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Post by The Astronomer on Oct 15, 2017 3:30:38 GMT
I am pretty sure they're fictional substances
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Post by jtyotjotjipaefvj on Oct 19, 2017 0:40:54 GMT
Finally found a good design for autocannon canister shot. It deploys so close to the target that only one round has shrapnel out at a time, meaning there is no major lag, but it still creates a good spread pattern for removing ships.
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Post by redparadize on Oct 23, 2017 3:36:45 GMT
Finally found a good design for autocannon canister shot. It deploys so close to the target that only one round has shrapnel out at a time, meaning there is no major lag, but it still creates a good spread pattern for removing ships. I would be curious to see how you did that! Can we see the config file?
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Post by Rocket Witch on Oct 23, 2017 17:35:37 GMT
Finally found a good design for autocannon canister shot. It deploys so close to the target that only one round has shrapnel out at a time, meaning there is no major lag, but it still creates a good spread pattern for removing ships. What actually is that bizzare spotted object?
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Post by jtyotjotjipaefvj on Oct 23, 2017 19:07:21 GMT
Finally found a good design for autocannon canister shot. It deploys so close to the target that only one round has shrapnel out at a time, meaning there is no major lag, but it still creates a good spread pattern for removing ships. What actually is that bizzare spotted object? It's the bullet. It's covered in single-shot blast launchers that trigger at 200 meters, each firing a 250-gram slug exiting at a bit under 200 m/s. Since they fire so close to the target, this gives you a varying spread pattern of around 20 meters, depending on how fast the projectile was fired and with some randomness to the size due to the trigger happening at different distances. As far as I can tell, the game checks whether or not the blast launcher is in range 30 times per second, and fires it if it is inside engagement range. The projectile only gets spawned at the launcher on the next frame, meaning you want at least 2/30 seconds of time for the projectiles to clear your bullet, preferably a bit more to get a larger spread. A good rule of thumb seems to be to set engagement range to 10% of expected impact velocity since that gives you a bit of an error margin for different intercept velocities. You can then adjust the exit velocity of the blast launcher to control the size of your spread pattern. At 200 m/s exit velocity and around 0.1 seconds of travel time, my canisters should create patterns of up to 20 meters, depending on just how close to the target they trigger, and that seems to be what they do. Earlier, I tried using just few tens of meters as the engagement range to give me a spread size of a couple of meters, but this does not work since the projectile covers more distance in a single frame. I would rarely see one of them deploying the slugs but even then the projectiles didn't have time to spread enough, since they spawn with a one-frame delay. Here's the design export of the cannon, along with some screenshots of the thing in spoilers below: linkCannon: Projectile: The blast launcher has just a one-gram explosive charge and a 200m engagement range set to target ships.
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Post by dragonkid11 on Oct 25, 2017 15:10:25 GMT
Wow.
Wowww.
Just when I thought we ran out of idea someone came out and beat up the bushes.
Good job, jtyot-Icannotspellyourname.
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Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Nov 2, 2017 0:03:54 GMT
What actually is that bizzare spotted object? It's the bullet. It's covered in single-shot blast launchers that trigger at 200 meters, each firing a 250-gram slug exiting at a bit under 200 m/s. Since they fire so close to the target, this gives you a varying spread pattern of around 20 meters, depending on how fast the projectile was fired and with some randomness to the size due to the trigger happening at different distances. As far as I can tell, the game checks whether or not the blast launcher is in range 30 times per second, and fires it if it is inside engagement range. The projectile only gets spawned at the launcher on the next frame, meaning you want at least 2/30 seconds of time for the projectiles to clear your bullet, preferably a bit more to get a larger spread. A good rule of thumb seems to be to set engagement range to 10% of expected impact velocity since that gives you a bit of an error margin for different intercept velocities. You can then adjust the exit velocity of the blast launcher to control the size of your spread pattern. At 200 m/s exit velocity and around 0.1 seconds of travel time, my canisters should create patterns of up to 20 meters, depending on just how close to the target they trigger, and that seems to be what they do. Earlier, I tried using just few tens of meters as the engagement range to give me a spread size of a couple of meters, but this does not work since the projectile covers more distance in a single frame. I would rarely see one of them deploying the slugs but even then the projectiles didn't have time to spread enough, since they spawn with a one-frame delay. Here's the design export of the cannon, along with some screenshots of the thing in spoilers below: linkCannon: Projectile: The blast launcher has just a one-gram explosive charge and a 200m engagement range set to target ships. this is a cool idea, especially for a missile warhead. if used in swarms, lasers imght try to target the individual blast launchers, increasing the total time per projectile and increasing the number of projectiles that make it through.
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Post by The Astronomer on Nov 25, 2017 16:14:37 GMT
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Post by jtyotjotjipaefvj on Dec 5, 2017 20:44:29 GMT
And they told me close combat is not a thing in space... As you can see from the engine exhausts, both ships are still active as well.
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Post by David367th on Dec 5, 2017 23:32:43 GMT
Accidently clicked on one of my missiles while paused. Was not disappointed. It's a test of a L7 105mm replica firing Flak Gyrojets. Was messing around to compare the effectiveness of a 500g flakbomb to a 500g 95t Nuke in a guided shell application.
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Post by linkxsc on Dec 14, 2017 5:34:24 GMT
And they told me close combat is not a thing in space... As you can see from the engine exhausts, both ships are still active as well. ... is that an armor ring with some guns mounted on it? *checks game* I really didn't know you could do that. Don't really have the time to play around with it heavily, but it looks like you can keep them from interfering with radiators as long as they don't touch the center of the radiator. So one could possibly give some broadside protection to their radiator banks so that's actually quite interesting. But does the game track that this configuration would cause rampant heating problems for your radiators?
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Post by Rocket Witch on Dec 15, 2017 21:42:49 GMT
But does the game track that this configuration would cause rampant heating problems for your radiators? It doesn't. You can slot big turrets and external tanks made of plastic between 4000K radiators (possible with THC launcher components) with no ramifications on operability of any of the modules.
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Post by Enderminion on Dec 15, 2017 22:02:59 GMT
THC melts far below 4000k though
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Post by Rocket Witch on Dec 16, 2017 11:51:49 GMT
THC melts far below 4000k though
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Post by The Astronomer on Dec 16, 2017 12:23:15 GMT
THC melts far below 4000k though I think he meant this. I think we should use TaHfC to refer to it, not THC. There's no element with symbols being T and H is hydrogen.
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