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Post by concretedonkey on Nov 26, 2016 16:47:19 GMT
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? yes, a few times, but not consistent... can't say what it is for now.
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Post by amimai on Nov 26, 2016 16:57:34 GMT
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? yes, a few times, but not consistent... can't say what it is for now. See my last post, it all depends on where the AI chooses to accelerate... if the target ship is accelerating sideways your guns accuracy goes to pot because the bullets take 10-15 seconds to hit and in that time the target has moved 150m to the side.
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Post by concretedonkey on Nov 26, 2016 17:44:04 GMT
I was talking about the crashes . I know you can't expect consistant kills if the target is accelerating.
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Post by concretedonkey on Nov 26, 2016 19:59:11 GMT
Now , if we could only fit them inside the ship...
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Post by amimai on Nov 27, 2016 2:22:52 GMT
I was talking about the crashes . I know you can't expect consistant kills if the target is accelerating. quoted wrong person... much embarrass
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Post by concretedonkey on Nov 27, 2016 7:35:48 GMT
quoted wrong person... much embarrass no problem . Btw I know have a relatively consistant (I'm overusing this word ) method of making railguns ultra accurate , I don't know how it translates to other guns but it works like this : Increase the length to your desired speed/dimensions , you will see the the max range for capital ships increase, then when you are happy, start increasing the thickness. You will notice that the capital ship range will drop a bit , but the small targets range will increase. Continiue increasing the thickness untill the small targets range stops increasing. This is the point of optimal accuracy. If your max range dropped too much increase the lenght a bit and then compensate accordingly with the thickness again. I have to experiment if the same thing works for coilguns and conventional cannons.
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Post by Pttg on Nov 27, 2016 7:58:00 GMT
Also that's basically the same as a very complicated set of tiered magnetoplasma drives.
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Post by Pttg on Nov 27, 2016 8:03:40 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... Yeah, targeting controls are really disappointing. I just want to tell the gunners to aim like 10 meters forward so they can actually hit the target. And once they've figured that out, maybe we could get the AI to distribute fire....
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Post by mmmfriedrice on Nov 28, 2016 3:01:20 GMT
Has anyone tried using two-part penetrators/payloads for their guns? Considering the velocities and how most stock ships bite the dust after one or two hits from a heavy projectile, I don't know if it's strictly necessary, but segmented penetrators are a contemporary thing for defeating spaced/bulging composite armors.
Might find some kind of effectiveness against packed whipple shields.
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Post by fallingaggressively on Nov 28, 2016 5:02:01 GMT
Has anyone tried using two-part penetrators/payloads for their guns? Considering the velocities and how most stock ships bite the dust after one or two hits from a heavy projectile, I don't know if it's strictly necessary, but segmented penetrators are a contemporary thing for defeating spaced/bulging composite armors. Might find some kind of effectiveness against packed whipple shields. 2kg tungsten long rod with a diameter/ length ratio above 40 (I think it was at 57 when I ran out of time) at 9m/s penetrates 3cm boron / 1.4m aerogel / 5cm boron after a few hits. It appears the simulation does not factor in warping of the rod on impact. The stuff I've read suggests that at that ratio the rod should be shattering... The coil gun that fires it is almost at reasonable cost weight range. If only we didn't need to have reaction wheels.
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Post by zuthal on Nov 28, 2016 6:24:36 GMT
The thing is, 9 km/s (I assume you meant that) is far above the speed of sound in tungsten (~5.2 km/s), and from what I know, there the strengths of materials are more or less irrelevant because the impact stresses are so great. This means that I do not think you can fully apply the rule of thumb/conventional wisdom derived from normal LRPs used against tanks, because those operate at speeds far below the speed of sound in the material.
However, yes, the simulation definitely does not factor in warping or shattering of the rod, as it seems to treat all modules as being perfectly rigid.
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Post by randomletters on Nov 28, 2016 17:52:29 GMT
For long rod penetrators (in real life) depleted uranium is just plain better than tungsten, for a bunch of reasons that probably aren't modeled ingame because of their weridness.
In my mind the ideal anti-armor weapons ingame are nuclear EFPs, in terms of penetration v projectile mass I've yet to see anyhting beat them. IMO the main utility of rail/coilguns is the destruction of radiators and weapons.
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Post by fallingaggressively on Nov 29, 2016 5:16:29 GMT
Hehe, whoops! Yes 9km/s. As you may have guessed from my name, I'm not as thorough as I should be. Something I'm working on!
Does the speed of sound issue mean it would be better to use boron carbide or something? The testing, it never ends...
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Post by fallingaggressively on Dec 2, 2016 9:19:21 GMT
So a bit of testing has shown me that if speed of sound is a factor, then it is one that can be ignored in favor density! The two primary attributes that make a good kinetic penetrator in COADE are high material density and low radius.
Very heavy death needles. Sounds like a metal band...
I even added some extra armor on (3cm boron / 1.4m aerogel/ 5cm boron / 3cm carbon / 2cm diamond) and switched to 2kg osmium 1.5m long rod and threw it at the armor package with ~60deg slope and it held up for a number of hits, but the behind armor effects were pretty horrific. Loose the angle and its straight through (even when the rod was 0.8m long).
Hate to think about how effective NEFP will be when its a fully realised weapon.
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Post by fenrin49 on Dec 5, 2016 20:28:30 GMT
this is just dumb dirt cheap meter long osmium pin for the projectile can make it quite a bit longer with little performace hit - its prety small and punches through everything out performing kilogram weight rods going 20% faster from a railgun well ill be using it for my close in guns untill it gets fixed be back later when i finish a ultra high velocity pin launcher
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