|
Post by ross128 on Jan 29, 2017 16:49:16 GMT
If you miss with a large hypervelocity round, you probably are going to ruin somebody's day, somewhere, sometime. However, due to how sparsely matter is distributed in the universe, that somebody is probably an alien, billions of light-years away, billions of years in the future, that we neither know nor care about.
|
|
|
Post by argonbalt on Jan 29, 2017 17:46:10 GMT
We mentioned this in a orbital body defence thread a while ago, most of the major planets would likely have laser networks to annihilate micrometeorites and space debris, of course with a little more juice those lasers would be able to disintegrate unwanted guests as well
|
|
golol
New Member
Posts: 25
|
Post by golol on Jan 29, 2017 19:37:34 GMT
has anyone been able to make a railgun with over 1000km of displayed range? My furthest is 898km. I know some people mentioned weapons that can fight up to 1000km but a weapon with pinpoint accuracy at 900km could do that too. The range calculations are simply a bit odd but I am wondering how far people have gotten at just the range display.
|
|
|
Post by lieste on Jan 29, 2017 23:22:48 GMT
has anyone been able to make a railgun with over 1000km of displayed range? My furthest is 898km. I know some people mentioned weapons that can fight up to 1000km but a weapon with pinpoint accuracy at 900km could do that too. The range calculations are simply a bit odd but I am wondering how far people have gotten at just the range display. Range displayed as 170/303/958 - not a terribly practical weapon though. I was looking for the highest value at 1m^2, so it is possible that a larger value for the 1000m^2 range does exist - it wasn't what was terribly exciting for me, given that it would hit fleet carriers to 1.22Mm already.
|
|
|
Post by deltav on Jan 30, 2017 6:20:02 GMT
If you miss with a large hypervelocity round, you probably are going to ruin somebody's day, somewhere, sometime. However, due to how sparsely matter is distributed in the universe, that somebody is probably an alien, billions of light-years away, billions of years in the future, that we neither know nor care about. See but that's my point. Space isn't just open when it comes to space travel, it's more like highways in space. There are only certain orbits and pathways that make sense to save travel efficiently using as little Delta-V. This is why when it comes to space launches it's all about launch windows. Just an idea about the hyper rounds. If this game shows anything, it shows that there are sorts of "space lanes". Kind of like on earth, it's a big place, but routes of travel are more limited. The best path from A to B is limited just like on earth, and most craft will travel on that path and in those lanes. Hear your points though...
|
|
|
Post by bigbombr on Jan 30, 2017 7:13:33 GMT
If you miss with a large hypervelocity round, you probably are going to ruin somebody's day, somewhere, sometime. However, due to how sparsely matter is distributed in the universe, that somebody is probably an alien, billions of light-years away, billions of years in the future, that we neither know nor care about. See but that's my point. Space isn't just open when it comes to space travel, it's more like highways in space. There are only certain orbits and pathways that make sense to save travel efficiently using as little Delta-V. This is why when it comes to space launches it's all about launch windows. Just an idea about the hyper rounds. If this game shows anything, it shows that there are sorts of "space lanes". Kind of like on earth, it's a big place, but routes of travel are more limited. The best path from A to B is limited just like on earth, and most craft will travel on that path and in those lanes. Hear your points though... Celestial bodies move relative to each other when orbiting their parent body,thus those "space lanes" constantly shift. A hypervelocity round may intersect once with it, but won't intersect again with it for a long while (e.g. two bodies have the same position relative to each other every 5 years, and the orbital period of the round is 6 years, then once every 30 years would the round cross the "space lane"/preferred interbody trajectory). If the round travels at solar escape velocity, it will only travel through such a lane once.
|
|
|
Post by deltav on Feb 15, 2017 2:11:02 GMT
It looks like it's been settled. According to your votes, lasers have the strongest potential for damage over range for least cost of any gun/beam weapon... at least until the next update. But coilguns/railguns do have 29 votes combined, 4 more than lasers. Still lasers have more votes as a single type. The space battle continues.
|
|
|
Post by Enderminion on Feb 15, 2017 14:11:57 GMT
coilguns have more in commen with conventional guns then railguns, and railguns have more in commen with conventional guns then coilguns
|
|
|
Post by David367th on Feb 15, 2017 17:33:07 GMT
coilguns have more in commen with conventional guns then railguns, and railguns have more in commen with conventional guns then coilguns ...What?
|
|
|
Post by Enderminion on Feb 15, 2017 17:37:00 GMT
coilguns have more in common with conventional guns then railguns, and railguns have more in common with conventional guns then coilguns ...What? A railgun has more in common with a small caliber conventional cannon then a coilgun, a coilgun has more in common with a large caliber conventional cannon then a railgun
|
|
|
Post by David367th on Feb 15, 2017 20:27:17 GMT
A railgun has more in common with a small caliber conventional cannon then a coilgun, a coilgun has more in common with a large caliber conventional cannon then a railgun Ok now it makes more sense lol.
|
|
|
Post by deltav on Feb 17, 2017 18:13:28 GMT
|
|
|
Post by Easy on Feb 17, 2017 18:25:31 GMT
It looks like it's been settled. According to your votes, lasers have the strongest potential for damage over range for least cost of any gun/beam weapon... at least until the next update. But coilguns/railguns do have 29 votes combined, 4 more than lasers. Still lasers have more votes as a single type. I think it is more that coilguns can: - Sandblast with 1g kinetics
- Overkill with +10kg kinetics
- Hork Flak/Nuke/? payloads
- Launch micromissiles with Flak/Nuke/KKV warheads
- Shoot drones that shoot drones, turtles all the way down.
Versatility.
|
|
|
Post by deltav on Feb 19, 2017 4:08:06 GMT
Been crunching numbers, still working on decoding the secrets of COADE. Perhaps this has been found before, but I had a breakthrough of sorts. It seems from stock designs and from may own personal designs, that Cannons do one job better and cheaper than any other weapon in COADE, and that is point defense vs small 10m^2 to 1m^2 targets (esp. at ranges of 6 km or less) better or as good as any other projectile or beam weapon for cost and power. How did I miss this? I assumed wrongly that longer range vs km^2 targets, meant longer range vs smaller targets as well as an absolute rule but this was wrong, wrong, wrong. I played with projectile materials, speed of turret movement/second, rate of fire, and every other variable in game, and it's clear now that not only for cost, Cannons do this job the best. I am not saying that some Railguns/Coilguns/Lasers can't out do Cannons at this type of point defense job. But Rg/Cg/Ls can only outdo Cannons at this job by being many, many, many times more (10x or more it seems) expensive and/or power hungry. At least until the next update, or another member shows evidence to the contrary.
|
|
|
Post by vegemeister on Feb 19, 2017 5:57:40 GMT
deltav For point defense you want to optimize for range against 1 m^2 targets. That requires low dispersion, which corresponds to the range graph being square root shaped, with the linear part at the beginning being as short as possible. Low dispersion comes from a very rigid barrel. Short and fat helps. For railguns, you often need to increase the rail thickness beyond what it needed to make the warnings go away. Making the barrel out of something with a high Young's modulus helps too. Beryllium is good. So is Aluminum Zinc Magnesium, if you don't mind cheating. Of course, you're never going to beat cannons for power consumption. But they also balloon in mass horribly if you try to increase muzzle velocity much past 2 km/s.
|
|