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Post by SevenOfCarina on Aug 28, 2016 15:00:21 GMT
Why don't you follow up a KKV salvo with a nuke salvo? That way, you get both of their advantages, minus the weaknesses - the KKV bores a hole through ship armor, and a relatively small nuke follows it in and vapourises the innards of the ship. Hell, the armor might actually be of help here.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 28, 2016 15:42:41 GMT
The big advantage to the kkvs is that they're cheap. I might try my hand at making a big frag warhead (by big I mean the individual fragments not necessarily the bursting charge) and about a half kilometer proximity fuse. Spread the damage out a bit.
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Post by SevenOfCarina on Aug 28, 2016 15:54:11 GMT
You try that. Just send me a vid of the exploding enemy fleet, will you?
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Post by RA2lover on Aug 30, 2016 1:08:08 GMT
My view on kinetic kill missiles is they're situational in that their impact energies are mostly determined by orbital mechanics instead of their delta-v. You wouldn't gain much(other than accuracy through mid-course corrections or reducing interception time) by accelerating past twice their exhaust velocity.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 30, 2016 4:58:42 GMT
My latest design actually make good knife - fighting weapons. Down to about 4kps of dV, but they accelerate quickly. Still trying to work on a launcher design I actually like for close combat missiles. I'd love to use a coilgun system, but that range limitation needs to be patches first.
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Post by qswitched on Aug 30, 2016 18:19:38 GMT
I've added 'ignore range' options to all projectile weapons in the latest build, fyi.
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Post by wazzledazzle on Aug 30, 2016 20:06:35 GMT
So I experimented with solid KKV missiles. I basically just removed the warheads from Sniper missiles and put a 1.5m spacer on the nose. They have something like 7kps dV, and make a satisfying bang when they hit. I'm considering pairing them with a coilgun launch mechanism if I can ever figure that out. Just tried something similar as well. It's best used against laser ships that would chew through regular missiles, since the closing velocity is so damn high. Aim for the radiators and it's a guaranteed powerplant kill. *thunk*
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 30, 2016 23:47:28 GMT
The huge frag missiles are working pretty well, too. Trying to optimize the proximity fuse. Max size dpu frag layer with a relatively small bursting charge.
Looking forward to pairing it with a good coilgun launch system so I can use it tactically
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Post by geraldmonroe on Sept 24, 2016 2:37:27 GMT
The biggest problem is targeting. Even at around 2+ km/s velocity difference, trying to hit a target is like trying to hit one bullet with another bullet. It gets even worse if the enemy tries to dodge. And at 5+ km/s it may be beyond the realm of feasibility. A tiny imperfection in targeting software or in the thrust will cause you to miss by kilometers. Wouldn't a "precision thruster module" fix this problem? This would be a set of very tiny electrically fired solid fuel thrusters used for terminal fine-tuning. They'd emit tiny puffs milliseconds long to make the impact happen. I was under the impression that a number of modern weapons have technology like this. Examples : www.youtube.com/watch?v=OAaw3S56nhcAnd of course several forms of anti-ballistic missile are able to make a shot like this, hitting a missile sized target at excess of 2km/sec dV.
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Post by RA2lover on Sept 24, 2016 3:42:24 GMT
Your main problem is sensor accuracy. a 1 degree imperfection in tracking means you're missing by about 175m when 10km away. With approach speeds higher than about 1km, you're probably going to have a hard time correcting that with liquid RCS. a 2km/s approach needs 1.4~1.5G worth of RCS acceleration(~70m/s dv) to compensate that. 5km/s? you now need 8.9Gs in continuous RCS acceleration along the way, as well as 175m/s of correction delta-v. Even then, these figures assume you can fire your thrusers instantaneously.
I wouldn't trust solid engines in being able to achieve that amount of delta-v in an arbitrary orthogonal direction without taking a significant amount of the missile's mass.
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Post by ryujin on Sept 26, 2016 8:41:55 GMT
Seems like you could make a lot KE weapons that could distribute the impact and do a lot more damage than the existing missiles.
Would be cool to have fold out "fins" on KE missiles to give them more impact area (store it as a thin missile, have some steel fins fold out before impact to give it some spread impact. Haven't had time to unlock module design yet, but I imagine some custom "radiators" would work to give it a hollow point bullet like effect.
I'm also going to try a missile/drone that has radial missile launchers that pump out tiny chunks of metal for a shotgun effect (you can make ships that are nothing more than tiny fuel tank and armor). Maybe having them spam out a bit before impact would give a good shredding to most ships.
Now I just need time to finish the other missions and unlock module design :/
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Post by Crazy Tom on Sept 26, 2016 13:24:13 GMT
Seems like you could make a lot KE weapons that could distribute the impact and do a lot more damage than the existing missiles. Would be cool to have fold out "fins" on KE missiles to give them more impact area (store it as a thin missile, have some steel fins fold out before impact to give it some spread impact. Haven't had time to unlock module design yet, but I imagine some custom "radiators" would work to give it a hollow point bullet like effect. I'm also going to try a missile/drone that has radial missile launchers that pump out tiny chunks of metal for a shotgun effect (you can make ships that are nothing more than tiny fuel tank and armor). Maybe having them spam out a bit before impact would give a good shredding to most ships. Now I just need time to finish the other missions and unlock module design :/ Something like this:
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Post by dwwolf on Oct 13, 2016 8:14:22 GMT
Ive been experimenting with adding a 1kg rad shield pill a ways behind the main penetration rod. Usually between the fuel tanks. Cant hurt to have a second penetrator behind the first. And it spreads the damage if the missile is wobbling.
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Post by Diamondback556 on Oct 13, 2016 9:18:22 GMT
Seems like you could make a lot KE weapons that could distribute the impact and do a lot more damage than the existing missiles. Would be cool to have fold out "fins" on KE missiles to give them more impact area (store it as a thin missile, have some steel fins fold out before impact to give it some spread impact. Haven't had time to unlock module design yet, but I imagine some custom "radiators" would work to give it a hollow point bullet like effect. I'm also going to try a missile/drone that has radial missile launchers that pump out tiny chunks of metal for a shotgun effect (you can make ships that are nothing more than tiny fuel tank and armor). Maybe having them spam out a bit before impact would give a good shredding to most ships. Now I just need time to finish the other missions and unlock module design :/ Something like this: I'm trying to do this using radiators... first attempts have been very poor at penetrating armor but effective at spreading damage.
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Post by dwwolf on Oct 13, 2016 18:48:37 GMT
Try strong metals instead of ceramics as radiators ?
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