'm aware of: hydrogen for lasers, sodium for reactors and ethane for launchers (and sometimes the inner loop of reactors because ethane is a moderator). U-233 is slightly less potent than U-235 but massively cheaper. Give it a try.
|
|