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Post by shiolle on Jan 13, 2017 17:15:56 GMT
How about a requirement to at least get coilguns and railguns to max 100% efficiency? Right now that gun up there is 15000% efficient. This challenge won't be much of one if you allow broken mechanics to be exploited. Just my 2c That's nice, since I never allow my railguns to surpass the said limit. It think svm420 meant the gun posted by midnightdreary. His railgun is 1581% efficient. To bring it under 100%, reload time has to be 80 ms of higher. It would still have 750 RPM (as opposed to the current 12 000) which is not too bad.
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Post by svm420 on Jan 13, 2017 17:46:00 GMT
That's nice, since I never allow my railguns to surpass the said limit. It think svm420 meant the gun posted by midnightdreary . His railgun is 1581% efficient. To bring it under 100%, reload time has to be 80 ms of higher. It would still have 750 RPM (as opposed to the current 12 000) which is not too bad. I think that The Astronomer knows that and they were agreeing that it would be a nice rule since they already follow it
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Post by David367th on Jan 13, 2017 18:16:20 GMT
This is something I've been working on since the victory over vest against Overkill. Currently in its fifth iteration, the Stinger V. Preview: Full album hereCouple points: - The design team is aware compared to the specified mass and the original Stinger, the Stinger V is a featherweight. However they would like to point out that 6t is no Microdrone and the smaller size allows for more compact storage, more delta-v, and more acceleration. As well as a smaller cross section for countering kinetic CWIS. Sidenote: a 9-10t extended range drone could easily be outfitted with more fuel.
- By using U-233 and not the incredibly rare and expensive Promethium isotope the original RTG is running on, the cost could significantly be reduced from 264kc to 13kc.
- The new gun is hopefully non-reality breaking, and hopefully satisfies the current requirements.
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Post by Easy on Jan 13, 2017 18:24:15 GMT
Taking the challenge very literally. Identical engine and fuel tanks for production compatibility. Changes of note: - Radiator reduction from 3 to 2, using superthin foil.
- Power now supplied by HUMAN SAFE© 1.2MW nuclear reactor.
- Armor rejiggered for laser resistance.
- Replacement of 33mm 5g gun with faster firing high velocity 1.9mm 4.8g osmium slug railguns.
Attachments:
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Post by lieste on Jan 13, 2017 19:37:19 GMT
Taking the challenge very literally. Identical engine and fuel tanks for production compatibility. Changes of note: - Radiator reduction from 3 to 2, using superthin foil.
- Power now supplied by HUMAN SAFE© 1.2MW nuclear reactor.
- Armor rejiggered for laser resistance.
- Replacement of 33mm 5g gun with faster firing high velocity 1.9mm 4.8g osmium slug railguns.
The railgun obliterates physics as we know it. KE of 18MJ/s compared to 1.2 MW of input power. 102ms is the shortest cycle time permitted for the power requirement.
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Post by theholyinquisition on Jan 13, 2017 19:50:05 GMT
I'd love to use these designs, could I get some code?
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Post by coaxjack on Jan 13, 2017 22:20:55 GMT
I went with a conventional cannon for simplicity, because the game already calculates the mass of the electric motor running the reloading mechanism for you. Since I normally use drones in the sub-50 kilogram range it was weird having so much elbow room as far as dimensions and weight. That 20mm gun is pretty decent all things considered It's a determined little bastard. That damage is from the 4 60mm guns on the Missile Schooner
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Post by David367th on Jan 13, 2017 22:35:38 GMT
What are the flares for? Guns don't track thermal targets.
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Post by coaxjack on Jan 13, 2017 22:39:47 GMT
I put a cheapo 5-shot launcher on there because the squadrons I was sending out were very frequently attracting missiles. I think it's because enemy missiles are flying along roughly the same vector I'm sending the drones out, so the AI will send available missiles to the nearest target.
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Post by caiaphas on Jan 13, 2017 23:04:58 GMT
That's nice, since I never allow my railguns to surpass the said limit. It think svm420 meant the gun posted by midnightdreary . His railgun is 1581% efficient. To bring it under 100%, reload time has to be 80 ms of higher. It would still have 750 RPM (as opposed to the current 12 000) which is not too bad. To be honest, I've never really noticed any real difference in kill times between 12K RPM and sub-1K RPM, and I figure that at the ranges we tend to engage at, having obscenely high fire rates just means that you're wasting ammunition half the time.
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Post by thorneel on Jan 13, 2017 23:17:40 GMT
Here is my entry, the Issitoq MkII It is quite a bit bigger than the old Stinger, both in size and diameter, however it is slightly lighter and considerably cheaper, at almost half the price. Its main armament is a 20 MW UV laser, set at 1 Mm engagement range (for an intensity of 1.37 MW/m²). It may not be completely optimised, but it should be serviceable anyway. Propulsion is a 9 MW Decane resistojet, which I am starting to really love. Armour is 5 mm of Nitrile Rubber, as it is expected to be only hit by lasers and intercept or evade anything else. The laser itself has 1 cm of Nitrile Rubber. Power is assured by 3 10.1 MW generators from the Standard thread. It would probably be more efficient to make one 30 MW generator, though. (Maybe a future version.) Half the radiators are redundant, as they are expected to take hits from lasers in forward firing position, and cover for the laser radiators behind. Those are barely redundant at all, but aren't supposed to take much hits. If they do, the laser can still work at reduced capacity, but it also probably means that the drone will soon die. (Note that there is currently a bug where propellant doesn't appear in the mass pie chart unless there are drop tanks present. Here, the internal tank is 5 t.) There is also an Extended Range version, with 3 x 5 t drop tanks added.
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Post by Rocket Witch on Jan 13, 2017 23:55:07 GMT
Duct. How about a requirement to at least get coilguns and railguns to max 100% efficiency? Right now that gun up there is 1500 0% efficient. This challenge won't be much of one if you allow broken mechanics to be exploited. Just my 2c How do you know how efficient a rail/coilgun is anyway?
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Post by someusername6 on Jan 14, 2017 0:02:10 GMT
How do you know how efficient a rail/coilgun is anyway? Output power = kinetic energy of projectile / time between projectiles = (projectile mass * velocity ^2 / 2) / (time between projectiles) Input power = electric power fed to module Efficiency = output power / input power
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Post by dragonkid11 on Jan 14, 2017 0:22:33 GMT
Hmmm, goooooood.
Yes, let the creativeness runnnnnn!!!
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Post by newageofpower on Jan 14, 2017 0:25:57 GMT
How do you know how efficient a rail/coilgun is anyway? Output power = kinetic energy of projectile / time between projectiles = (projectile mass * velocity ^2 / 2) / (time between projectiles) Input power = electric power fed to module Efficiency = output power / input power Someone made a pretty good calculator for kinetic weapon efficiency.
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