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Post by whiteweasel on Jul 8, 2018 17:56:08 GMT
But neither of them are using any payloads and I still get lag... (On big battles like vesta overkill)
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Post by AtomHeartDragon on Jul 8, 2018 18:01:36 GMT
567 m/s? Why not just chemgun? But neither of them are using any payloads and I still get lag... (On big battles like vesta overkill) At Vesta enemy cutter is doing most of the lagging with its 60mm cannons.
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Post by jtyotjotjipaefvj on Jul 8, 2018 18:08:32 GMT
Number of ships (including missiles and drones) also contributes heavily to lag. In a 1v1 situation you can have close to a hundred thousand rounds flying before the lag gets too bad.
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Post by whiteweasel on Jul 8, 2018 18:20:30 GMT
Yeah 1v1 and 2v2 are good. It's once I get three or more ships going (vs. the enemy with my sandblasters equipped) is when it starts to to frame drop. The main reason I wanted to try out big sniper weapons that have a firing rate of a few hundred milliseconds to be much more manageable on my PC as I actually want to see the battles run smoothly.
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Post by AdmiralObvious on Jul 8, 2018 22:26:30 GMT
Yeah 1v1 and 2v2 are good. It's once I get three or more ships going (vs. the enemy with my sandblasters equipped) is when it starts to to frame drop. The main reason I wanted to try out big sniper weapons that have a firing rate of a few hundred milliseconds to be much more manageable on my PC as I actually want to see the battles run smoothly. Most of the time, you can't help it, especially if you really were inclined to complete the campaign. 90% of the time, I've actually had ships fight each other it's been in the sandbox, just so I can reduce the lag caused by the AI liking to turn everything on "fire always".
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Post by doctorsquared on Jul 8, 2018 23:58:03 GMT
I'm of the combat doctrine that armor doesn't really matter and that it doesn't really matter if projectiles bounce off of them. A ship's greatest weakness isn't the modules, its the radiators needed to dissipate the heat and those don't take much to destroy, all I really need to do is just bombard the target with enough rounds from outside their firing range to take the thing out, its just a matter of time.
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Post by whiteweasel on Jul 10, 2018 1:39:42 GMT
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Post by doctorsquared on Jul 11, 2018 3:17:52 GMT
Been tinkering with a capacitor-less coilgun. The cons are that you lack the similar kinetic energy per shot versus a capacitor coilgun while the upsides are that firing speed is really only constrained by how much power you feed into the loading system.
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Post by picklesthedrummer on Jul 12, 2018 5:56:57 GMT
Alright, I've managed to further optimize my sandblaster style guns. I still haven't gotten to the crazy high muzzle velocities yet, but one thing is they are low power compared to the hundred plus MW player ones I have seen. I've even reduced the power consumption on the base sandblaster so that it's even cheaper than the base railguns. Now, I'm on try and further refine my sniper rail gun. Those look pretty good but they could definitely be improved a bit. For railguns and coilguns the displayed reload time is a bit deceptive. That's how long it would take if they don't have enough power to charge the capacitor and power the loader at the same time. Normally you would have enough power to do both, so the reload time would be determined by whichever takes longer. With that in mind, none of those guns needs nearly 1 MW loader power since charge time is much longer than reload time. Also, the engine hard caps reload time at 33.33ms so the first one can have a larger capacitor or lower power consumption and still fire as fast. The super sandblaster looks like it needs some work. Small railguns like these can normally get well over 45% efficiency so 20.5% is a bit lacking. Most of the problem is using two capacitors. Something is horribly wrong with the way multi-capacitor weapons work, so they're far less efficient than single-capacitor versions. After that, playing around with rail thickness, capacitor separation, and bore radius should allow some improvement. My gut feeling is that the voltage is too high for the rail thickness and the bore radius is too large for the correct voltage and rail thickness. Been tinkering with a capacitor-less coilgun. The cons are that you lack the similar kinetic energy per shot versus a capacitor coilgun while the upsides are that firing speed is really only constrained by how much power you feed into the loading system. And by the hard limit of 33.33ms reload time. It's hard to make a capacitor-less coilgun that has over 33.33ms firing time and a usable muzzle velocity. I normally set the power consumption as high as the reactor(s) can support, then use multiple guns since they don't use that much power all the time.
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Post by tepidbread on Jul 19, 2018 1:20:58 GMT
I don't know if this has been mentioned yet but coil guns are bugged imo. Adding stages to a capacitor coil gun seems to break them. The total capacitance does not increase even thought the number of capacitors is clearly increasing. Moreover, the acceleration per stage drops by half if you double the amount of stages. Strangely enough the charge time for the capacitors increases but the capacitance remains the same (I believe the same happens with heating). So energy just seems to disappear. Correct me if I am wrong, but I am fairly confident about this.
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Post by doctorsquared on Jul 19, 2018 3:31:13 GMT
See I wonder if it's more assuming that each stage has its own capacitor which has to be the same size as the capacitor of the first stage. So each stage should impart the same amount of energy to the projectile, but the effect should mean that the amount of work needed to increase the speed of the projectile should decrease with each stage, especially considering that we're in a vacuum and that heat and friction are really the only factors holding us back.
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Post by AtomHeartDragon on Jul 19, 2018 6:39:34 GMT
I don't know if this has been mentioned yet but coil guns are bugged imo. Adding stages to a capacitor coil gun seems to break them. The total capacitance does not increase even thought the number of capacitors is clearly increasing. Moreover, the acceleration per stage drops by half if you double the amount of stages. Strangely enough the charge time for the capacitors increases but the capacitance remains the same (I believe the same happens with heating). So energy just seems to disappear. Correct me if I am wrong, but I am fairly confident about this. Relevant to your interests.
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