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Post by dragonkid11 on Jan 15, 2017 15:57:47 GMT
Well, I just went ahead on improving my hypervelocity conventional cannon. It is much lighter and cost effective now. By decreasing the propellant weight by an order of magnitude. I have no idea how, but I guess this is what they meant by wafflecannon now. Great, I now have to improve all my conventional cannon after realising that increasing the radius of the projectile probably helps a lot in increasing the velocity of the projectile. HYPERVELOCITY CANNON FOR EVERYONE!!! Also one small odd problem with this hypervelocity cannon. It's too damn accurate. It's literally so accurate, I can't use it to snipe radiator because it always aiming at the attachment point of the radiator instead of hitting the radiator itself.
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Post by newageofpower on Jan 15, 2017 17:44:37 GMT
dragonkid11Have you tried increasing propellant grain size? You may need a longer barrel and/or more energetic propellant, but a simple glance at your gun tells me something is a little wrong (sub 3% efficiency on a non-miniscule design)
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Post by deltav on Jan 15, 2017 18:32:51 GMT
Well, I just went ahead on improving my hypervelocity conventional cannon. It is much lighter and cost effective now. By decreasing the propellant weight by an order of magnitude. I have no idea how, but I guess this is what they meant by wafflecannon now. Great, I now have to improve all my conventional cannon after realising that increasing the radius of the projectile probably helps a lot in increasing the velocity of the projectile. HYPERVELOCITY CANNON FOR EVERYONE!!! Also one small odd problem with this hypervelocity cannon. It's too damn accurate. It's literally so accurate, I can't use it to snipe radiator because it always aiming at the attachment point of the radiator instead of hitting the radiator itself. This is awesome!
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Post by dragonkid11 on Jan 16, 2017 1:41:26 GMT
dragonkid11 Have you tried increasing propellant grain size? You may need a longer barrel and/or more energetic propellant, but a simple glance at your gun tells me something is a little wrong (sub 3% efficiency on a non-miniscule design) Tried to increase the gun length, didn't work very well and not very mass efficient. I mined out the grain size because increasing it would actually be counterproductive. And I use TNT because Octogen is expensive as fuck. I can never get my gun to go above 5% ballistic efficiency anyway. But anyway, moving. With my new optimizing method of decreasing propellant weight while decreasing grain size and increasing the radius of the barrel, I got new improved and cheap hypervelocity guns. This gun is capable of firing 100 gram rounds at 3.2kmps, but I don't use it raw like, I use it with my 100 g flak payload and it went on to solo a stock fleet as it out-ranged them with its cannon. Here's the schematic. Of course, I UPSCALED that too and make this monster. Because I doubt there's any ship that can handle 1 kg flak payload. I think I will upscale that to 2 kg projectile because then I can start firing nuke with impunity but it's kinda getting very heavy for the cannon to work. Maybe putting them as non-turreted form to reduce the weight, after all they are made to kill at long range. Hmmm yes, I think I can also call this cannon series as hypervelocity sniper cannons. But the main reasons why I push for this is that to launch massive payload with effective speed, you often require coilgun firing metallic glass round which is INCREDIBLY expensive. So I make this gun to launch payload cheaply and accurately. Because these cannons seem to have rather insanely high accuracy.
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hast5250
New Member
Location: Nuking you from orbit.
Posts: 26
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Post by hast5250 on Jan 23, 2017 13:37:53 GMT
It should be possible to mount multiple barrels on a single turret, that way the guns fire in sequence, making up for reload time.
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Post by argonbalt on Jan 23, 2017 15:40:22 GMT
It should be possible to mount multiple barrels on a single turret, that way the guns fire in sequence, making up for reload time. That's kinda a non issue with the current firing rate, but sure multiple barrels would be nice.
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Post by David367th on Jan 23, 2017 16:54:14 GMT
It should be possible to mount multiple barrels on a single turret, that way the guns fire in sequence, making up for reload time. That's kinda a non issue with the current firing rate, but sure multiple barrels would be nice. It would be nice to see if barrel armor makes a difference, and I guess it would save weight for gimbals and armor. Still would be two loaders though I'd think.
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Post by deltav on Jan 25, 2017 5:06:54 GMT
Sounds like good things to add to the suggestion threads.
1. Multiple barrels per turret. 2. Barrel armor adds to barrel strength/ thickness.
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Post by mrsandman on Jan 25, 2017 20:39:20 GMT
Sounds like good things to add to the suggestion threads. 1. Multiple barrels per turret. 2. Barrel armor adds to barrel strength/ thickness. I'd imagine the barrel armor thing is fairly easy, but I think the multi-barrel idea could be a cannon exclusive feature that gives them higher rates of fire (while also nerfing railgun and coilgun ROF). Could make them semi-usable as a short range sand-cannon.
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Post by argonbalt on Jan 26, 2017 0:54:07 GMT
Sounds like good things to add to the suggestion threads. 1. Multiple barrels per turret. 2. Barrel armor adds to barrel strength/ thickness. I will be adding this to mine as well
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Post by Enderminion on Jan 26, 2017 5:32:20 GMT
I find that coil-needle-guns are more power effiencent then railguns, 154MW for a reload of 600 micro seconds and a speed of 30ish km/s, compared to a GW for a 60km/s railgun massing almost a kt
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Post by deltav on Jan 26, 2017 7:46:02 GMT
I just made a railgun that shoots 113 km/s that can hit capital ships at about 1000-800 km, and missiles at about 200-100 km. The numbers look less, but in war games the ranges are higher. Of course it costs 1.82 Gc, weighs 80kt, and uses 1Gw of power. What is the longest range anyone has gotten with a gun of any type?
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golol
New Member
Posts: 25
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Post by golol on Jan 26, 2017 8:50:25 GMT
What's the power consumption if the momentum wheels of it? 0.03°/s still sounds like a lot considering the small size of the turret. Is it also up to a GW?
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Post by lieste on Jan 26, 2017 10:51:22 GMT
I just made a railgun that shoots 113 km/s that can hit capital ships at about 1000-800 km, and missiles at about 200-100 km. The numbers look less, but in war games the ranges are higher. Of course it costs 1.82 Gc, weighs 80kt, and uses 1Gw of power. What is the longest range anyone has gotten with a gun of any type? My railgun *ship* has a 129km/s gun, "some" delta-v and all neccessary crew and equipment to support the weapon for 1.04Gc and 73.5kt. Cross section is 846m^2, smaller than most stock capitals, but 3 times the size of my common line of ships. There was a slightly faster no-spread 134km/s type in the optimisation group but it was too heavy for my tastes (overall something like 79.5kt, and with pitiful turn rate). Half the ship mass is reaction wheels for the gun... makes me wonder whether a non-turreted gun and the same reaction wheels wouldn't work better for the whole ship Traverse rate is 0.193dps, but the reaction wheels use much more power than the rails do to get this - turn around time of 4 minutes from thrusting is only slightly better than a third of the traverse rates... so I might have overcooked something in there... It will reach out to beyond 1.2Mm against the solar lance, and to beyond 1.1Mm vs the fleet carrier, and gunship/laser frigates. Accuracy is 'adequate' with no misses against the hull of a steady target within range when working over turrets, and fairly rapid removal of turrets and other 'bulk' items.
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hast5250
New Member
Location: Nuking you from orbit.
Posts: 26
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Post by hast5250 on Jan 26, 2017 13:48:27 GMT
Tried to increase the gun length, didn't work very well and not very mass efficient. I mined out the grain size because increasing it would actually be counterproductive. And I use TNT because Octogen is expensive as fuck. I can never get my gun to go above 5% ballistic efficiency anyway. But anyway, moving. With my new optimizing method of decreasing propellant weight while decreasing grain size and increasing the radius of the barrel, I got new improved and cheap hypervelocity guns. This gun is capable of firing 100 gram rounds at 3.2kmps, but I don't use it raw like, I use it with my 100 g flak payload and it went on to solo a stock fleet as it out-ranged them with its cannon. Here's the schematic. Of course, I UPSCALED that too and make this monster. Because I doubt there's any ship that can handle 1 kg flak payload. I think I will upscale that to 2 kg projectile because then I can start firing nuke with impunity but it's kinda getting very heavy for the cannon to work. Maybe putting them as non-turreted form to reduce the weight, after all they are made to kill at long range. Hmmm yes, I think I can also call this cannon series as hypervelocity sniper cannons. But the main reasons why I push for this is that to launch massive payload with effective speed, you often require coilgun firing metallic glass round which is INCREDIBLY expensive. So I make this gun to launch payload cheaply and accurately. Because these cannons seem to have rather insanely high accuracy. Awesomeness I have made a gun that shoots 10 kg flak rounds, it shreds the gunship within seconds!
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