|
Post by coaxjack on Nov 24, 2016 19:29:27 GMT
One of my favorite rounds, the M-61: Attachment DeletedGot a coilgun that fires around 3/sec at 7 km/s, and typically skewers any stock ship. Remember, the point isn't to defeat the armor, it's to destroy what's behind it. Overpenetration is a good trait.
|
|
|
Post by lawson on Nov 24, 2016 22:39:31 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 I've considered doing this as well . It may even be super effective using conventional cannons and the tiniest gun drone you can make for the last stage. Can probably hit 8-10Km/s with a "practical" ship and gun
|
|
|
Post by shurugal on Nov 24, 2016 22:43:38 GMT
I've been experimenting with launching micromissiles from a nose mounted coilgun. Problem currently is the missile guidance. Sometimes they'll be on point and smash into the target with all ~15km/s built up from the gun + rocket motor (2-3 solid hits like this the target is dead), and then other times it's like the target has a deflector shield causing them to spazz out and miss at the last second. I've just spent an hour fiddling around with the same problem designing a kinetic-kill missile that uses the compact nuclear engine i've just posted a thread on. The problem, i found out, was that my steering thrusters were way too powerful, causing the missiles to be constantly over-correcting, until they either burned up all their fuel or spun out. Fixed that, and now they are mildly ridiculous... 10km/s delta-V, and one impact at 3 km/s will take out a stock gunship 100% of the time. If manually guided to a 10-meter or better intercept, they have a 100% hit rate, even at insane closure rates. Launching at 100km in a fight, they have about 50%.
|
|
|
Post by concretedonkey on Nov 25, 2016 14:04:35 GMT
btw , has anyone tried shooting payloads from railguns ? Seems to be very effective , if the projectile can be made very very narrow. Way more accurate than a coil gun.
|
|
|
Post by amimai on Nov 25, 2016 16:19:19 GMT
you can get near the same range/velocity using coil guns, only difference is the mass of the payload can be much much bigger
|
|
|
Post by concretedonkey on Nov 25, 2016 16:50:53 GMT
you can get near the same range/velocity using coil guns, only difference is the mass of the payload can be much much bigger ... I know I've been using coilguns for this almost since the beginning, however this one is interesting because it gets the same ultra accuracy that I get with some conventional cannons. 4 corvettes disabled by the first salvos for around 6-10 seconds at around 250 km. And the gun is not even broken. I'm starting to think that the distances could be somewhat misleading if we rely only on the max one to judge the accuracy... the really really accurate guns that I have tend to have the lower boundary for small targets relatively high too. Edit: Excatly this "angle" and sharp lines in your gun's range graphic is what I've learned to avoid... .
|
|
|
Post by amimai on Nov 25, 2016 17:18:30 GMT
also interesting stuff
flack shell without shrapnel mass absolutely destroys targets that have thin armour (aluminum/stock armour)
flack shell with sharpness mass is more effective vs targets whose armour can not be penetrated by kinetic force (diamond/osmium/vanadium coat)
High mass long rod penetrator is more effective vs targets with thick but low density armour (boron-graphogel)
|
|
|
Post by wafflestoo on Nov 25, 2016 20:22:32 GMT
also interesting stuff flack shell without shrapnel mass absolutely destroys targets that have thin armour (aluminum/stock armour) flack shell with sharpness mass is more effective vs targets whose armour can not be penetrated by kinetic force (diamond/osmium/vanadium coat) High mass long rod penetrator is more effective vs targets with thick but low density armour (boron-graphogel) I might have to cap my target ship to include a few cm of vandium-chrome steel at the front to see how this goes. (I modified the stock gunship, adding a spacer to the front to angle the armor and adding a layer of aramid fiber to the interior to act as a spall-liner, holds up much better than a stock gunship but still dead within 40 - 50 rounds of AP being expended, most of those fired after the killing blow has left the bbl of course). I'm finding flak bombs make the most effective perpetrator, probably because of how the game models radiation shields.
|
|
|
Post by amimai on Nov 25, 2016 22:39:09 GMT
You need something like 2cm of diamond backed by 3cm of amorphous carbon to reliably bounce of kg mass KKV's
Or at least that is the surface layer of my battle boats and they can take on small fleets of kinetics without dieing.
|
|
|
Post by Durandal on Nov 25, 2016 23:50:47 GMT
btw , has anyone tried shooting payloads from railguns ? Seems to be very effective , if the projectile can be made very very narrow. Way more accurate than a coil gun. I just tested these and holy shit . Ignore range, 2 shots, one dead stock gunship. My fleet doctrine may need to be revised.
|
|
|
Post by bluuetechnic on Nov 26, 2016 2:21:11 GMT
Moving this discussion to a new thread because I felt I was hijacking the "Giant Guns" thread too much. So I was noticing how difficult it was to design a coilgun with a decently shaped penetrator. At best I was coming up with a projectile that was slightly longer than it was wide and most times it was basically shooting a magnetic glass flapjack at the target. A square hit could be devastating, but a hit on angled armor would usually result in the shot ricocheting off with little or not damage done. While looking through some of the nuke launchers I got to thinking, "Wait a minute; instead of treating the coilgun's solenoid as the projectile, why don't we treat it as a shuttle or maybe a sabot and use it to launch an actual penetrator instead." Second night of experiments and I have this ship Carrying this gun That shoots these projectiles. Three out of three Gunships agree that this is totally unfair, OP, and nerf pls! It still needs more refinements, the shot speed is still low and I've managed to push 10m^2 accuracy out to about 16 km but it's still lower than I want it. Still, it's much cheaper than using just magnetic glass and the effect on target is magnificent! I will have to shoot some video of exactly what this system can do! I don't really think you were getting in the way of the original topic in the 'Giant Guns' Thread, just naturally progressing the discussion - I know that as the creator of the thread, I didn't mind it, but I respect your decision to move it to a new thread. Moving on to this thread itself and your ideas, I actually really like the ideas you've come up with. Additionally, I like the way you're approaching designing weapons, specifically your preference for rail an coilguns, and even more so the way you ignore the existing meta to explore new ideas. I'm very much a fan of this and try to do so myself, as you may have seen in some of the ridiculous designs and threads I've made. Whilst not always immediately successful, I occasionally stumble upon game changing strategies that others wouldn't find. (And I've kept this mindset alive, at least for the most part, despite playing competitive melee for the last year; seriously I've tried, but anything below top 10 in that game has no redeeming qualities) Finally, I'm working on something right now, and the first parts should be up later tonight, would you be interested in helping?
|
|
|
Post by concretedonkey on Nov 26, 2016 10:15:34 GMT
btw , has anyone tried shooting payloads from railguns ? Seems to be very effective , if the projectile can be made very very narrow. Way more accurate than a coil gun. I just tested these and holy shit . Ignore range, 2 shots, one dead stock gunship. My fleet doctrine may need to be revised. Yeah, I'm in the process of retiring all my flak/solid coilguns . Can't make them small though, even with 1 gram payload the length is significant. Edit: hah just filleted 4 corvettes at 500km...
|
|
|
Post by dragonkid11 on Nov 26, 2016 11:32:50 GMT
I made a 10 ton railgun that fire that 1 gram payload at around 20 kilometer per second.
And holy shit, it pierces holes into ships like no big deal.
Oh, the first round doesn't pierce? How about the next hundreds of them.
Christ.
|
|
|
Post by Durandal on Nov 26, 2016 16:03:04 GMT
I just tested these and holy shit . Ignore range, 2 shots, one dead stock gunship. My fleet doctrine may need to be revised. Yeah, I'm in the process of retiring all my flak/solid coilguns . Can't make them small though, even with 1 gram payload the length is significant. Edit: hah just filleted 4 corvettes at 500km... I will say though, I experience crashes whenever I try using the sabot weapon now. The first few times In testing I'd overlooked it. Might try them again. Have you had any problems with thsm?
|
|
|
Post by amimai on Nov 26, 2016 16:16:26 GMT
How many G's are those target ships pulling? Cause my 600mG acceleration test ship is hard to hit even at 1/3 max range when it's moving...
Those "3shot range un-capped" kills are probably on near static targets...
Hell at 1Mm range even lasers will be off target by a couple of meters on ships pulling a decent acceleration...
|
|