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Post by jtyotjotjipaefvj on Oct 1, 2018 1:40:06 GMT
The stock 100 MW laser mainly differs from the deep fryers 100 MW one by having a few more zeroes in the mass and cost columns, and having a far less focused beam. It's still decently good at ablating armor at close range.
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Post by AtomHeartDragon on Oct 1, 2018 8:57:32 GMT
Like I said, I couldn't get a 50 missile salvo anywhere near 2GW Deep Fryer either. Against stock Gunship it at least easily overwhelmed the PD and blew it dead without significant losses, although the ease with which the first missile popped was rather disturbing.
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Post by smithblack on Oct 2, 2018 0:10:23 GMT
Interestingly just throwing a bunch of those missiles against stock Gunship allows it to pop some with its stock laser. That would be a good reason to not maximize engagement range but set it at somewhere around 100MW/m2 instead.
However, I couldn't get your 50 missile salvo anywhere near 2GW Deep Fryer.
I seem to be having the same problem now. I think what is going on is the missiles have amazing laser resistance... when pointed at the target. However, upon burning to correct their courses, the non-pointy bit faces the enemy, which then obligingly burns through the armor. I have tried to correct for this issue with guidance logic, but am not having much luck: either the missiles miss, or they expose themselves.I am guessing I just happened to get a course while I was testing that required very few corrections. I am trying to kill ships multiple times from now on. On the subject of stock Ultraviolet lasers working well, for some reason I have found that in general Titanium:Saphire lasers tend to be more effective against enemy laser turrets. I have no idea why, but it isn't enough to offset the cost, and can easily be negated by fully armoring standard ND:YAG turrets with 100 cm of graphite aerogel. I was trying to build a laser killer around this idea for awhile. By the way, are the pictures working now? I have another design that just soloed 21 Deep Fryers I would like to post.
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Post by AtomHeartDragon on Oct 2, 2018 8:58:21 GMT
By the way, are the pictures working now? I have another design that just soloed 21 Deep Fryers I would like to post. I can see your previous ship now.
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Post by smithblack on Oct 2, 2018 22:58:34 GMT
Excellent. I seem to have figured out the permissions issue then. With that out of the way, I present the absolutely terrifying "Rebuke" frigate. The Rebuke is, in every measurable sense, a very dangerous ship. Its armaments are simple but deadly for their size; Nine "Fury" 50 km/s turreted railguns and one "Requiem" 100 km/s spinal railgun provide the offensive weaponry with which to eliminate enemies. Defensively, the ship is equipped with 16 cm of graphite aerogel sandwiched between 1 mm of tin and 1.5 mm of amorphous carbon. Additionally, the front section of the ship boasts an impressive 98 cm's of graphite aerogel, providing an extremely tough barrier to laser elimination. Propulsion is provided by a duel system of MPD thrusters and the "Colossus" 32 MN manevering engine; a set of four "Vector" NTR's provide RCS control allowing for aiming the spinal railgun. The craft is also almost completely immune to attack by drone and missiles: The Fury railguns double as an incredibly potent point defense system. The entire package comes in at 730 tons fully load, and costs a mere 6.49 megacredits. It also has an MPD delta-v of 24.3 km, and a combat delta-v of 5 km. The Modus operandus of the rebuke is to close to just beyond the range of the enemies primary weapons, and then open fire using the fury railguns:
Example of the Rebuke firing its Fury railguns. Enemy consisted of 5 deep fryers, a fleet carrier, 4 laser frigates, 5 corsairs, and a siloship. The Rebuke won. Although not incredibly accurate at ranges of up to one million kilometers, the sheer volume of fire is usually sufficient to shred any exposed weaponry and eliminate lightly armored ships entirely. Smart commanders attack laserstars first with the fury's, knowing that the turrets are somewhat vunerable to concentrated laser fire. However, enemy gunners usually focus fire on the spinal "requiem" weapon. Should the fury turrets be destroyed by enemy action, the Rebuke has a backup: the "Requiem" railgun. Nested safely behind 98 cm of graphite aerogel and further consisting of 2.44 m of graphite aerogel surrounding a railgun module 60 m long, the Requiem is almost indestructible by laser barrage. The Vector maneuvering thrusters allows a damaged Rebuke to align itself with enemy laserstars and send a barrage of shots downrange to eliminate the threat even without the fury turrets. Battle tests with the Rebuke have been extremely positive. Among other accomplishments, it has taken out a swarm of 21 deep fryers, eliminated an entire capital fleet (pictured above), and soloed Vesta Overkill. Some additional combat photos of it in action: A Rebuke facing off against 21 Deep Fryers. The battle is about to start. Dealing damage with the Fury railguns.
The aftermath ------------------------------------------- None of the AI's are quite perfect to run the Rebuke, however "Aggressive" comes close. I would recommend testing using this setting, or alternatively controlling it manually and setting broadside after opening fire. The Rebuke Frigate is attached. Attachments:SB Rebuke Frigate.txt (7.53 KB)
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Post by vegemeister on Oct 3, 2018 9:54:11 GMT
Excellent. I seem to have figured out the permissions issue then. With that out of the way, I present the absolutely terrifying "Rebuke" frigate. snip The Rebuke is, in every measurable sense, a very dangerous ship. Its armaments are simple but deadly for their size; Nine "Fury" 50 km/s turreted railguns and one "Requiem" 100 km/s spinal railgun provide the offensive weaponry with which to eliminate enemies. Defensively, the ship is equipped with 16 cm of graphite aerogel sandwiched between 1 mm of tin and 1.5 mm of amorphous carbon. Additionally, the front section of the ship boasts an impressive 98 cm's of graphite aerogel, providing an extremely tough barrier to laser elimination. Propulsion is provided by a duel system of MPD thrusters and the "Colossus" 32 MN manevering engine; a set of four "Vector" NTR's provide RCS control allowing for aiming the spinal railgun. The craft is also almost completely immune to attack by drone and missiles: The Fury railguns double as an incredibly potent point defense system. The entire package comes in at 730 tons fully load, and costs a mere 6.49 megacredits. It also has an MPD delta-v of 24.3 km, and a combat delta-v of 5 km. The Modus operandus of the rebuke is to close to just beyond the range of the enemies primary weapons, and then open fire using the fury railguns: snip Example of the Rebuke firing its Fury railguns. Enemy consisted of 5 deep fryers, a fleet carrier, 4 laser frigates, 5 corsairs, and a siloship. The Rebuke won. Although not incredibly accurate at ranges of up to one million kilometers, the sheer volume of fire is usually sufficient to shred any exposed weaponry and eliminate lightly armored ships entirely. Smart commanders attack laserstars first with the fury's, knowing that the turrets are somewhat vunerable to concentrated laser fire. However, enemy gunners usually focus fire on the spinal "requiem" weapon. Should the fury turrets be destroyed by enemy action, the Rebuke has a backup: the "Requiem" railgun. Nested safely behind 98 cm of graphite aerogel and further consisting of 2.44 m of graphite aerogel surrounding a railgun module 60 m long, the Requiem is almost indestructible by laser barrage. The Vector maneuvering thrusters allows a damaged Rebuke to align itself with enemy laserstars and send a barrage of shots downrange to eliminate the threat even without the fury turrets. Battle tests with the Rebuke have been extremely positive. Among other accomplishments, it has taken out a swarm of 21 deep fryers, eliminated an entire capital fleet (pictured above), and soloed Vesta Overkill. Some additional combat photos of it in action: snip A Rebuke facing off against 21 Deep Fryers. The battle is about to start. snip Dealing damage with the Fury railguns.
snip The aftermath ------------------------------------------- None of the AI's are quite perfect to run the Rebuke, however "Aggressive" comes close. I would recommend testing using this setting, or alternatively controlling it manually and setting broadside after opening fire. The Rebuke Frigate is attached. That is remarkably effective. The spinal gun almost never shoots, because the attitude control can't aim it correctly. The AI doesn't shut off the dodge engine, and it wobbles too much. Under manual control with RCS only and the "broadside" order, it seems the attitude error broadside is willing to tolerate is too large. It shoots sometimes against extremely-low-acceleration ships and when pre-aimed before combat, but when I tried taking the ship I'm working on now against it, it was the Furies that did the work.
I was able to kill it with missiles, but only under manual control or when the Rebuke's AI is set to something that doesn't charge in with capitals, like "Ranged". For some reason, with the Rebuke on "Aggressive", the other AI doesn't try to intercept it with missiles while it's charging in.
Combat-launched missiles, on the other hand, did not work so well, because my missiles' terminal-phase engines can't match the Rebuke's acceleration. They work when launched outside combat because they hit before the boost stage burns out. Realistically, though, you could trickle in flights of missiles and run the Rebuke out of Δv.
Two things I noticed:
1. The rear pair of radiators is rotated by 2°?
2. You've got titanium diboride control rods in your reactors. Hafnium carbide can take higher temperature, so you can get more Isp from your NTRs and push the radiators up to 2600 K.
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Post by gedzilla on Oct 3, 2018 17:43:16 GMT
Excellent. I seem to have figured out the permissions issue then. With that out of the way, I present the absolutely terrifying "Rebuke" frigate. The Rebuke is, in every measurable sense, a very dangerous ship. Its armaments are simple but deadly for their size; Nine "Fury" 50 km/s turreted railguns and one "Requiem" 100 km/s spinal railgun provide the offensive weaponry with which to eliminate enemies. Defensively, the ship is equipped with 16 cm of graphite aerogel sandwiched between 1 mm of tin and 1.5 mm of amorphous carbon. Additionally, the front section of the ship boasts an impressive 98 cm's of graphite aerogel, providing an extremely tough barrier to laser elimination. Propulsion is provided by a duel system of MPD thrusters and the "Colossus" 32 MN manevering engine; a set of four "Vector" NTR's provide RCS control allowing for aiming the spinal railgun. The craft is also almost completely immune to attack by drone and missiles: The Fury railguns double as an incredibly potent point defense system. The entire package comes in at 730 tons fully load, and costs a mere 6.49 megacredits. It also has an MPD delta-v of 24.3 km, and a combat delta-v of 5 km. The Modus operandus of the rebuke is to close to just beyond the range of the enemies primary weapons, and then open fire using the fury railguns:
Example of the Rebuke firing its Fury railguns. Enemy consisted of 5 deep fryers, a fleet carrier, 4 laser frigates, 5 corsairs, and a siloship. The Rebuke won. Although not incredibly accurate at ranges of up to one million kilometers, the sheer volume of fire is usually sufficient to shred any exposed weaponry and eliminate lightly armored ships entirely. Smart commanders attack laserstars first with the fury's, knowing that the turrets are somewhat vunerable to concentrated laser fire. However, enemy gunners usually focus fire on the spinal "requiem" weapon. Should the fury turrets be destroyed by enemy action, the Rebuke has a backup: the "Requiem" railgun. Nested safely behind 98 cm of graphite aerogel and further consisting of 2.44 m of graphite aerogel surrounding a railgun module 60 m long, the Requiem is almost indestructible by laser barrage. The Vector maneuvering thrusters allows a damaged Rebuke to align itself with enemy laserstars and send a barrage of shots downrange to eliminate the threat even without the fury turrets. Battle tests with the Rebuke have been extremely positive. Among other accomplishments, it has taken out a swarm of 21 deep fryers, eliminated an entire capital fleet (pictured above), and soloed Vesta Overkill. Some additional combat photos of it in action: A Rebuke facing off against 21 Deep Fryers. The battle is about to start. Dealing damage with the Fury railguns.
The aftermath ------------------------------------------- None of the AI's are quite perfect to run the Rebuke, however "Aggressive" comes close. I would recommend testing using this setting, or alternatively controlling it manually and setting broadside after opening fire. The Rebuke Frigate is attached. the ship design is ok (only ok, becuase the spinal gun doesnt really seem to do its share), but the Fury ! Holy shit! how did you get 50km/s on a barrel that short ?? when i try that i get the bullet desintigration warnings
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Post by smithblack on Oct 3, 2018 20:13:29 GMT
That is remarkably effective. The spinal gun almost never shoots, because the attitude control can't aim it correctly. The AI doesn't shut off the dodge engine, and it wobbles too much. Under manual control with RCS only and the "broadside" order, it seems the attitude error broadside is willing to tolerate is too large. It shoots sometimes against extremely-low-acceleration ships and when pre-aimed before combat, but when I tried taking the ship I'm working on now against it, it was the Furies that did the work.
I was able to kill it with missiles, but only under manual control or when the Rebuke's AI is set to something that doesn't charge in with capitals, like "Ranged". For some reason, with the Rebuke on "Aggressive", the other AI doesn't try to intercept it with missiles while it's charging in.
Combat-launched missiles, on the other hand, did not work so well, because my missiles' terminal-phase engines can't match the Rebuke's acceleration. They work when launched outside combat because they hit before the boost stage burns out. Realistically, though, you could trickle in flights of missiles and run the Rebuke out of Δv.
Two things I noticed:
1. The rear pair of radiators is rotated by 2°?
2. You've got titanium diboride control rods in your reactors. Hafnium carbide can take higher temperature, so you can get more Isp from your NTRs and push the radiators up to 2600 K.
The ship actually does not have enough power to fire both the Fury railguns and the Requiem spinal gun at the same time: doing both requires 1.4 GW, while the ship can only produce 1.2 GW. This is something of an oversight on my part, that I have now fixed. As for correctly aiming the spinal gun, that has indeed always been something of a problem. It is difficult to both provide enough acceleration to dodge and enough control to aim, given the inaccuracy of RCS and lack of engine control by the AI. The tradeoff has always been I can either have enough acceleration to dodge, and not fine enough control to aim, or I can have enough control to aim, but lack the acceleration to meaningfully dodge. I think for version II I might go for a less powerful dodge engine, but one which lets me meaningfully aim. I would kill for an AI that knew how to shut off it's main engine and use RCS. I have no idea how that radiator got rotated by 2 degrees. Regarding Hafnium Carbide, I did not know about that trick. It looks like, in general, you need more of it per reactor to control the reaction than titanium diboride.
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Post by smithblack on Oct 4, 2018 0:21:10 GMT
Incorporating the majority of the feedback provided on the original design, may I present to you the Rebuke II Changes include the addition of four "Respite" Anti Missile Missile launchers and a magazine of 1000 AMM's to deal with a vulnerability to missiles discovered by vege. The engines were upgraded to use Hafnium Carbide control rods, raising exhaust velocity. A re-engineered RCS and engine system allows the craft to now reliably engage threats using its spinal "Requiem II" cannon, and updated reactors provide the power to run all guns at once. Additionally, the Requiem spinal gun has been significantly re-engineered, shaving off 25 tons off the 40 ton Requiem and shortening the gun to be a mere 14.5 meters long. The armor has been extended to cover the entire ship, and thickened. The one downgrade is the acceleration rate. In order to get the spinal railgun to work reliably, the acceleration had to be reduced to 0.8 G I am going to go try it against a few of the other designs I have seen here. I will provide some feedback in a little bit. ---------------------------------------------------------- gedzilla: I tried to methodically work out what I have been doing, which resulted in the Requiem II. It appears by using VanChrome Steel for both the rails and armature, it is possible to deal with many of the stresses by thickening the barrel and using a larger bore size rather than extending the barrel of the gun. This allows a relatively short barrel to be used. I often found the limiting factor to be melting the bullets. Also, Graphite Aerogel should be used everywhere as barrel armor for structural support: it is light and reinforces extremely well. Feel free to use either design.
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Post by smithblack on Oct 4, 2018 0:29:36 GMT
Inspired by treptoplax, I wanted to also build a carrier in 750 tons, carrying as many micro drones as possible. -- Snip --- someusername6 Having tried the carrier, I noticed a few serious problems while testing it against the Rebuke II. First, the gun buses are extremely sensitive to anti-missile missiles. Wasted missiles from the Rebuke II's AMM system had a tendency of finding their way into an intercept with the drone buses, and the drone buses then launched their payloads of mines in response. This effectively wasted the mines, as they dissipated upon reaching the tactical screen. It might be possible to fix this issue by setting the launchers to launch at ships, but not shots. The KKV Fast Missiles are extremely vulnerable to AMM fire. Not sure how much you can do about that though. Additionally, I kept on finding the majority of the missiles ended up missing the target due to severe overcorrection on the part of the missile guidance algorithms: Consider cutting the gimbals way back on the missiles to reduce overcorrecting Once I disabled the AMM cloud, everything changed. The gun launchers came in too hot and too fast to possibly shoot down by kinetic attack, even with the 50 km/s Fury railguns. The Rebuke II then stood no chance, and the rate of damage was impressive. Overall, I think it is a solid design against anything without an AMM cloud. However introduce AMM's on a laserstar, gunship, or anything else and there is no way this is beating it.
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Post by smithblack on Oct 6, 2018 5:04:25 GMT
If people are getting tired of me posting here, I can cut back for awhile. I am just having a lot of fun. treptoplaxYour microcarrier is devilishly nasty when on the defensive While the carrier itself falls in battle relatively quickly to focused kinetic bombardment, the drones and missiles it launches do not. Both the "Duck" drone and "KKV" missile have such extremely small profiles that they are very difficult to target. Kinetic weaponry does almost nothing against them: The drones can sit tight stripping your turrets from well beyond retaliation range, and the KKV's are vunerable to kinetics too briefly for such measures to be effective. Nuke intercepters work, but are costly: From what I calculated, taking out a wave of 15 "ducks" with 4 1.4 Mt interceptor nukes costs around 92x what it cost to make the ducks, even with a well optimized nuke. Even lasers are difficult to utilize. The Meta's focus on "Uber-Lasers" with tight focal lengths makes most laserstar designs fail to land a significant number of hits on incoming KKV's and ducks, making them ineffective. All in all, an extremely impressive ship for a mere 4.3 Mc. I think I will steal the idea, and see where I can go with it. ------------------------------------------------------------------------------------------------------------------ Introducing the newest member of the smithblack minmaxed fleet, the "Ring O' Death" laserstar: The Ring O' Death is a combat support laserstar designed to be able to keep company with the "Rebuke" frigate and provides AEGIS fire support against targets and craft which are difficult for the Rebuke to take down. The craft is specially designed to be capable of handling small profile microtargets such as microdrones and micromissiles; AKA treptoplax's ducks. Extreme redundancy is present in the craft in the form of 40 separate turret apertures arranged around a ring fed by seven laser tubes nestled in the ships core; in effect, this means one has to eliminate 82 % of the turrets before the ship begins to lose fighting capacity. The ship's turrets offer 360 degree engagement ability due to their nature as extruded turrets and location on an outer ring; this ensures even targets which have passed beyond the laser can still be targetted. Finally, the design allows for firing at full power even when dodging, allowing evasive action to be executed without crippling fleet AEGIS ability. Each Ring O' Death costs a mere 1.45 Megacredits and weighs in at 267 tons. The craft posses 12.6 km/s of maneuvering delta v, and the dodge engines provide it with 2.71 km/s of dodge delta v. The craft's armament consists of seven 100 MW "green" 512 nm laser tubes feeding into 40 turrets spread out on a large ring and 1 tough fixed aperture in the center of the craft. Defense on the craft is not handled in a traditional manner: the sole piece of armor is a 50 cm thick slab of graphite aerogel mounted before the radiators and crew compartments. Instead, the large number of laser mounts is used to ensure turrets removed by enemy laser or kinetic fire do not represent a crippling loss, and the low profile is relied upon to minimize kinetic damage. The craft is both capable of offensive attack and defensive AEGIS roles, and should be deployed in squadrons of at least three for best results. Battle tests with the craft have been promising. In one vs one laser cookoffs, the Deep Fryer and Deep Cooker both fell to the Ring O' Death, though the Cooker took forever to burn through once its weapons were destroyed. Against treptoplax's ducks and missiles, a squad of three was able to guaranteed a mission kill against 15 ducks while suffering a mere 21 % battle damage: it should be noted future damage will become even harder to deal as a result of the reduced number of targets. In synergy with the Rebuke, the Ring works excellently as support against small and light targets, as well as a means of rapidly stripping dangerous lasers and railgun turrets off enemy craft. All and all, I am extremely satisfied with the results. Enjoy!
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Post by The Astronomer on Oct 6, 2018 7:16:41 GMT
I wonder how well those railguns would stand against my (sadly, black boxed) FEL lasers and no ablation cap mod.
That aside, I think I'm really, really out of the meta here, lol
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Post by treptoplax on Oct 6, 2018 16:15:21 GMT
If people are getting tired of me posting here, I can cut back for awhile. I am just having a lot of fun. treptoplax Your microcarrier is devilishly nasty when on the defensive While the carrier itself falls in battle relatively quickly to focused kinetic bombardment, the drones and missiles it launches do not. Both the "Duck" drone and "KKV" missile have such extremely small profiles that they are very difficult to target. Kinetic weaponry does almost nothing against them: The drones can sit tight stripping your turrets from well beyond retaliation range, and the KKV's are vunerable to kinetics too briefly for such measures to be effective. Nuke intercepters work, but are costly: From what I calculated, taking out a wave of 15 "ducks" with 4 1.4 Mt interceptor nukes costs around 92x what it cost to make the ducks, even with a well optimized nuke. Even lasers are difficult to utilize. The Meta's focus on "Uber-Lasers" with tight focal lengths makes most laserstar designs fail to land a significant number of hits on incoming KKV's and ducks, making them ineffective. All in all, an extremely impressive ship for a mere 4.3 Mc. I think I will steal the idea, and see where I can go with it. ------------------------------------------------------------------------------------------------------------------ Introducing the newest member of the smithblack minmaxed fleet, the "Ring O' Death" laserstar: [snip] The Ring O' Death is a combat support laserstar designed to be able to keep company with the "Rebuke" frigate and provides AEGIS fire support against targets and craft which are difficult for the Rebuke to take down. The craft is specially designed to be capable of handling small profile microtargets such as microdrones and micromissiles; AKA treptoplax's ducks. Extreme redundancy is present in the craft in the form of 40 separate turret apertures arranged around a ring fed by seven laser tubes nestled in the ships core; in effect, this means one has to eliminate 82 % of the turrets before the ship begins to lose fighting capacity. The ship's turrets offer 360 degree engagement ability due to their nature as extruded turrets and location on an outer ring; this ensures even targets which have passed beyond the laser can still be targetted. Finally, the design allows for firing at full power even when dodging, allowing evasive action to be executed without crippling fleet AEGIS ability. Each Ring O' Death costs a mere 1.45 Megacredits and weighs in at 267 tons. The craft posses 12.6 km/s of maneuvering delta v, and the dodge engines provide it with 2.71 km/s of dodge delta v. The craft's armament consists of seven 100 MW "green" 512 nm laser tubes feeding into 40 turrets spread out on a large ring and 1 tough fixed aperture in the center of the craft. Defense on the craft is not handled in a traditional manner: the sole piece of armor is a 50 cm thick slab of graphite aerogel mounted before the radiators and crew compartments. Instead, the large number of laser mounts is used to ensure turrets removed by enemy laser or kinetic fire do not represent a crippling loss, and the low profile is relied upon to minimize kinetic damage. The craft is both capable of offensive attack and defensive AEGIS roles, and should be deployed in squadrons of at least three for best results. Battle tests with the craft have been promising. In one vs one laser cookoffs, the Deep Fryer and Deep Cooker both fell to the Ring O' Death, though the Cooker took forever to burn through once its weapons were destroyed. Against treptoplax's ducks and missiles, a squad of three was able to guaranteed a mission kill against 15 ducks while suffering a mere 21 % battle damage: it should be noted future damage will become even harder to deal as a result of the reduced number of targets. In synergy with the Rebuke, the Ring works excellently as support against small and light targets, as well as a means of rapidly stripping dangerous lasers and railgun turrets off enemy craft. All and all, I am extremely satisfied with the results. Enjoy! I can't speak for anybody else but I've found all your posts interesting. As to the new ship: holy cow, that's cheap! Looking forward to trying that. Durandal had demonstrated a neat technique for using a weapon ring while maintaining a pointy nose a while back, but this was a huge capitol ship and the ring size was not so extreme: Battlecruiser Flight-IbYeah, the whole doctrinal idea behind the Ducks (I had been through so many drone iterations I was out of cool raptor names, and the joke about being 'nibbled to death by ducks' seemed apropos...) is that there are two ways to outrange your opponent - to have a lower time-to-target, or to be smaller. I'm working on a variant of those drones now that's cheaper and slightly smaller, with a lower gun velocity and higher rate of fire - not sure yet if it's really an improvement ( small railgun thread). I did find, in my preliminary testing, that the Rebuke II class did sometimes survive waves of Ducks (and I've tested them against everything else I can get my hands on - few things do) if it had a significant lateral velocity - I guess the high-velocity Fury railguns could easily compensate but the much smaller ones on the Ducks were severely limited by having to spend velocity cross-range rather than down.
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Post by jtyotjotjipaefvj on Oct 6, 2018 19:39:57 GMT
More power solves any problem. Sadly bigger railguns grow too heavy to be worthwhile at these ranges, so I had to go pure laser. 15x1GW lasers with 50 turrets, and a nice spider web design for bonus points mean it can effectively deal damage out to the maximum range limit of lasers. It also has a blast launcher for engagement range if you don't have an extended range limit for lasers in limits.txt. It can disarm three meta laserstars simultaneously at 9.95 Mm range while suffering minimal attrition. This massive range should make it impossible to outrange it with kinetic capital ships and even drones should have a hard time doing so. The only downside is that burning through armor at this far ranges takes a really long time, so killing ships is pretty boring. But you can always declare yourself the victor after destroying all enemy weapons and save yourself some time. Damage taken while disarming three laserstars: (it lost three more laser turrets while destroying the remaining turrets on the ring, but the destroyed laser counter message is more important) Design screenshot: Design export: jt Laser Spider.txt (8.62 KB)
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Post by smithblack on Oct 6, 2018 22:53:45 GMT
On a serious note, has anyone else had any trouble with turrets moving around on designs when exiting and reentering the game? I keep having to put the Ring's center turret back in place because for some reason it shifts when I exit and reload, which is extremely annoying. It seems like the game is shifting the front turret back by a single unit. Same thing happened when I tried to load up the laser spider; I had to manually fix it. It might be my installation, but I am wondering if I need to report it as a bug. ---------------------------- ------------------- jtyotjotjipaefvj Nice laserstar for tonnage limited applications such as invasion fleets! However, I think the Ring still has it beat when your limitation is credits. I tried matching up your laserstar to an equivalent quantity credit-wise of Rings (7) and tonnagewise (2), and found that the spider lost when facing an equivalent number of rings in credits, but won when versing equivalent tonnage. I tend to evaluate effectiveness by credits myself, especially since all my designs have MPD drives anyhow allowing drop tanks to deal with tonnage costs, but nonetheless it is undeniable that your ship beats mine ton per ton. Dang crew compartments. [Edit:] I split the Ring into two versions, A and B, and both with a little extra turret armor. The B version can successfully kill a Laser Spider at maximum range for under the tonnage and credit cost of a Laser Spider. In specific, it can defeat a Laser Spider with two of the ships for 3.04 Megacredits and 540 tons, a decent trade for the 11 Megacredit spider. Unfortunately, the B version is also worse at missile and drone interception even if it is better at capital assault, so a mix of both would likely be ideal in a general purpose combat squadron. Also, from what I have seen in combat testing, if the Laser Spider does for some reason engage at close range, such as 1 million kilometers, it dies instantly to any ring of fire. I do wonder how your design would perform without an ablation limit though. I wonder if replacing the polyeth turret armor with a few cm of graphite aerogel would enhance survivability. Updated versions are attached.
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