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Post by concretedonkey on Dec 6, 2016 8:27:56 GMT
A warning: Needlegun impacts cause a ludicrous amount of lag. Often crashes the game even with a very low rate of fire. weeelll nothing is perfect ... btw I've found no relation between the crashes and the fire rate...
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Post by jasonvance on Dec 6, 2016 8:31:37 GMT
A warning: Needlegun impacts cause a ludicrous amount of lag. Often crashes the game even with a very low rate of fire. Yeah that was why I kept it to regular projectiles I can get 174km 1m^2 range with a tiny aluminium radiation shield and 137km/s projectile but it lags like crazy so I kept it to default projectiles (plus the tracers look awesome)
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Post by goduranus on Dec 6, 2016 10:00:15 GMT
My idea on how to make cannons work would be to put them on lots of drones, towed by a MPD carrier that gives them a 50km/s boost so that they can penetrate the laser killzone, and add their velocity to the projectile.
Otherwise I don't think projectile weapons can beat lasers.
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Post by kaiserwilhelm on Dec 6, 2016 15:52:56 GMT
My idea on how to make cannons work would be to put them on lots of drones, towed by a MPD carrier that gives them a 50km/s boost so that they can penetrate the laser killzone, and add their velocity to the projectile. Otherwise I don't think projectile weapons Ican beat lasers. Most of us now you can beat any projectile fleet with just a 1000km death laser or a armada of missiles.I have tried to avoid that because something doesn't feel right about just anhilating your enemies with a spam of micromissiles or lasers.Insted I opted for the more inefficent projectilies.This Thread is just a seperate place to post non missile/laser designs although they are more efficent.
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Post by zuthal on Dec 6, 2016 22:31:24 GMT
An as-yet unnamed battleship. 19.2 kt, 190 m long, 5 km/s delta-V and 245 Mc pricetag. Main weapon is 18 20 MW coilgun, firing 700 gram frag rounds at 14.7 km/s and 600 rpm. The rounds are highly effective, penetrating even heavy armour with great ease. The target ship shown here has, from inside to out, 2.5 mm aramid-1 cm diamond-5 mm VCS-50 cm space-1 cm boron-1 cm silica gel. This shows penetration of 30 cm VCS after about 500 rounds had been fired, from maximum range.
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Post by lawson on Dec 7, 2016 8:29:51 GMT
Here's my contribution, The cheapest of the "Sand Blaster" series of long range coil-gun ships. Main gun fires 5gram Osmium flak At 45Km/s. The flak breaks up into 129 needles several kilometers before the target so that the spread of the flak fixes the circular firing pattern of the main gun. The main gun takes out stock ships in 10-20 shots. Charging ships usually end up cored out with 90% of modules destroyed. The 2 CIWS turrets on the side a optimized for accuracy and are laser-accurate out to over 200Km. They can take down 20 stock flak missiles reliably, and all but 2-3 of 40 missile volleys. They also excel at taking down targets with armor too thick for the main gun as long as they target a sub-system. Propulsion is a NTR backed by two MPDs giving a choice between acceleration or delta-V. Make sure the NTR is disabled before firing, as the ship wobbles with it on.
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Post by dragonkid11 on Dec 7, 2016 12:09:39 GMT
Erm, I think you should decrease the acceleration your ship has from its NTR.
Because 4 G of acceleration will kill your crew VERY easily if you forgot to turn it off.
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Post by lawson on Dec 7, 2016 14:46:27 GMT
Erm, I think you should decrease the acceleration your ship has from its NTR. Because 4 G of acceleration will kill your crew VERY easily if you forgot to turn it off. Probably, been too busy optimizing the guns to re-optimize the NTR. (would probably fix the wobble...) So far the paper thin armor has killed the crew more often than the NTR
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Post by themohawkninja on Dec 9, 2016 6:54:36 GMT
A warning: Needlegun impacts cause a ludicrous amount of lag. Often crashes the game even with a very low rate of fire. What do you mean by "needlegun" exactly?
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