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Post by randomletters on Dec 26, 2016 22:52:02 GMT
Side note: hits to the front of a ships hull are broken, the armour on the nose cone looks like it's not being modelled correctly so it's better to test with at least some acceleration to avoid hits to the nose skewing results. Yeah I noticed I was getting purple sparks with hits close to the point of the nose rather than the normal red. I think the game might be deleting a layer or two when it builds the armor model.
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Post by David367th on Dec 27, 2016 0:11:07 GMT
Side note: hits to the front of a ships hull are broken, the armour on the nose cone looks like it's not being modelled correctly so it's better to test with at least some acceleration to avoid hits to the nose skewing results. Yeah I noticed I was getting purple sparks with hits close to the point of the nose rather than the normal red. I think the game might be deleting a layer or two when it builds the armor model. Different materials have different colored sparks. Some materials have the same color as if they were tracers, as silver has green sparks Hafnia has purple etc.
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Post by lawson on Dec 27, 2016 2:21:02 GMT
Side note: hits to the front of a ships hull are broken, the armour on the nose cone looks like it's not being modelled correctly so it's better to test with at least some acceleration to avoid hits to the nose skewing results. Yeah I noticed I was getting purple sparks with hits close to the point of the nose rather than the normal red. I think the game might be deleting a layer or two when it builds the armor model. I think the game is just screwing up the armor geometry. You see this a lot if you play with making flying saucers. I.e. the top armor layer doesn't reach as far out to the point so the first and second armor layers swap order.
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Post by kitten on Dec 28, 2016 14:23:43 GMT
I've tried really thick and expensive armours and they eventually fail against even the stock game's weaponry. It's a bit counterintuitive but in a KE slugging match some of the best (for absolute armour value) designs will increase cross-section to the point where the added protection is offset by the fact you have to deal with more hits. With the sheer volume and accuracy of fire in game, repeated hits to the same point from even mediocre coilguns will fairly rapidly break through even something as silly as diamond/graphogel/amorphous carbon/basalt fibre composite. This is especially true for anything using significant spacing, whether it's whipple armour or a more conventional spaced armour composite.
I'm not sure the game is modelling spaced armour very well, though. The whipple shield for example is IRL most effective against hypervelocity impacts, yet ingame it precisely fails fastest against hypervelocity needleguns. Possibly because of the physical properties of player projectiles like osmium needles (which will certainly survive impacts better than random micrometeroites) but possibly also due to flaws in the game. Has anyone been able to investigate things like the temperature/state of the projectile after initial impact, or is that just not possible in the game?
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Post by David367th on Dec 28, 2016 16:26:09 GMT
Whipple shield effectiveness actually increases if you have a second layer of whipple with really small spacing. I don't know how well the game models the plasma, but after the first layer the plasma is spherical and retains its original shape. After a second thinner layer of whipple, the plasma still penetrates but the ball turns into a cone and spreads out faster than it would have otherwise.
Unfortunately multi-Kg projectiles tend to slice through anything as whipple is meant for 2g and lower, with 10g pushing its effectiveness. Plus the ultimate downfall of whipple is the ablation of the bumper layers, when they're gone from multiple penetrations, its just the pressure wall stopping the projectiles now.
There really is no debug/data on the projectile either, or that of the armor.
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