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Post by Durandal on Nov 22, 2016 23:28:50 GMT
Question. Does it need the flare? Only if you want any kind of tracer. Other than that, nope. I would think it would save on CPU power to by having a kw level flare that can burn up the Osmium rod.
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Post by wafflestoo on Nov 23, 2016 3:12:10 GMT
Could you show us the design for the launcher coilgun? I have been having trouble with making coilgun that's cost effective AND effective enough to launch payload. The only successful result I have is with conventional cannon launcher and they are...heavy so to speak. Sure, I can do that for you. Though, I don't think it'll help you much since all I'm doing is launching a 1500g inert lump of metal and not a 1500kg guided missile. I feel that there really are better people on the forums than me when it comes to coilguns and launching payloads. Attachment DeletedAttachment Deleted
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Post by ash19256 on Nov 23, 2016 5:24:35 GMT
Could you show us the design for the launcher coilgun? I have been having trouble with making coilgun that's cost effective AND effective enough to launch payload. The only successful result I have is with conventional cannon launcher and they are...heavy so to speak. Sure, I can do that for you. Though, I don't think it'll help you much since all I'm doing is launching a 1500g inert lump of metal and not a 1500kg guided missile. I feel that there really are better people on the forums than me when it comes to coilguns and launching payloads. Would it be possible for you to share the design of the flare and the penetrator as a whole? My attempt didn't go so well.
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Post by n2maniac on Nov 23, 2016 5:36:41 GMT
15kg launcher at 8 shots/s (limited mostly due to the incredible lag at much faster rates). Feel free to use or modify, it shouldn't be too touchy with tweaks until coilgun physics get fixed.
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Post by goduranus on Nov 23, 2016 6:31:55 GMT
@ wafflestoo, the slug firing coilgun is powerful, but only has a range of 25 km or so? Against a 150km range coilgun firing 1gram sand it would be pretty badly outranged. The choice of whether to fire heavy slug depends on whether you can survive to cross the kill zone. Your ship may destroy mine in one shot, and my guns take 30 seconds to destroy you, but what if i can fire on you accurately 5 minutes before you can fire on me? You would be destroyed 4:30 before you can fire.
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Post by wafflestoo on Nov 23, 2016 14:20:16 GMT
Sure, I can do that for you. Though, I don't think it'll help you much since all I'm doing is launching a 1500g inert lump of metal and not a 1500kg guided missile. I feel that there really are better people on the forums than me when it comes to coilguns and launching payloads. Would it be possible for you to share the design of the flare and the penetrator as a whole? My attempt didn't go so well. Sure. I experimented with 1000g and 500g penetrators of differing composition last night with indecisive results but this one seems to do the job. Attachment DeletedAttachment Deleted
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Post by wafflestoo on Nov 23, 2016 14:30:41 GMT
@ wafflestoo, the slug firing coilgun is powerful, but only has a range of 25 km or so? Against a 150km range coilgun firing 1gram sand it would be pretty badly outranged. The choice of whether to fire heavy slug depends on whether you can survive to cross the kill zone. Your ship may destroy mine in one shot, and my guns take 30 seconds to destroy you, but what if i can fire on you accurately 5 minutes before you can fire on me? You would be destroyed 4:30 before you can fire. I have two reasons really. The first one is I don't know if you've noticed it but it is much easier to defeat a hypervelocity, low-mass projectile with armor. They're good at scoring a mission kill on a ship with exposed guns and radiators but if someone designs their ship with those components hidden behind an armored plate on their leading edge (and I've seen three or four of those designs on the forum) they'd be capable of crossing the gap, kick their side out slightly, take their shot, and realign again. I've found it a lot harder to armor against a 1.5kg, low- to medium velocity slug. And my other reason is, "Because I want to experiment outside of the current meta, is that okay with you?"
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Post by goduranus on Nov 23, 2016 14:38:27 GMT
I thought we were just discussing which design is more optimal. In my tests heavily armored ships wouldn't be able to survive against 1g coilgun rounds for very long, so far yes they can survive a few rounds, but not an 125km gap.
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Post by dragonkid11 on Nov 23, 2016 15:23:12 GMT
While it's true that coilgun/railgun that fire 1g projectile very rapidly at long range is more efficient than large caliber coilgun.
Sometime, you just want a big fucking cannons.
Also tried a design of my own and it basically wiped out just about anything within 50 kilometers, nope of the ships could accelerate far enough into firing range.
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Post by wafflestoo on Nov 23, 2016 15:55:35 GMT
Heh heh heh... uhhh, wups. I'd actually thought better of being a jerk like that and popped on to edit it out. Too late, oh well, I'll deal with it.
If I seem a little prickly it's because I've seen three discussions shut down now because they weren't "optimal" and it felt like people no longer felt safe discussing their ideas there. (I'm STILL waiting on a good discussion to take hold on RTG designs without it getting batted down).
Okay, back OT. You asked for an answer I'll give it to you. I admit, in a low-gravity reference frame like an asteroid I'm probably going to have a heck of a time weathering the storm for the 200-odd seconds it'd take to get into range. I doubt it'd be impossible, but advantage to the hyperkinetic. If we're scuffling around a world with a high gravitational parameter, like say Uranus it wouldn't be unheard of to get closure rates in the multiple km/s range. That 20-second closure time looks a heck of a lot more doable now, and hey, the +5 km/s I'm getting more than doubles my relative shell velocity XD
This is why most of my gunships carry two sets of guns; one low-mass/high velocity main gun and a set of high-mass/mid-to-low velocity guns to hard-kill them if they weather the storm long enough to get in range and I need to put them down NOW.
Really though, if I wanted optimal I'd just stick with missile and drone boats (OH! Now THERE'S a controversial statement! XD )
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Post by fallingaggressively on Nov 23, 2016 18:33:28 GMT
I tested one of the ~50/60 km/s 1gram coil guns which gave a stand off of about 200km against the 3cm boron/1.4m aerogel/5cm boron armor package and it held up for a good five minutes...
My test really only ended because the ship misaligned and copped a spray to the weak sides. With a better armor shadow I think it would have survived all 10000 rounds...
To be fair that same armor withstood the payload design just as well, and I tried a 14kg rod at 7km/s too. I be interested to know how well modeled the penetration effects are as rod length/diameter and composition is a significant factor in real world designs.
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Post by fallingaggressively on Nov 23, 2016 19:03:30 GMT
I tried to stick to the 20:1 length/diameter ratio which modern apfsds are designed to. Making it 600mm long as real designs are made it a bit heavy and slow, but if someone can make a better coil gun? I also made it with the rad shield only, which may have an effect depending on how they are modelled in the game engine.
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Post by leerooooooy on Nov 23, 2016 19:42:51 GMT
@ wafflestoo, the slug firing coilgun is powerful, but only has a range of 25 km or so? Against a 150km range coilgun firing 1gram sand it would be pretty badly outranged. The choice of whether to fire heavy slug depends on whether you can survive to cross the kill zone. Your ship may destroy mine in one shot, and my guns take 30 seconds to destroy you, but what if i can fire on you accurately 5 minutes before you can fire on me? You would be destroyed 4:30 before you can fire. Automatic range estimations are borked and heavily skewed in favour of small mass hyperfast projectiles. Tactical usage of "ignore range" is fundamental
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Post by fallingaggressively on Nov 24, 2016 11:15:33 GMT
I made the long rod from radiation shields and apparently the game thinks this is not how radiation shields should be used and broke my user designs!
So after I rebuilt all the designs I'd lost I went back to the drawing board and used the flak rods with the fuse turned off (and I think this is an easier way of creating the rods of a length at a given weight) and they work very well. The armor still holds them off for a bit but when when it makes it through... it goes straight through and does very localised damage along the projectiles path. Its almost surgical, except for the wonky accuracy of my coil gun!
I'd post pics but I need to build my ships again!
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Post by amimai on Nov 24, 2016 17:20:24 GMT
I have had an insane idea!
I call it the Matrushka Cannon, its a 1000km+ range super weapon!
you see what you do is you get a coilgun to launch a drone (getting it to say 4km/s) then you use that drone to launch a second drone, (getting it to 8km/s, total 12km/s) then you get that drone to launch another drone(16km/s) and another (20km/s) ect until you have drones flying at literally the speed of light!
looks around shiftily! IM NOT MAD!!!
edit: a conventional cannon is infinetly more practical for the matrushka cannon
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