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Post by newageofpower on Jan 28, 2017 0:10:46 GMT
I've found that cannons are actually subpar compared to cheap coilguns. Coilguns can get into the multi-km/s range with low-kw draws and negligible mass. Do they do this without violating physics?
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Post by argonbalt on Jan 28, 2017 0:26:34 GMT
big problem with this statment about nukes cooking off is, they can't, a nuke will only go off (at full yield) when it works because it relys on microsecond precision with explosives to fizz the core Well i meant hypothetically your missile fuel cooks off and triggers the explosive triggering the nuke, either way things are worse off.
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Post by Enderminion on Jan 28, 2017 0:30:27 GMT
big problem with this statment about nukes cooking off is, they can't, a nuke will only go off (at full yield) when it works because it relys on microsecond precision with explosives to fizz the core Well i meant hypothetically your missile fuel cooks off and triggers the explosive triggering the nuke, either way things are worse off. Fail-safes, it would be suicideal to not have fail-safes on your A-bombs in case of an ammo cook-off or enemy fire
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Post by argonbalt on Jan 28, 2017 0:39:41 GMT
I guess? but if it's sitting in the tube about to be fired several dozen a second from a coil gun barrel, it might only take a few milliseconds to cut through, sure it's not your whole nuke stock going off but it is still a bad sitch to be in.
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Post by dragonkid11 on Jan 28, 2017 3:04:49 GMT
big problem with this statment about nukes cooking off is, they can't, a nuke will only go off (at full yield) when it works because it relys on microsecond precision with explosives to fizz the core Well i meant hypothetically your missile fuel cooks off and triggers the explosive triggering the nuke, either way things are worse off. No, you can't set off nuke with explosive like some shitty Hollywood action movie made by GreenDick. Nuke only works if you explode all around the fissile material to implode it, causing it to reach criticality and explode. Blowing up the nuke would only destroy the nuke without fabulous nuclear explosion.
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Post by Enderminion on Jan 28, 2017 4:07:23 GMT
Well i meant hypothetically your missile fuel cooks off and triggers the explosive triggering the nuke, either way things are worse off. No, you can't set off nuke with explosive like some shitty Hollywood action movie made by GreenDick. Nuke only works if you explode all around the fissile material to implode it, causing it to reach criticality and explode. Blowing up the nuke would only destroy the nuke without fabulous nuclear explosion. It would dirty bomb the area, but a salted bomb would be WAY better for that
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Post by Pttg on Jan 28, 2017 4:11:22 GMT
I've found that cannons are actually subpar compared to cheap coilguns. Coilguns can get into the multi-km/s range with low-kw draws and negligible mass. Do they do this without violating physics? What do you mean? It works fine in game, so it has to be real. Admittedly, sometimes reality isn't as accurate as CoaDE is.
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Post by dragonkid11 on Jan 28, 2017 5:41:16 GMT
newageofpowereans that whether your coilgun doesn't break the law of thermodynamics at all by having work efficiency of higher than 100%.
Which for most coilgun in the game, are probably yes due to how broken they are.
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Post by The Astronomer on Jan 28, 2017 5:45:59 GMT
newageofpowereans that whether your coilgun doesn't break the law of thermodynamics at all by having work efficiency of higher than 100%. Which for most coilgun in the game, are probably yes due to how broken they are. The way to fix this is to lower the fire rate. I always keep my railguns' efficiency below 95%, but I suspect some of them might still break the thermodynamics, due to how the game rounds up the numbers, something I hate.
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Post by bigbombr on Jan 28, 2017 7:03:35 GMT
I've found that cannons are actually subpar compared to cheap coilguns. Coilguns can get into the multi-km/s range with low-kw draws and negligible mass. Is it possible to have coilguns lighter than 6 kg (excluding turret) with muzzle velocities above 2.88 km/s? For microdrones (sub 100 kg), I find cannons hard to beat (this appears to be their only use though).
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Post by dorkious on Jan 28, 2017 8:45:44 GMT
big problem with this statment about nukes cooking off is, they can't, a nuke will only go off (at full yield) when it works because it relys on microsecond precision with explosives to fizz the core Occasionally if you laser a nuke missile swarm one of the missiles can get hot enough to become a target for the other missiles. If the det range of the warheads is large enough it'll wipe out the lot. I've seen it in Vesta over kill a couple of times, usually taking the silo ship out as well.
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Post by apophys on Jan 28, 2017 9:25:27 GMT
Is it possible to have coilguns lighter than 6 kg (excluding turret) with muzzle velocities above 2.88 km/s? For microdrones (sub 100 kg), I find cannons hard to beat (this appears to be their only use though). Here's one. 12 km/s in 1.27 kg, excluding turret and ammo. I made it with minimum power draw (100 kW), but this way it breaks physics even on the lowest loader setting. If you care about physics compliance, it'll need modification. CoilgunModule 100 kW 7mm Turreted Coilgun UsesCustomName false PowerConsumption_W 1e+005 Coil Composition Zirconium Copper WireRadius_m 0.0041 NumberOfTurns 50 NumberOfLayers 1 NumberOfStages 1 BarrelArmorThickness_m 0 Armature Composition Magnetic Metal Glass BoreRadius_m 0.0035 Mass_kg 0.001 Tracer Silver Payload null Loader PowerConsumption_W 10 Turret InnerRadius_m 0.022 ArmorComposition Nitrile Rubber ArmorThickness_m 0.01 MomentumWheels Composition Platinum RotationalSpeed_RPM 81000 TargetsShips true TargetsShots true
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Post by lieste on Jan 28, 2017 11:15:54 GMT
newageofpowereans that whether your coilgun doesn't break the law of thermodynamics at all by having work efficiency of higher than 100%. Which for most coilgun in the game, are probably yes due to how broken they are. The way to fix this is to lower the fire rate. I always keep my railguns' efficiency below 95%, but I suspect some of them might still break the thermodynamics, due to how the game rounds up the numbers, something I hate. Many just aren't fixable even with a 10W loader though.
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Post by The Astronomer on Jan 28, 2017 11:20:39 GMT
The way to fix this is to lower the fire rate. I always keep my railguns' efficiency below 95%, but I suspect some of them might still break the thermodynamics, due to how the game rounds up the numbers, something I hate. Many just aren't fixable even with a 10W loader though. That's why I prefer railguns over coilguns.
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Post by lieste on Jan 28, 2017 12:53:29 GMT
I found seven "unfixable" railguns in a 100t pattern search yesterday - definitely a thing, though in this case they were somewhat off the optimised value. Occurs with small bore, small thickness low power rails, bigger weapons will always have options to bring the KE power to less than 50% of the input electrical. (Of course because the base gun is *able* to be hundreds of 100% then too many rails/solenoids can be effectively used without penalty with a single weapon's worth of reactor power, so this still isn't a "fix").
The power storage for the shot is a minimal requirement for the sand caster railguns - usually less than a 3% increase over the base gun... but for the stock coil guns the required storage mass can be up to 24 times the base weapon mass, though this varies from +20 to +40% for most.
I spent a few minutes reworking the stock ships keeping their internals and layout the same, but fixing some of the issues with the guns.
I optimised the 13MW railgun to be significantly lighter and harder hitting while remaining armoured and physics compliant mostly by swapping out rail and armature materials, plus the momentum wheel material and by adjusting the bore. (Though the mass should be considered 25% higher than the current rail weight, rather than 2.5% higher for the stock weapon to account for the needed capacitors). 10.9km/s @ 9.15 ms per shot.
Next I looked at the 39MW railgun, and found that to be viable alongside the lighter gun it needed to lose some shot mass - finally settling for 10g @11.2km/s and 32.2ms per shot. Changing the armour scheme (8mm railguns were always much weaker than the 11mm variety) increased the mass by a few tons. It needed more retuning of the rail geometry to make use of the power and the high armature weight, the resulting weapon could still do with some adjustment IMO to make it superior in range to the basic rails.
Finally I had ago at forcing physics compliance on the 13MW coil gun. To get the rate of fire low enough to be valid on 6.5MW of average power (maximum efficiency of capacitor stored 13MW input) I had to drop the mass of shot and calibre from 10kg 286mm and settled on 340g from a much smaller bore @6.03km/s and 980ms per shot. I also tuned the coil size a little and used a similar armour scheme to the 11mm railgun.
Adding these to the base hulls, with a 25m spacer in the nose increased the cost of railgun ships by a small amount, but noticeably reduced that of coilgun fitted ones, and made them a little more survivable. Still horrid compared to fully optimised player fleets, but not quite so bad.
After a little testing I dropped the 39MW shot to only 5g @14.8km/s and extended the useful range to permit the carrier/gunship to have a marginal standoff over the corvette. The coilgun is rather useless in the new context though, and either a redesign to higher mass/power or further decreases in payload are needed.
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