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Post by AtomHeartDragon on Jan 21, 2019 22:27:24 GMT
A fun little experiment of mine, bashing together partially armoured broadsider layout, fixed broadside 4mm railguns to force orientation with turrets sticking out on the sides of armour face, good manoeuvrability, nose-mounted, right-way-forward launcher, and attempts to make devastator ammo explosion survivable (tested with manually triggering Devastator detonation immediately after launch - ragged stump of a ship emerging from explosion should retain power, manoeuvrability, most of weaponry and 50-100% crew) - all on a small ship (sadly with only 75% of Siloship's Devastators per ton of ship). Not a fully baked idea and it won't survive Striker launchers going off for a change, but it seems interesting enough to post - maybe it will inspire someone. Should be Vesta-qualified.
A 3kt minitanker, for when you have hilariously small mass budget, want a small tanker to fill the gaps in your budget, or want to ferry VIPs around solar system in slightly less ostentatiously lavish manner. It has (understandably) somewhat sub-par mass ratio, but is capable enough to be useful and has good manoeuvrability in deep gravity wells: Lastly, I have updated my "Garuda" class dreadnought to be somewhat more survivable - slightly better armour, better launcher placement.It also now has a bit more firepower and slightly better delta-v.
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Post by doctorsquared on Jan 27, 2020 2:23:18 GMT
Steam Workshop Link
After taking a look at the Corsair and the Corvette and the other vehicles powered by the 13.2MW TEFR the main problems are: - You're really only able to power a single resistojet or fire a single Autofire Railgun/Sniper Coilgun/Flak Coilgun at any given time.
- If you're intercepting quickly in a retrograde orbit or have targets coming in quickly volume of fire is important.
- Having multiple expensive weapons that are easily destroyed not firing at the enemy is a waste of mass.
- More exotic weapons like the flak coilgun are suboptimal since they instantly overheat and then takes ten seconds to fire at a low muzzle velocity.
The Corsair-class was an attempt to make a neat-looking ship reminiscent of AtonHeartDragon's cool, Homeworld-esque designs while making a vehicle that makes better use of the limited power provided by a single 13.2MW TEFR. The main armament is a single 13MW green laser which is handy for point defense and sniping subsystems with the other main battery being the 200 flak missiles it carries for long-range engagements. The vehicle can also be placed into a retrograde orbit and engage with its CIWS battery of six 60mm cannons if need be since the whipple shields backed up with 60cm of graphite aerogel and a 1mm aramid fiber backstop can hold up against most small rounds fired by railguns. It's possible for it to take out a Gunship by itself but for larger fleet engagements it's light enough and cheap enough that it can be fielded in wolfpacks.
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Post by cipherpunks on Jan 28, 2020 10:15:28 GMT
Again I'll say: export in .txt format in neat [spoiler], or it didn't happened!
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Post by doctorsquared on Jan 28, 2020 23:55:19 GMT
CraftBlueprint [SQ] Corsair-class Corvette SteamWorkshopID 1980562379 Modules 6.11 km/s Methane 3 - Gimballed Nuclear Thermal Rocket 1 -34.854 null 0 0 13.5 MW Thermoelectric Fission Reactor 1 -4.9277 null 0 0 45 Crew Module 1 0 null 0 0 6x2 Silicon Dioxide Radiator 3 17.824 45 Crew Module 0 0 10.0 t Methane Tank 7 38.726 null 0 0 2.50 t Methane Tank 20 14.005 null 0 1 10x5 Silicon Carbide Radiator 3 0.43621 13.5 MW Thermoelectric Fission Reactor 0.5236 0 10x5 Silicon Carbide Radiator 3 5.6918 13.5 MW Thermoelectric Fission Reactor 1.5708 0 10x5 Silicon Carbide Radiator 3 10.952 13.5 MW Thermoelectric Fission Reactor 0.5236 0 7.00 m Diameter Polyethylene Radiation Shield 1 -2.4639 null 0 0 10.0 t Methane Tank 3 39.226 null 0 0 13.0 MW Nd:YAG Green Laser 1 54.255 null 0 0 60mm Turreted Cannon 6 54.491 null 0 1 10x3 Silicon Nitride Radiator 3 15.36 13.0 MW Nd:YAG Green Laser 0.52 0 10.0 t Methane Tank 2 40.226 null 0 0 13.0 MW Nd:YAG Green Laser Turret Mount 6 22.622 null 0 0 100 t Methane Drop Tank 6 8.1021 null 0 0 Default Remote Control 1 19.363 null 0 0 200 kW Flak Missile Launcher 2 23.746 null 2.4 0 200 kW Flak Missile Launcher 2 23.345 null 0.67 0 2x1 Silicon Carbide Radiator 4 20.244 200 kW Flak Missile Launcher 0 0 100 t Methane Drop Tank 2 39.219 null 0.62 0 100 t Methane Drop Tank 2 39.519 null 2.36 0 Armor Shape Hexagonal Concave true AspectRatio 1.2 ArmorLayers Graphite Aerogel 0.6 0 0 1 1 0 Aramid Fiber 0.001 0 0 1 1 0 Magnesium 0.002 0.05 0 1 1 0 Magnesium 0.002 0.05 0.27 1 1 0 Magnesium 0.002 0.05 0.27 1 1 0 Zirconium Tin 0.002 0.05 0 1 1 0 Titanium Nitride 0.0005 0 0.841 1 1 0 Magnesium 0.0005 0 0.962 1 1 0
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Post by airc777 on Jan 31, 2020 8:27:45 GMT
Would it be to boring of a post to just make exactly the gunship, standard armor material and thickness and all, but set up for broadside fire. Either same number of weapon systems but all set up on the dominate side power supply permitting, or failing that maximum simultaneous sustained weapon systems. Then drop the bulk of the armor on the non dominate side, leaving only the skin necessary for structural integrity and relocating all the radiators to the non dominate side. Should pick up a bit of delta V, downsides would be minimal if the AI would keep it aligned properly. Maybe a player made fixed long range laser purely so that broadside order might keep the roll edge on instead of side on.
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Post by cipherpunks on Jan 31, 2020 19:11:43 GMT
Standard gunship has module placement as well as armor layering flaws IMO. I'd say You can try to make broadside gunship, but please make internal/weapon arrangement saner. For armor - I guess it's "safe" to stick with existing armor tonnage & "price", but layer it somewhat differently.
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Post by AtomHeartDragon on Feb 1, 2020 0:09:58 GMT
Steam Workshop Link
The Corsair-class was an attempt to make a neat-looking ship reminiscent of AtonHeartDragon's cool, Homeworld-esque designs
Appreciated. There is one disappointing thing about this design, though - namely the use of zombieship trick. You could probably also add some short spacer to the nose. Also, Titanium carbide/diboride makes for *practical* external coating if you go for silvery nose aesthetics. You could replace decorative magnesium tip with that.
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Post by AtomHeartDragon on Feb 1, 2020 0:10:58 GMT
Maybe a player made fixed long range laser purely so that broadside order might keep the roll edge on instead of side on. That's what 4mm 200kW RG is for.
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Post by airc777 on Feb 1, 2020 6:54:50 GMT
Well, it's not sitting at the worst angle, but it doesn't quite want to cooperate. By reducing armor coverage to 50% I was able to add a 100% 3cm spider silk spall liner and still gain 0.3km/s and reduced cost for the same reaction mass load. Revised the internal layout putting the power plants at opposite ends of the ship, used more smaller tanks of the same total capacity. Had to exchange the power plant radiators for longer ones. Failed VO due to first drone wave. Suggestions?
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Post by airc777 on Feb 1, 2020 6:57:04 GMT
Yay, forum attachment limit space error. Fun. Why haven't we all switched to Steam file sharing again?
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Post by cipherpunks on Feb 1, 2020 9:37:19 GMT
Yay, forum attachment limit space error. Fun. Why haven't we all switched to Steam file sharing again? ...maybe because not everyone has access to that coprorate "sharing" ? eek...
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Post by cipherpunks on Feb 1, 2020 9:40:56 GMT
namely the use of zombieship trick. Wait. What exactly is that one? I'm not familiar with this kind of terminology.
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Post by AtomHeartDragon on Feb 1, 2020 15:10:37 GMT
Yay, forum attachment limit space error. Fun. Why haven't we all switched to Steam file sharing again? ...maybe because not everyone has access to that coprorate "sharing" (eek)?... Well, you could set up some sort of alternative location for sharing. The advantage of workshop (the disadvantages are many) is that everyone with a legit copy can access it and that it makes for a single place where stuff is. Set up a reasonable alternative and I will be happy to use it. Not that I like Steam, mind you, it's just slightly below my "fuck this shit" threshold - I would definitely prefer it if the game was on GoG. Would probably throw my money at it again too if it was. namely the use of zombieship trick. Wait. What exactly is that one? I'm not familiar with this kind of terminology. Putting a remote control module on a crewed ship so that it is pretty much unaffected even by total crew kill. An exploit, basically, and removes interesting design considerations (keeping crew alive between incoming enemy fire, exploding munitions and spin-induced G-forces).
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Post by AtomHeartDragon on Feb 1, 2020 16:28:59 GMT
Well, it's not sitting at the worst angle, but it doesn't quite want to cooperate. By reducing armor coverage to 50% I was able to add a 100% 3cm spider silk spall liner and still gain 0.3km/s and reduced cost for the same reaction mass load. Revised the internal layout putting the power plants at opposite ends of the ship, used more smaller tanks of the same total capacity. Had to exchange the power plant radiators for longer ones. Failed VO due to first drone wave. Suggestions? Put on 4 more 4mm RGs (all aiming in the same direction) for redundancy. They are not terribly heavy and it's 5x spinal guns per single gunner. Use polygonal armour and flatten ship - cyllinders offer almost no protection in broadside orientation due to almost perpendicular impacts when hitting near centerline. Possibly move important stuff away from centerline too. Add more thrust. Thrust is the best defense against cannon drones. Around 800mG acceleration should be workable. Replace heavy CGs with something useful. They are very heavy, expensive, vulnerable, inaccurate and inefficient. Sure, when they hit they hit, but usually they just don't. Replace scatter RGs with something that can actually hit targets. Move launchers away from things you'd rather keep in case you haven't already. Add more firepower, since you have 2x power of stock Gunship already. Useful weapons: Sniper CG - hyper-accurate and heavy hitting. 60MW CG - small, lightweight, very rapid fire, capacitorless with short firing time so single 60MW reactor can drive a large number simultaneously. 100MW CG (turreted) - similar to the above, a bit slow, but more accurate with heavier projectiles. 39MW 6mm RG - a bit large, heavy and fragile, but also capacitorless with faster projectiles and good tracking speed. 60mm cannons - PD and accurate CQB firepower. Extra lasers.
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Echo
Full Member
Posts: 141
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Post by Echo on Feb 21, 2020 13:37:12 GMT
Hello Well, you could set up some sort of alternative location for sharing. There is a page for COADE on moddb. Direct link to COADE's mod section: www.moddb.com/games/children-of-a-dead-earth/modsThe "Add mod" button is in the bottom-right corner. Is this any good?
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