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Post by lawson on Nov 1, 2016 3:12:18 GMT
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. It 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. What's the output aperture for that laser? A with a 1cm aperture diffraction will spread the beam out enough to cover and light up a whole ship. The bug is that a 32.5uW laser expanded to cover the whole hull is doing damage. It would be hard to even SEE that diffuse a light source.
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Post by Durandal on Nov 1, 2016 3:16:29 GMT
I just tried this after getting home from work and ran into what I assume is a bug. It 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. What's the output aperture for that laser? A with a 1cm aperture diffraction will spread the beam out enough to cover and light up a whole ship. The bug is that a 32.5uW laser expanded to cover the whole hull is doing damage. It would be hard to even SEE that diffuse a light source. Ahhh, I see. Outpout power was in the uW range. It wasn't doing any damage, just heating the hull up.
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Post by dragonkid11 on Nov 1, 2016 5:39:20 GMT
Hmm, one missile launcher, got it. Will test it out when I finally get back home. What's the output aperture for that laser? A with a 1cm aperture diffraction will spread the beam out enough to cover and light up a whole ship. The bug is that a 32.5uW laser expanded to cover the whole hull is doing damage. It would be hard to even SEE that diffuse a light source. This almost sounds like some kind of space flashlight that can blind people.
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Post by dragonkid11 on Nov 1, 2016 10:23:33 GMT
Okay, sorry for double post.
But yeah, increasing the distance between missile launcher pretty much make missile exploding issue non-existent.
While that's annoying, it does let me witness amazing missile massacre as one ship throw enough missile to kill a whole fleet of laser frigate.
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Post by jakjakman on Nov 1, 2016 17:07:19 GMT
Okay, sorry for double post. But yeah, increasing the distance between missile launcher pretty much make missile exploding issue non-existent. While that's annoying, it does let me witness amazing missile massacre as one ship throw enough missile to kill a whole fleet of laser frigate.
So did you fix this problem by downgrading the launcher number to 1?
By coincidence, I was wrestling with this very problem last night. I have a drone-missile which is designed to have a very long powered envelope (at least two and a half minutes of burn time to engage under full thrust all the way out to 250km). It has three launchers that spit out 12 KKV flak micro missiles. The launcher was set to auto-launch the missiles 50km out. Just as you saw, as soon as it gets into engagement range the launchers all blow up.
HOWEVER. In further testing, if I manually select the 'launch all' button a few km before the auto-launch range, the KKV missiles launch just fine. Even more bizarre, if I hit the 'launch all' button so the drone-missile is still spewing its KKV missiles while it crosses the auto-engage range line, the remaining KKV missiles blow up in the drone. So I don't think it's a physics problem or geometry issue with the KKVs impacting the drone body. It's a bug in the program.
I also tried it with nuke micro missiles instead of flak KKV warheads, and the micro nukes launch fine without blowing up on launch. So again, I think this is a bug.
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Post by dragonkid11 on Nov 1, 2016 23:09:44 GMT
I didn't reduce the launcher size. I just moved my launcher away from each other by moving them onto a fuel tank.
They all latched onto ita sides, so when they spawn missiles. The missile won't ram their rear against each other.
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Post by lawson on Nov 4, 2016 8:15:40 GMT
So, I fixed Radiator KKVs going after nearby dead comrades. The key is to make a super low output generator with a low output temperature. I picked 100K in is this case, but could easily go lower. Blasts 2-3 meter diameter holes in gunships now with a 2-3Km/s intercept and ~5Km/s impact. Interestingly, I've never seen these missiles make a triangular impact hole. I assume the game converts the missile to an equivalent round flat plate before doing damage calcs.
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Post by dragonkid11 on Nov 4, 2016 8:20:14 GMT
AND THE CROWD REJOICESSSSSS
Seriously though, awesome! Thanks for saving KKDRM.
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Post by redparadize on Nov 5, 2016 5:20:05 GMT
These radiator could be much much longer. 50m radius radiator would be interesting to see in action!
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Post by L5Resident on Nov 5, 2016 12:02:16 GMT
This missile has been working well for me. Tends to over-penetrate a lot but reliably gets reactor hits on stock ships. Usually use it with only 3-5Km/s intercepts so it hits more reliably. The NTR design was backed off from maximum thrust to keep the missile (marginally) stable. The radiation shield between the engine and remote control keeps the missile alive longer after a laser kills the engine because missiles will do a full 180 if they're far enough off intercept. Could slot a pocket nuke under the remote control if you want more ragged impact holes. (Yup, a 57c micro nuke below the remote control is a massive lethality boost.) Could you post the User file for the KKV and NTR?
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Post by lawson on Nov 7, 2016 8:40:58 GMT
AND THE CROWD REJOICESSSSSS Seriously though, awesome! Thanks for saving KKDRM. You're welcome This also means that missiles go after the brightest heat source. So, a flare missile with 1/10th the power will work if it's 3-4x closer to the missiles and still 1-5Km from the missiles. You can probably "cheat" this with a micro-reactor with 3000K output and excessive radiator area. To sum up, I think I know how to make flares for my laser ships now.
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Post by lawson on Nov 7, 2016 8:50:43 GMT
Could you post the User file for the KKV and NTR? Can't be bothered to clean up my user file. I'll post screen-shots instead. The NTR is based off designs from scattered around this forum. And my initial screen shot had enough info to rebuild the rest of the missile. (be sure to drop by the "pocket nuke" thread and add in a 95t nuke too) Attachment DeletedThe weight of the engine is after the first 2Kg is primarily driven by the injector pump. Fission fuel is the primary cost driver.
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Post by dwwolf on Nov 7, 2016 11:37:47 GMT
This missile has been working well for me. Tends to over-penetrate a lot but reliably gets reactor hits on stock ships. Usually use it with only 3-5Km/s intercepts so it hits more reliably. View AttachmentThe NTR design was backed off from maximum thrust to keep the missile (marginally) stable. The radiation shield between the engine and remote control keeps the missile alive longer after a laser kills the engine because missiles will do a full 180 if they're far enough off intercept. Could slot a pocket nuke under the remote control if you want more ragged impact holes. (Yup, a 57c micro nuke below the remote control is a massive lethality boost.) Would you mind posting the engine ?
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Post by L5Resident on Nov 8, 2016 21:21:31 GMT
Does anyone know of a good configuration for the Remote Control Settings? I've tried playing around with it but my missiles just dont work as KKV's or in general anymore.
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Post by dwwolf on Nov 9, 2016 11:33:30 GMT
My KKVs seem to work fine....its my EFPs that seem to be misbehaving.
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