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Post by lawson on Dec 25, 2016 4:15:15 GMT
found an interesting thing when using 2 different long range guns they picked different targets which you may know guns of the same type dont do - they keep firing on the same target untill those rounds hit before switching. *snip* Interesting! Going to have to try that out. Here's my cheap CIWS coil gun. Shells aren't a great shape and shooting 4000C/s of shells gets expensive, but the gun is cheap and light. Been developing nuke throwing missile defense guns too. So far I'm using a variation of my super bugged 1T iron coil-gun modified to throw nukes. Managed to keep the bug that allows 10km/s at low firing rate at a 1.03 second firing period . Works fairly well, but I can still get missiles past it if I launch 100 and nuke-harden the missile's engines. (btw, you can get a mass of slow firing guns to fire in sequence if you only have power for 1-2 at a time)
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Post by fenrin49 on Dec 25, 2016 7:05:07 GMT
Ooh I'm going to have to try that trick Nice PD gun design!
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Post by newageofpower on Dec 25, 2016 8:08:19 GMT
Heh. I like using amorphous carbon coilguns too. Reasonablly efficient without breaking physics.
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Post by amimai on Dec 25, 2016 12:07:34 GMT
Heh. I like using amorphous carbon coilguns too. Reasonablly efficient without breaking physics. Errr... 1000 rounds per second 0.5*0.001*28000^2=392KW/round *1000=392MW(at200%efficiency)
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Post by dragonkid11 on Dec 25, 2016 12:30:17 GMT
Ehhhh, still more reasonable than most.
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Post by amimai on Dec 25, 2016 13:13:26 GMT
And to think I use iron armature for my physics compliant coil guns
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Post by dragonkid11 on Dec 25, 2016 13:43:21 GMT
I used iron whenever I can to make them cheap.
But at the same time, it's super difficult to scale iron armature coilgun up.
The coilgun has to be incredibly huge even when I can pump more power into it.
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Post by David367th on Dec 25, 2016 14:07:04 GMT
So are we going to have to use firearms now or do they break physics too?
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Post by cuddlefish on Dec 25, 2016 16:47:46 GMT
As far as I know, they don't have the same pitfalls - one interesting factor is that they, like Lasers, have an explicit energy-efficiency metric displayed, letting you confirm this (ballistic efficiency is, afaik, how much of the propellant energy ends up as KE in the projectile).
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Post by David367th on Dec 25, 2016 17:30:51 GMT
Yeah you have ballistic efficiency but also you can see the energy per mass for the combustion material.
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Post by fenrin49 on Dec 26, 2016 5:14:54 GMT
im not totaly sure that coilguns break physics that much - you could have more than one projectile in the barrel being accelerated at a time and suffer little losses- on some designs if you turn up the loader past a certain point it decimates the velocity. magnetic metal glass though might be getting energy from both ferromagnetic and paramagnetic forces both at high eficiency. or its probably just magic. lets be honest its probably magic. a debug menu showing the calculations for these things would be handy or the aforementioned efficiency % display. chemical guns are interesting in terms of size and cost per energy delivered ammo weighs more and is volatile though - still decent for anything under around 5km/s but not good enough for anything other than short range heavy slug fests or a boost for a missile- still usually out classed by coil guns except for a few cases.
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Post by Dhan on Dec 26, 2016 5:47:36 GMT
im not totaly sure that coilguns break physics that much - you could have more than one projectile in the barrel being accelerated at a time and suffer little losses... Then you'd end up with the projectiles loaded deeper in the gun going faster than the ones loaded closer to the muzzle.
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Post by fenrin49 on Dec 26, 2016 6:08:21 GMT
what i meant was that it is likely that a new round is chambered before the first exits - if far enough apart the stages wouldnt pull them back this could be what im seeing when i load them to fast - coils start to slow shells down. of course i have no idea if it simulates that.
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Post by cuddlefish on Dec 27, 2016 4:34:11 GMT
what i meant was that it is likely that a new round is chambered before the first exits - if far enough apart the stages wouldnt pull them back this could be what im seeing when i load them to fast - coils start to slow shells down. of course i have no idea if it simulates that. It doesn't really matter for the core problem, though - much, much, much more energy comes out of the barrel than goes into it. That's physics broken, badly.
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Post by spacechicken on Jan 2, 2017 17:48:27 GMT
Back on the nuke launching coilgun topic:
I'm having trouble setting the fuse on my nuke shells. 10kt 16kg nuke, Velocity is 3km/s. They either impact and fly right through. or they miss and go off behind the target. I set the hard range at 5km and I'm not getting any flash damage, just impacts or explosions behind the target.
whats going on here? does it really take a whole second for the nuke to initialize? I doubt it.
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