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Post by enroger on Sept 23, 2020 6:23:50 GMT
the 2kt ones are pretty weak no doubt, I thought the 2Mt ones should do something. In Vesta campaign I tried this approach: 5 devastator nukes covered by 50 flaks.... 4 of the devastators survived and drift into the center of their formation then I detonate them manually. The result is they vaporized a fair section of their thin outer layer aluminum, some damage on inner layer, Non of their subsystems got taken out, not even radiators...
I could do a whole lot more damage with drones on the same price tag... am I using the nukes wrong?
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Echo
Full Member
Posts: 141
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Post by Echo on Sept 23, 2020 14:35:39 GMT
Infolinks -> Concept -> Nuclear Ordnance
If you detonated them in the middle of their fleet (i.e. not homing), then yes, they are useless. If they were way closer, they could do some damage, maybe even disabling a ship (not too sure about this though, depends on the ship). Another way to use nukes is to shine the enemy nozzles up with them, most likely disabling them (for some reason they will still appear functional in the UI, but if you look at them you'll notice most of them won't work anymore). I'm not sure if this trick can reliably be used in VO (Vesta Overkill) though, since they are 4 ships and it's a lot of area to cover with nukes.
Missiles are good for screening drones.
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Post by enroger on Sept 23, 2020 15:00:56 GMT
Infolinks -> Concept -> Nuclear Ordnance If you detonated them in the middle of their fleet (i.e. not homing), then yes, they are useless. If they were way closer, they could do some damage, maybe even disabling a ship (not too sure about this though, depends on the ship). Another way to use nukes is to shine the enemy nozzles up with them, most likely disabling them (for some reason they will still appear functional in the UI, but if you look at them you'll notice most of them won't work anymore). I'm not sure if this trick can reliably be used in VO (Vesta Overkill) though, since they are 4 ships and it's a lot of area to cover with nukes. Missiles are good for screening drones. I see. I didn't use homing because they are consistently fooled by flares... Drones on the other hand are extremely effective, I tried 25 stinger + 15 hell fire screened by 100 fraks, man those drones ripped their fleet apart... 2 ships outright disabled, the remaining carrier and corvette had almost all radiators stripped off and a bunch of modules gone. I just need to bring my main fleet to finish them off, then that power lost thing happened (((((
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Post by AtomHeartDragon on Sept 23, 2020 19:26:10 GMT
Also, one of the problems with Devastators is that they are awful even by meagre stock design standards. They are death sentence to the launching ship if it's intercepted before emptying magazines, have beyond abysmal dV and have neither survivability or even hitting power to make up for this.
The only way to sensibly use them against capship fleets with existing PD is preboosting them with the launching capship. Still when I did gold VO with stock module custom ships I actually used rough SillySiloship counterparts with 50 Devastators and a lot of other stuff each.
Overall nukes can be pretty effective but they really benefit from being combined with some way to do kinetic damage* (even by just homing for collision, especially with delayed warheads).
*) Flak and nuke on a single missile is subject to the explosion teleportation AKA "brimstone" bug, mind you,
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Post by enroger on Sept 24, 2020 5:11:28 GMT
Also, one of the problems with Devastators is that they are awful even by meagre stock design standards. They are death sentence to the launching ship if it's intercepted before emptying magazines, have beyond abysmal dV and have neither survivability or even hitting power to make up for this. The only way to sensibly use them against capship fleets with existing PD is preboosting them with the launching capship. Still when I did gold VO with stock module custom ships I actually used rough SillySiloship counterparts with 50 Devastators and a lot of other stuff each. Overall nukes can be pretty effective but they really benefit from being combined with some way to do kinetic damage* (even by just homing for collision, especially with delayed warheads). *) Flak and nuke on a single missile is subject to the explosion teleportation AKA "brimstone" bug, mind you, Yeah I built a "Nuke Flinger" just for devastators... Sometime enemy Siloship randomly dis-assemble itself on engagement, I think they were trying to launch nukes but somehow screw up. To use nukes effectively you'd need them to homing right? But all my nukes and flaks loves to chase after flares, how do you get around that?
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Post by dustraider on Oct 12, 2020 15:16:19 GMT
I could do a whole lot more damage with drones on the same price tag... am I using the nukes wrong? Yes, you doing it wrong! Nukes in space battle is just the same "missiles" as, for example, flaks. I.e., you should use it in massive swarms! Try to launch 100 nukes+100 flaks, covered with drones, and you'll get the point.
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Post by reuspppp on Oct 21, 2020 0:35:36 GMT
alternatively, you can spam micro-missiles ^^. like this one, that is surprisingly effective : direct hit : imgur.com/a/Sz0JMCkcode:
PropellantTankModule 1.000 kg Octaazacubane Tank UsesCustomName false Propellant Octaazacubane StructureComposition Graphene ReactionMass_kg 1 HeightToRadiusRatio 2 AdditionalArmorThickness_m 0
NuclearPayloadModule 103 t Nuke Description Version 1. By Apophys, modified. UsesCustomName true CoreComposition U-233 2% Molybdenum ReflectorComposition Alpha-2 Titanium Aluminide SlowExplosive CombustionReaction Nitroglycerin DelayComposition Calcium DelayCompositionMassFraction 0.902 FastExplosive Nitrocellulose CoreMass_kg 0.0106 Enrichment_Percent 0.97 HollowCoreRadius_m 0.0409 InnerExplosiveWidth_m 0.001 FusionBoost Deuterium Tritium FusionFuelDensity_kg__m3 31.8 Detonator HardRange_km 0 ActivationRange_km 0.2 MinimumRange_km 0 OverrideTimer_s 0 DelayedTrigger false TargetsShips true TargetsShots true
CombustionRocketModule 500 N Octaazacubane Combustion Rocket UsesCustomName true Reaction Octaazacubane StoichiometricMixtureRatio 0 ThermalRocket ChamberComposition Multiwall-CNT GHNS ThroatRadius_m 0.001 ChamberWallThickness_m 0.0001 ChamberContractionRatio 100 NozzleExpansionRatio 1000 NozzleExpansionAngle_degrees 18 RegenerativeCooling_Percent 1 Injector Composition Lithium PumpRadius_m 0.018 RotationalSpeed_RPM 76.4 Gimbal InnerRadius_m 0.027 ArmorComposition Graphite Aerogel ArmorThickness_m 0.0001 AttachmentCount 1 MomentumWheels Composition Lithium RotationalSpeed_RPM 1500 GimbalAngle_degrees 2
CraftBlueprint "dart" micro-missile Modules 500 N Octaazacubane Combustion Rocket 1 0 null 0 0 1.000 kg Octaazacubane Tank 1 0 null 0 0 Default Remote Control 1 -0.5 null 0 0 103 t Nuke 1 6.0416 null 0 0 1.000 kg Octaazacubane Tank 1 0.20249 null 0 0 50.0 cm x 0 m Spacer 1 6.5416 null 0 0 1.000 kg Octaazacubane Tank 1 1.5416 null 0 0 1.000 kg Octaazacubane Tank 1 5.5416 null 0 0 Armor Shape Cylindrical Concave true ArmorLayers Reticulated Vitreous Carbon 0.001 0 0 1 1 0 Aluminum 0.001 0 0.68 1 1 0
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Post by losboccacc on Dec 6, 2020 15:47:56 GMT
Here's the real issue with nukes: tuning up guidance is a chore. but once you can reliably make nukes explode on contact, they work just fine (two are usually enough to make a kill, but default ai launch bunches of 20) nuke code
SpacerModule [LB] 1.50 m x 0 m Spacer UsesCustomName true Dimensions_m 0 1.5
PropellantTankModule [LB] 2.00 t Methane Tank UsesCustomName true Propellant Methane StructureComposition Vanadium Chromium Steel ReactionMass_kg 2000 HeightToRadiusRatio 12.1 AdditionalArmorThickness_m 0
NuclearPayloadModule [LB] 2.25 Mt Boosted Fission Nuke UsesCustomName true CoreComposition U-233 ReflectorComposition Alpha-2 Titanium Aluminide SlowExplosive CombustionReaction Nitroglycerin DelayComposition Barium Nitrate DelayCompositionMassFraction 0 FastExplosive Nitrocellulose CoreMass_kg 230 Enrichment_Percent 0.97 HollowCoreRadius_m 0.12 InnerExplosiveWidth_m 0.001 FusionBoost Deuterium Tritium FusionFuelDensity_kg__m3 1800 Detonator HardRange_km 0 ActivationRange_km 2 MinimumRange_km 2 OverrideTimer_s 0 DelayedTrigger false TargetsShips true TargetsShots true
NuclearThermalRocketModule [LB] 30kN Methane Gimballed NTR UsesCustomName true ReactorCoreHeight_m 0.01 NuclearReactor Coolant Methane Moderator Aluminum ModeratorMass_kg 0 Fuel U-233 Dioxide FuelMass_kg 0.17 FuelEnrichment_Percent 0.97 ControlRodComposition Titanium Diboride ControlRodMass_kg 0.6 NeutronReflector Titanium Diboride ReflectorThickness_m 0 AverageNeutronFlux__m2_s 7.55e+19 ThermalRocket ChamberComposition Vanadium Chromium Steel ThroatRadius_m 0.025 ChamberWallThickness_m 0.0001 ChamberContractionRatio 10 NozzleExpansionRatio 6 NozzleExpansionAngle_degrees 10 RegenerativeCooling_Percent 1 Injector Composition Potassium PumpRadius_m 0.15 RotationalSpeed_RPM 50 Gimbal InnerRadius_m 0.22 ArmorComposition Graphite Aerogel ArmorThickness_m 0.0001 AttachmentCount 1 ElectricActuators PermanentMagnet Neodymium Iron Boron PowerConsumption_W 10 GimbalAngle_degrees 1
RemoteControlModule [LB] Missile Guidance Computer UsesCustomName true AspectRatio 8 HomingBehavior PropellantForBoostPhase_Percent 0.5 BoostPhase GuidanceLaw PurePursuit Accelerate true DampingEngineMultiplier 0 MidcoursePhase GuidanceLaw DeviatedPursuit Accelerate false DampingEngineMultiplier 2 TerminalPhase GuidanceLaw AugmentedProportionalNavigation Accelerate true DampingEngineMultiplier 0.5 IrradianceCutoff_Percent 0
CraftBlueprint [LB] Armored Nuclear Missile SteamWorkshopID 2311037969 Modules [LB] 30kN Methane Gimballed NTR 4 0 null 0 0 [LB] 2.00 t Methane Tank 1 0 null 0 0 [LB] 2.25 Mt Boosted Fission Nuke 1 6.2324 null 0 0 [LB] Missile Guidance Computer 1 7.6324 null 0 0 [LB] 1.50 m x 0 m Spacer 1 8.3496 null 0 0 Armor Shape Cylindrical Concave false ArmorLayers PBO Fiber 0.001 0 0 1 1 0 Amorphous Carbon 0.08 0 0.805 1 1 0 PBO Fiber 0.001 0 0 1 1 0 Amorphous Carbon 0.0122 0 0 1 1 0 Titanium Dioxide 0.0005 0 0 1 1 0
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Echo
Full Member
Posts: 141
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Post by Echo on Dec 25, 2020 15:21:34 GMT
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