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Post by vegemeister on Oct 13, 2018 20:23:12 GMT
Well, I lose. But here are some high cyclic rate guns.
I've been told cyclic rate higher than 30 Hz doesn't actually do anything, because the game only allows one bullet per simulation tick per gun.
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Post by airc777 on Oct 13, 2018 21:56:44 GMT
Oh, well I can make my gunship a few tons lighter. Does putting multiple guns in the same turret work to exceed the 30hz total for the turret?
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Post by AtomHeartDragon on Oct 13, 2018 22:01:01 GMT
Oh, well I can make my gunship a few tons lighter. Does putting multiple guns in the same turret work to exceed the 30hz total for the turret? Hopefully in the next patch.
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Post by airc777 on Oct 14, 2018 20:44:15 GMT
Here's a capacitor coil that throws 15.0 grams @ 8.14 km/s @ 30 hz with a 1.5 meter turret diameter and it doesn't overheat. It's a little heavy though, if the game had the option of fitting a water jacket and a radiator and a small pump instead of only using passive cooling on high cyclic rate guns this would be a lot lighter and a lot smaller. But naa, lets just use a solid 1 meter cylinder of diamond because that sounds easier to build. Better economy of moving parts this way, fewer things that could go wrong. You didn't need that delta v right? Good.
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Post by vegemeister on Oct 15, 2018 4:18:29 GMT
Here's a capacitor coil that throws 15.0 grams @ 8.14 km/s @ 30 hz with a 1.5 meter turret diameter and it doesn't overheat. It's a little heavy though, if the game had the option of fitting a water jacket and a radiator and a small pump instead of only using passive cooling on high cyclic rate guns this would be a lot lighter and a lot smaller. But naa, lets just use a solid 1 meter cylinder of diamond because that sounds easier to build. Better economy of moving parts this way, fewer things that could go wrong. You didn't need that delta v right? Good.
That thing is laser accurate. Or better. I'm pretty sure that spread's less than the laser wobble.
A tip: if you click that "compare" button in the top right, and you haven't made any changes since opening the editor, you can get all the statistics in one screenshot.
Edit: one thing to look at is the overheat time. Overheating isn't a problem if it only happens after 5 minutes of continuous fire.
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Post by AdmiralObvious on Oct 15, 2018 7:00:44 GMT
Here's a capacitor coil that throws 15.0 grams @ 8.14 km/s @ 30 hz with a 1.5 meter turret diameter and it doesn't overheat. It's a little heavy though, if the game had the option of fitting a water jacket and a radiator and a small pump instead of only using passive cooling on high cyclic rate guns this would be a lot lighter and a lot smaller. But naa, lets just use a solid 1 meter cylinder of diamond because that sounds easier to build. Better economy of moving parts this way, fewer things that could go wrong. You didn't need that delta v right? Good.
That thing is laser accurate. Or better. I'm pretty sure that spread's less than the laser wobble.
A tip: if you click that "compare" button in the top right, and you haven't made any changes since opening the editor, you can get all the statistics in one screenshot.
Edit: one thing to look at is the overheat time. Overheating isn't a problem if it only happens after 5 minutes of continuous fire.
Depending on what you're doing, greater than laser like accuracy can be a pretty bad thing. Sure, you might be firing a few hundred shots per second, but if they're all literally penetrating the same spot, it's almost pointless, especially against a near stationary target, believe it or not. Some scatter can be good, especially with the way the AI lays the guns. Also, my overheat standard is 2 minutes. If somehow you're engaged for longer than that, there's probably a serious issue.
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Post by airc777 on Oct 15, 2018 7:46:48 GMT
I know. I usually just ignore maximum range and let long travel time and the AI's dodging scatter my shots into a wider pattern. I know that's not the most effective way of doing it, but there are some instances where it seems to help. Targets with very pointy armor profiles that decide to bow tank you instead of dodging are going to catch every shot you fire instead of most of them missing, doesn't take very long for the whipple shield to get completely saturated with fire and then the armor underneath will fail. At least against aluminum whipple shields and carbon-carbon anyway. Being able to sustain fire indefinitely isn't really a bad thing, just potentially unnecessary mass as depicted above. All the more reason to have active cooling, if the gun had a water jacket instead of a diamond jacket it wouldn't be anywhere near as rigid.
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Post by The Astronomer on Oct 15, 2018 7:51:33 GMT
How can I artificially introduce inaccuracies, shit doesn't hit the target
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Post by AtomHeartDragon on Oct 15, 2018 9:46:23 GMT
That thing is laser accurate. Or better. I'm pretty sure that spread's less than the laser wobble.
A tip: if you click that "compare" button in the top right, and you haven't made any changes since opening the editor, you can get all the statistics in one screenshot.
Edit: one thing to look at is the overheat time. Overheating isn't a problem if it only happens after 5 minutes of continuous fire.
Depending on what you're doing, greater than laser like accuracy can be a pretty bad thing. Sure, you might be firing a few hundred shots per second, but if they're all literally penetrating the same spot, it's almost pointless, especially against a near stationary target, believe it or not. Some scatter can be good, especially with the way the AI lays the guns. You can distribute fire across targetable subsystems or concentrate it somewhere that puts critical components in the line of fire. Plus stationary target generally means it is bow-tanking your fire in which case you want as much penetration as you can get. You can also decrease penetration and reduce instances where you consistently almost hit a turret penetrating the exact spot just beside it by using multibarrel assembly.
Super-accurate guns are only a problem if the target has high enough acceleration to consistently dodge your fire, but scatterguns rarely perform satisfactorily in such cases.
Most of the time I only want scatter with gun-fired missiles and splashy payloads.
How can I artificially introduce inaccuracies, shit doesn't hit the target More exit velocity and less rigid barrel.
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Post by The Astronomer on Oct 15, 2018 12:13:21 GMT
How can I artificially introduce inaccuracies, shit doesn't hit the target More exit velocity and less rigid barrel. No, I mean, I want a 'mode' that allows the gun to 'shake' in the battle, which can be turned on when you need to hit a large area and off when you need accuracy. In Discord we've talked about 'modes' of weapons ago, such as 'manual control' and stuff.
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Post by AtomHeartDragon on Oct 15, 2018 17:00:01 GMT
More exit velocity and less rigid barrel.
No, I mean, I want a 'mode' that allows the gun to 'shake' in the battle, which can be turned on when you need to hit a large area and off when you need accuracy. In Discord we've talked about 'modes' of weapons ago, such as 'manual control' and stuff. Well, we are in Gameplay Discussion, not Suggestions subforum, so I've interpreted your question accordingly.
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Post by vegemeister on Oct 15, 2018 20:58:51 GMT
Super-accurate guns are only a problem if the target has high enough acceleration to consistently dodge your fire, but scatterguns rarely perform satisfactorily in such cases. I disagree. In point defense use, the AI likes to target the engines of missiles. If the missile is accelerating forward (say, in terminal phase), every single shot misses if the gun is too accurate.
Against capital ships, spread allows guns to attack the entire front face of the ship at once, which can immediately disable a large fraction of its turrets. Low-spread guns have to engage one turret at a time, and the rate of turret destruction is limited by the time-of-flight of the bullets.
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Post by airc777 on Oct 15, 2018 21:26:36 GMT
Super-accurate guns are only a problem if the target has high enough acceleration to consistently dodge your fire, but scatterguns rarely perform satisfactorily in such cases. I disagree. In point defense use, the AI likes to target the engines of missiles. If the missile is accelerating forward (say, in terminal phase), every single shot misses if the gun is too accurate.
Against capital ships, spread allows guns to attack the entire front face of the ship at once, which can immediately disable a large fraction of its turrets. Low-spread guns have to engage one turret at a time, and the rate of turret destruction is limited by the time-of-flight of the bullets.
Nose forward to minimize lateral relative velocity, they shouldn't maneuver around your shots if they don't need to maneuver to maintain a collision course with you. This is dependent on you being able to survive all other circumstances of the fight, like potentially presenting your ships broadside to other weapon systems that could defeat your armor without proper angling, but you can say the same of most any method of fighting.
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Post by The Astronomer on Oct 16, 2018 0:45:32 GMT
No, I mean, I want a 'mode' that allows the gun to 'shake' in the battle, which can be turned on when you need to hit a large area and off when you need accuracy. In Discord we've talked about 'modes' of weapons ago, such as 'manual control' and stuff. Well, we are in Gameplay Discussion, not Suggestions subforum, so I've interpreted your question accordingly. Thanks for the tip, anyways
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