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Post by evilmcstalin on Oct 31, 2016 1:48:30 GMT
I have this design -- potentially the most interesting part is the engine. Not too sure about the armor to use here. Main thing going for it is that it is really cheap, and a good way of killing the delta-v of hostile ships that try to dodge all of them. The engine: I tried this one and they work pretty well! I think the secret to a good KKV is that is gets a running start: so the final impact represents the full 5k m/s rather than (say) 1k or 2k. As somebody else pointed out, this is limited in-game to the maximum engagement range of the enemy. So, if your enemy has short-range weapons, you KKV's will not be as useful lol Hopefully this gets fixed in a future update...
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Post by dragonkid11 on Oct 31, 2016 3:00:16 GMT
There's always the option of using drone to carry your missile with range set into the launcher.
But unfortunately, it seems to only work for truly micro missiles.
I tried a slightly bigger one at 5kg and the missile just explode right as they got launched out.
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Post by someusername6 on Oct 31, 2016 3:32:50 GMT
I tried a slightly bigger one at 5kg and the missile just explode right as they got launched out. Can you post the designs for that KKV, drone, and launcher? I want to try to reproduce it / see if I find a way to make it work.
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Post by n2maniac on Oct 31, 2016 7:05:11 GMT
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Post by targetx on Oct 31, 2016 9:37:22 GMT
Those flame temperatures are at 1ATM, look at the pressure in the chamber, 61MPa
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Post by dragonkid11 on Oct 31, 2016 12:39:03 GMT
I tried a slightly bigger one at 5kg and the missile just explode right as they got launched out. Can you post the designs for that KKV, drone, and launcher? I want to try to reproduce it / see if I find a way to make it work. Here. Attachment DeletedThe missile just kept exploding for some reasons. Attachment DeletedTried a gun launched option, didn't freaking work either for some damn reasons. Apparently ignore range means ignore this command too.
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Post by someusername6 on Oct 31, 2016 23:01:23 GMT
Can you post the designs for that KKV, drone, and launcher? I want to try to reproduce it / see if I find a way to make it work. Here. <snip> I meant the design files -- I want to have the exact same model of launcher / missile / drones and change speeds / materials to see if something specific is triggering the explosions.
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Post by coaxjack on Oct 31, 2016 23:46:12 GMT
Okay, this thing usually makes reactor section kills reliably with as few as 5 rounds, and has a typical impact velocity of 6,500 m/s.
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tuna
New Member
Posts: 33
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Post by tuna on Nov 1, 2016 0:02:55 GMT
I think the secret to a good KKV is that is gets a running start: so the final impact represents the full 5k m/s rather than (say) 1k or 2k. As somebody else pointed out, this is limited in-game to the maximum engagement range of the enemy. So, if your enemy has short-range weapons, you KKV's will not be as useful lol You can freely set the engagement range of a laser. So you can make a really low-powered laser with 250km range, call it targeting laser for immersion, and have your ships always engage at 250.
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Post by someusername6 on Nov 1, 2016 0:06:23 GMT
Okay, this thing usually makes reactor section kills reliably with as few as 5 rounds, and has a typical impact velocity of 6,500 m/s. Can you post the design for that engine?
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Post by coaxjack on Nov 1, 2016 0:40:08 GMT
Okay, this thing usually makes reactor section kills reliably with as few as 5 rounds, and has a typical impact velocity of 6,500 m/s. Can you post the design for that engine?
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Post by dragonkid11 on Nov 1, 2016 0:57:59 GMT
I think I might have figure out why the missiles exploded as soon as they launched out of my drone.
It's not about launch speed.
When the missiles spawned out of the missile launcher simultaneously, they immediately exploded.
I tried to increase launch speed and they explode anyway.
I tested the extended range missile drone stationally and it exploded anyway, and the launcher works perfectly fine on warship.
When mean it's not about the launch speed, it's the placement of the missile launcher.
It might be possible that despite the smallness of the missile, the drone was just large enough that since they emerge out of the drone horizontally (Don't know why this is happening when missile launched from crewed warship is launched vertically instead.) Their rear ended up smashing together and destroy each other.
This is partially confirmed as nearly 100% of destroyed missile have destroyed thrusters.
I'm gonna test this theory out when I get back home, by moving the missile launch away from each other or make them forward firing.
Anyone that can test this out in the meantime, I would be glad for your help.
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Post by Durandal on Nov 1, 2016 2:14:04 GMT
I think the secret to a good KKV is that is gets a running start: so the final impact represents the full 5k m/s rather than (say) 1k or 2k. As somebody else pointed out, this is limited in-game to the maximum engagement range of the enemy. So, if your enemy has short-range weapons, you KKV's will not be as useful lol You can freely set the engagement range of a laser. So you can make a really low-powered laser with 250km range, call it targeting laser for immersion, and have your ships always engage at 250. I just tried this after getting home from work and ran into what I assume is a bug. Attachment DeletedAttachment DeletedIt almost seems as if the laser is illuminating the entire enemy ship rather than just acting as a cm-wide pinpoint as I would have expected. Either this is a bug or our 1GW super lasers have some very interesting optimization possibilities. **Edit** Found it. The effect is produced by making the cavity semimajor axis greater than the cavity semiminor axis. Tried it on a copy of the green 1GW laser, had the same effect. Totally ineffective as a weapon. For now.
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Post by dragonkid11 on Nov 1, 2016 2:19:26 GMT
Clearly a bug, a 100 kilowatt laser shouldn't light up a warship like a freaking flare.
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Post by lawson on Nov 1, 2016 3:08:55 GMT
I think I might have figure out why the missiles exploded as soon as they launched out of my drone. It's not about launch speed. When the missiles spawned out of the missile launcher simultaneously, they immediately exploded. I tried to increase launch speed and they explode anyway. I tested the extended range missile drone stationally and it exploded anyway, and the launcher works perfectly fine on warship. When mean it's not about the launch speed, it's the placement of the missile launcher. It might be possible that despite the smallness of the missile, the drone was just large enough that since they emerge out of the drone horizontally (Don't know why this is happening when missile launched from crewed warship is launched vertically instead.) Their rear ended up smashing together and destroy each other. This is partially confirmed as nearly 100% of destroyed missile have destroyed thrusters. I'm gonna test this theory out when I get back home, by moving the missile launch away from each other or make them forward firing. Anyone that can test this out in the meantime, I would be glad for your help. Testing with my 1GW laser capital drones has shown this is a problem with the relative ship scale. As the radiators fold out the game adds some phantom forces to "prevent collisions" or something and drones die from collisions... If I only have 1 launcher though, the drones will phase through the launching ship and everything works out. Exiting the real-time view as soon as the launcher starts also works.
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