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Post by caiaphas on Jan 2, 2017 3:14:40 GMT
No, I mean, do you know if you need a 10 kt nuke or greater, 1 kt nuke, so on and so forth to get the effect?
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Post by amimai on Jan 2, 2017 12:19:54 GMT
I use 95t micro nukes for the effect and it works fine
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Post by coaxjack on Jan 2, 2017 20:13:29 GMT
Related question: Is there a known ratio of bomb explosive output in relation to the weight or size of the penetrator plate? I think my efforts to minimize weight end up with even a 95 ton bomb vaporizing the penetrator.
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Post by newageofpower on Jan 2, 2017 20:15:42 GMT
Uncertain. It may also depend on plate material and spacing (thickness of any flak 'pills') between the nuclear charge and the plate. I personally use Osmium in my plates.
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Post by amimai on Jan 2, 2017 21:35:32 GMT
FROM VARIOUS TESTS:
range is roughly proportional to : ([nukes yeild]*[nuke number]^2)+[plate mass] a 5kt nuke will give longer NEFP effect then a 95t nuke but 10*95t nukes in a layer give far more range then single 5kt as far as my tests have gone the mass of the plate is mostly irrelevant, a 500g plate will will still NEFP quite far of a setup that NEFPs a 150kg block of osmium multiple km
NEFP damage effect on the other hand is directly proportional to plate mass, more mass is more damage
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Post by mmmfriedrice on Jan 3, 2017 3:06:51 GMT
So actual NEFP-ish things work? Can it be a [nuke/Plate--->Enemy] setup, or does it require [nuke/tiny flak bomb/Plate --> Enemy] to work?
I've gotten inconsistent results, but I also haven't had the time to tweak detonation ranges and plate sizes religiously. Does the NEFP brick get turned to fragments or does the game engine simply lob it forwards?
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Post by amimai on Jan 3, 2017 4:23:32 GMT
From what i have seen NEFP come in 2 stages:
True NEFP - this is a (relatively) short range burst that target hits instantly, mostly causes spall and thermal, but can still easily rip ships in half for larger payloads.
Nuclear shotgun - this is a spread of high velocity particles generated when the target is beyond true NEFP range and can go roughly triple the distance (situational) still many more times the penetration of conventional flack but less dangerous then true NEFP because it can't hop past surface armour layers via spalling.
I had a really good image of true NEFP in a few of the other threads blowing a 5m hole in a ship a while back if you want to see how it looks...
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Post by dragonkid11 on Jan 3, 2017 5:11:12 GMT
Soooo, has anyone combined NEFP with the 'Claw of God' multi flat-disc flak missile yet?
I just suddenly remember this and planned to make one later when I got home.
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Post by amimai on Jan 3, 2017 9:03:07 GMT
Soooo, has anyone combined NEFP with the 'Claw of God' multi flat-disc flak missile yet? I just suddenly remember this and planned to make one later when I got home. It's already NEFP, only the early version was lag abuse based. It now uses 19x123t nukes with osmium pancake frag plate for NEFP effect.
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Post by coaxjack on Jan 3, 2017 20:36:55 GMT
I'm also bad at tuning control modules for NEFP missiles, what are you all using as far as that goes? I know it's a contextual question when it comes to individual missile designs but in general, how are you getting the nose of the thing pointed at the target at the right distance?
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Post by caiaphas on Jan 4, 2017 0:09:38 GMT
I'm also bad at tuning control modules for NEFP missiles, what are you all using as far as that goes? I know it's a contextual question when it comes to individual missile designs but in general, how are you getting the nose of the thing pointed at the target at the right distance? Off the top of my head, you take the default, leave the boost and midcourse phase tracking settings the same, and change terminal tracking to "Deviated Pursuit", usually get almost 100% hit rate (provided they aren't shot down) from my NEFPs, guided flak bursters, and KKVs from that. I'll check later and update if there's a mistake.
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khenderson
New Member
my god, it's full of missiles
Posts: 40
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Post by khenderson on Jan 4, 2017 1:18:24 GMT
I'm also bad at tuning control modules for NEFP missiles, what are you all using as far as that goes? I know it's a contextual question when it comes to individual missile designs but in general, how are you getting the nose of the thing pointed at the target at the right distance? Off the top of my head, you take the default, leave the boost and midcourse phase tracking settings the same, and change terminal tracking to "Deviated Pursuit", usually get almost 100% hit rate (provided they aren't shot down) from my NEFPs, guided flak bursters, and KKVs from that. I'll check later and update if there's a mistake. Personally, I've never been able to hit an accelerating target with any reliability using deviated pursuit for the terminal phase. For all my standard build missiles (launcher fired, 5 g acceleration, 6 km/s delta-v), I use the following set up - I prefer a slightly more active midcourse phase over the default. Boost phase is usually at 60-70%, although I drop it down to 40 if the weapon is meant to hit targets that do a lot of acceleration off the threat axis. My NEFPs reliably hit targets with 2 g acceleration at standoff ranges of up to a kilometer. They might manage a longer standoff range, but I haven't tested it, as the small NEFP packages I use (1.4 - 3 kg including the remote control) are ineffective at those ranges.
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Post by caiaphas on Jan 4, 2017 1:41:45 GMT
Off the top of my head, you take the default, leave the boost and midcourse phase tracking settings the same, and change terminal tracking to "Deviated Pursuit", usually get almost 100% hit rate (provided they aren't shot down) from my NEFPs, guided flak bursters, and KKVs from that. I'll check later and update if there's a mistake. Personally, I've never been able to hit an accelerating target with any reliability using deviated pursuit for the terminal phase. For all my standard build missiles (launcher fired, 5 g acceleration, 6 km/s delta-v), I use the following set up - I prefer a slightly more active midcourse phase over the default. Boost phase is usually at 60-70%, although I drop it down to 40 if the weapon is meant to hit targets that do a lot of acceleration off the threat axis. My NEFPs reliably hit targets with 2 g acceleration at standoff ranges of up to a kilometer. They might manage a longer standoff range, but I haven't tested it, as the small NEFP packages I use (1.4 - 3 kg including the remote control) are ineffective at those ranges. Yeah, my bad. I took a look at my settings and I use Proportional Nav for terminal too, with dampening turned up to 2.
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khenderson
New Member
my god, it's full of missiles
Posts: 40
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Post by khenderson on Jan 4, 2017 1:48:48 GMT
Personally, I've never been able to hit an accelerating target with any reliability using deviated pursuit for the terminal phase. For all my standard build missiles (launcher fired, 5 g acceleration, 6 km/s delta-v), I use the following set up - I prefer a slightly more active midcourse phase over the default. Boost phase is usually at 60-70%, although I drop it down to 40 if the weapon is meant to hit targets that do a lot of acceleration off the threat axis. My NEFPs reliably hit targets with 2 g acceleration at standoff ranges of up to a kilometer. They might manage a longer standoff range, but I haven't tested it, as the small NEFP packages I use (1.4 - 3 kg including the remote control) are ineffective at those ranges. Yeah, my bad. I took a look at my settings and I use Proportional Nav for terminal too, with dampening turned up to 2. As a side note, I did a couple of quick tests and my 3 kg NEFP package was hitting a 2 g capable target with a standoff range of 10 km. While they had next to no penetration at that range, they were quite devastating to the radiators. Edit: Edit 2: I should mention that this was from a salvo of 37 missiles, each of which is ~ 25 kg and 200 credits.
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Post by caiaphas on Jan 5, 2017 0:44:05 GMT
...okay, how the heck can you tell the difference between NEFP and five kilos of osmium shrapnel hitting enemy armor at 10 km/s? There doesn't seem to be any difference in the damage to armor when I set the fuse on the flak to 1 km.
Or is it something with the nuke's fusing? I have the detonator on that set to 0, after all.
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