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Post by AtomHeartDragon on Oct 13, 2018 10:22:25 GMT
My doctrine currently is to use the empty space created by my modules as a sort of "storage area", and role-play it as something akin to a ship's hold. That will cut into your delta-v if you carry a lot of stuff, though.
You can also use your "hold" for inflatable habs - pack your crew like sardines in the CMs during combat/solar storms, and have the actual living space be "tents".
This sounds like a great idea, although I might build my ships in a weird way that might make this more helpful to me then other people. Potential problem I see is that if the entire armor profile is considered one fuel tank without any option to add bulkheads sub dividing it then you will have no fuel reserve redundancy on a ship that uses fuel for armor and you intend to put it somewhere where it's going to get shot at. You can subdivide your intrarmour space and and you probably shouldn't rely on it to be your only propellant tank anyway. It's mostly about getting dual use from your armour than completely replacing tankage. In space mass is premium so dual use is always a tempting idea. That's similar to my setup, although I usually tend to split my reactors into at least two groups - front and back, and there may be additional tankage clusters along the way and, if ship is big enough, around crew. Is you ammo explosive? If it is it's basically a choice based on whether the ship could survive it going off. If it could - you put it somewhere it will do the least damage but remains difficult to hit, if it couldn't, then around or behind some critical component (like CM) is probably the best as it will only be set off by a hit that would be likely to kill your ship anyway. Lasers I usually put somewhere I either have free volume or need a better armour shape. From my experience both qualify as "up the shit creek without a paddle" situations.
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Post by airc777 on Oct 13, 2018 15:00:35 GMT
I tend to put my missiles and my drones on separate ships then my gunships so my gunships don't typically have explosive ammo. My silos and carriers don't need as much power as my gunships and I don't armor them or put point defenses on them. My silos use only a few kw of power, my carriers use about 10 mw because i use them as a dual purpose tanker ship. I've currently got two gunship variants, one is a 1gw ship with forty 100 mw railguns firing 1 gram of vanadium chromium steel at 8.5 km/s with a 699 us cyclic rate and no overheat. The other is a 1gw ship with ten slightly modified stock 100 mw lasers driving forty turrets. I don't use decoys because of how good my gunships are at killing missiles and drones and how much heat they produce.
One of my railgun ships by itself can currently defeat either the Vesta fleet or the Titan fleet and only lose a few turrets.
I would like to add a 1 kg railgun ship or a mini nuke railgun ship to my gunship fleet but the ones I've made have such a long time to kill against the Vesta Overkill fleet compared to my sandblaster that I'm just not happy with it. I'd also like to build better lasers but I don't completely understand how yet, my current biggest success with lasers is changing the materials to push the exhaust temperature to 2000k and then adding a second frequency doubler to maintain the gw per meter squared without increasing the size of the laser, and then making a lighter turret. My gunships have about 1.5 km/s of internal delta V and optionally an addition 6.0 km/s of drop tanks. I'd rather loose my ability to move then to shoot because if my gunship is in range to be shot at then it's usually in range to achieve a win condition. I have gotten win conditions with a ship that has no delta v, I have not gotten a win condition with a ship that has no guns. Attachments:
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Post by airc777 on Oct 13, 2018 15:15:41 GMT
Slightly off topic: Can we get conical fuel tanks? That would also be great.
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Post by AtomHeartDragon on Oct 15, 2018 23:18:32 GMT
Slightly off topic: Can we get conical fuel tanks? That would also be great. The tip would concentrate mechanical stresses.
Now, convex caps like in a cylindrical/capsule shaped tank, but unequal size and connected by conical midsection could be viable.
I tend to put my missiles and my drones on separate ships then my gunships so my gunships don't typically have explosive ammo. My silos and carriers don't need as much power as my gunships and I don't armor them or put point defenses on them. My silos use only a few kw of power, my carriers use about 10 mw because i use them as a dual purpose tanker ship. I've currently got two gunship variants, one is a 1gw ship with forty 100 mw railguns firing 1 gram of vanadium chromium steel at 8.5 km/s with a 699 us cyclic rate and no overheat. The other is a 1gw ship with ten slightly modified stock 100 mw lasers driving forty turrets. I don't use decoys because of how good my gunships are at killing missiles and drones and how much heat they produce.
One of my railgun ships by itself can currently defeat either the Vesta fleet or the Titan fleet and only lose a few turrets.
I would like to add a 1 kg railgun ship or a mini nuke railgun ship to my gunship fleet but the ones I've made have such a long time to kill against the Vesta Overkill fleet compared to my sandblaster that I'm just not happy with it. I'd also like to build better lasers but I don't completely understand how yet, my current biggest success with lasers is changing the materials to push the exhaust temperature to 2000k and then adding a second frequency doubler to maintain the gw per meter squared without increasing the size of the laser, and then making a lighter turret. My gunships have about 1.5 km/s of internal delta V and optionally an addition 6.0 km/s of drop tanks. I'd rather loose my ability to move then to shoot because if my gunship is in range to be shot at then it's usually in range to achieve a win condition. I have gotten win conditions with a ship that has no delta v, I have not gotten a win condition with a ship that has no guns. I can currently achieve Vesta win in under 4kt using just stock modules.
That's with general purpose, mobile ship (my Valravn-A class - >4km/s dv, respectable thrust) and no out of combat launches - just guns, lasers, and some blast launched missiles while already engaged in combat with the main fleet (mostly to keep Voitenko's Cutter occupied).
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Post by airc777 on Oct 16, 2018 0:54:42 GMT
I can currently achieve Vesta win in under 4kt using just stock modules.
That's with general purpose, mobile ship (my Valravn-A class - >4km/s dv, respectable thrust) and no out of combat launches - just guns, lasers, and some blast launched missiles while already engaged in combat with the main fleet (mostly to keep Voitenko's Cutter occupied). This is my current leanest Vesta victory ship, although it isn't consistent. I tried to do it again to grab a screenshot and I killed the fleet but I didn't have enough gun turrets left over to defeat the missiles trailing behind the fleet. None of it's stock.
Then this ugly thing is my current, best, consistent, unscathed every time Vesta victory.
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