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Post by omnipotentvoid on Feb 13, 2017 7:08:06 GMT
The first thing I've been trying to do in CoaDE is making cannons with ridiculous muzzle energies. After derping my way to a few 20-30MJ designs that might almost be useful in a few niche circumstances, I came up with this: CoilgunModule 20m Coilgun "Doomhammer" UsesCustomName true PowerConsumption_W 5.5e+006 Coil Composition Vanadium Chromium Steel WireRadius_m 0.1 NumberOfTurns 50 NumberOfLayers 20 NumberOfStages 50 BarrelArmorThickness_m 0.012 Armature Composition Nickel Iron Molybdenum BoreRadius_m 10 Mass_kg 5000 Tracer silver Payload null Loader PowerConsumtion_W 1e+008 Turret InnerRadius_m 30 ArmorComposition Maraging Steel ArmorThickness_m 0.003 MomentumWheels Composition Platinum RotationalSpeed_RPM 2.7 TargetsShips true TargetsShots false
My next thought was: "how does one stop one of these rounds?" My attempts were met with failure after failure. Even armor that deflected the shots if at extreme angles was wrecked by doing so, sometimes even destroying modules beneath the armor. Ricochets were capable (sometimes) of destroying laser frigates. Hits directly to the sides were often tearing ships a part and even shots landing almost at the edge were still penetrating. Direct frontal hits almost always resulted in instant kills. I finally managed to create an armor setup that could "withstand" the shots: 1cm of diamond followed by 10m of graphite aerogel followed by a 1cm diamond wipelshield 4m away from the aerogel. However, I am not sure if this was actually withstanding the impacts or bugging out, since the armor did not get damaged, even after repeated hits to the same area and most impacts didn't even leave an entry hole. Can somebody here come up with at least reasonably practical armor that can stop these rounds (perhaps not when flat on, but at least armor that doesn't disintegrate on deflecting these shots), because I sure can't. (Please excuse my noobishness) Edit: Also, does anyone know what this kind of projectile would do if fired at todays earth? P.s. This is not meant to be a practical weapon, in case someone thinks that. The only real use I can come up with is bombardment of celestial bodies with non nuclear weapons/ with heavy defensive capabilities where nuclear missiles or missiles in general are not an option. I put this in but couldn't get it to work. What am I missing? The coils power is only 5.5MW not 550MW. If it were capable of not saturating itself at 550MW (say, with some super (conducting? not sure if that would help) material, you might be able to get that oversized manhole cover to travel at 41+Km/s. At that point the projectile would have over a kiloton of TnTs worth of KE.
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Post by deltav on Feb 13, 2017 10:39:43 GMT
I put this in but couldn't get it to work. What am I missing? The coils power is only 5.5MW not 550MW. If it were capable of not saturating itself at 550MW (say, with some super (conducting? not sure if that would help) material, you might be able to get that oversized manhole cover to travel at 41+Km/s. At that point the projectile would have over a kiloton of TnTs worth of KE. I don't know why, but this design doesn't seem to work unless I'm missing something. With a 5 ton payload, 5 MW wouldn't do much, so I thought it had to be at least 550 MW. Screenshot the page with the sliders if you get a chance. It would be cool if it works.
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Post by omnipotentvoid on Feb 13, 2017 11:39:57 GMT
The coils power is only 5.5MW not 550MW. If it were capable of not saturating itself at 550MW (say, with some super (conducting? not sure if that would help) material, you might be able to get that oversized manhole cover to travel at 41+Km/s. At that point the projectile would have over a kiloton of TnTs worth of KE. I don't know why, but this design doesn't seem to work unless I'm missing something. With a 5 ton payload, 5 MW wouldn't do much, so I thought it had to be at least 550 MW. Screenshot the page with the sliders if you get a chance. It would be cool if it works. Wattage is a measure of energy per time. The coil gun is over 500m long. Assuming constant acceleration, that would require to an acceleration of 571,210m/s² (or about 58Kg 0) and a force of almost 3GN. This leaves us with an acceleration time of 0.042s. Since the energy of the projectile is about 1.5TJ, this means the coil generates a ludicrous 35TW of power, using only 5.5MW giving it an efficiency of 6,493,506%. So yes, it breaks physics. On the topic of breaking stuff, I may have figured out what was happening with the armor. Even without wippel shield, the projectile seems to break up before hitting the armor, leaving multiple spots of glowing armor on hits. even penetrations or deflections have this effect, despite the projectile apparently remaining intact. Also, penetrations don't seem to leave entry holes or exit holes. Over all, little of the energy of the projectile seems to be damaging the armor at all, even if it is completely absorbed.
The strongest 10m thick armor I was able to find was nitrile rubber, which pretty much confirms that this guns interaction with armor is bugged, rather than some actual effect that happens in reality. As far as I can tell, hitting a 10m thick plate of something with one of these slugs should be somewhat akin to detonating a few hundred tons of TnT in the armor, which is obviously not the case. Edit: Hardness and density seem to decide how much damage is done. Soft low density material doesn't even begin to glow while absorbing these shots. The game obviously can't handle impacts at these high energies.
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Post by omnipotentvoid on Feb 13, 2017 12:09:24 GMT
omnipotentvoid The numbers you gave to input to create your super coilgun don't work unless maybe you have a very old edition of the game or something? I tried those numbers given at the start of the post. I produces a range of 3 cm or so. It doesn't work. Thats odd. It seems to work for everyone else. And I do use the current version (unless a patch dropped in the last 4 hours).
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Post by omnipotentvoid on Feb 13, 2017 12:16:03 GMT
Thats odd. It seems to work for everyone else. And I do use the current version (unless a patch dropped in the last 4 hours). Who else tried it? Who is this "everyone else"? Please produce the screenshot, that would make everything clear instantly. Sorry, I meant other people in the thread like ( caiaphas), who had said that they tried it out. I was a little to unspecific and I apologize for that.
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Post by caiaphas on Feb 13, 2017 12:18:04 GMT
omnipotentvoid This design does not work in game. Whether I tried 5 Mw or 500 Mw, either way it wouldn't fire or work in game. To repeat, the gun does not work at any wattage. If you are sure that it does in fact work in game, please produce a screenshot like the picture below, with it's range/sliders showing. Thanks. Uh, are you just physically entering in the stats, or are you opening up the UserDesigns.txt file and copypasting the code into there? It works fine if you do that.
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Post by caiaphas on Feb 13, 2017 12:29:05 GMT
Who else tried it? Who is this "everyone else"? Please produce the screenshot, that would make everything clear instantly. Sorry, I meant other people in the thread like ( caiaphas ), who had said that they tried it out. I was a little to unspecific and I apologize for that. Well, I didn't precisely "try it out" since I didn't want to go through the trouble of making a ship that could actually mount this thing, I just needed to get some stats that aren't shown on there.
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Post by omnipotentvoid on Feb 13, 2017 12:30:19 GMT
Is it possible to change the maximum values allowed in module design?
I'd like to make a railgun this long to see what it could do.
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Post by deltav on Feb 13, 2017 12:35:09 GMT
Okay got it now, thanks a ton.
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Post by caiaphas on Feb 13, 2017 12:36:21 GMT
Is it possible to change the maximum values allowed in module design? I'd like to make a railgun this long to see what it could do. The max values are probably in the root code somewhere, but at your own peril, et cetera.
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Post by omnipotentvoid on Feb 13, 2017 13:23:15 GMT
Is it possible to change the maximum values allowed in module design? I'd like to make a railgun this long to see what it could do. The max values are probably in the root code somewhere, but at your own peril, et cetera. I assume I'd have to decompile the code? How would I go about doing this? I currently don't have access to visual studio right know or anything other than notepad++ right now.
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Post by The Astronomer on Feb 13, 2017 13:48:27 GMT
Take some absurdly strong materials forged in cartoon/anime worlds! They might even sustain against these projectiles!
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Post by omnipotentvoid on Feb 13, 2017 13:56:24 GMT
Take some absurdly strong materials forged in cartoon/anime worlds! They might even sustain against these projectiles! Well, according to the game, anything thats 10m thick will stop at least a few dozen of these shells.
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Post by Easy on Feb 13, 2017 13:57:23 GMT
At some point the projectile is a small moon and your choice is to land or get out the way.
For less dire kinetics I recommend anti spalling armor linings and redundancy of modules and ships. Let the heavy shots go right through but keep the affected area small.
Consider the difference between three long fuel tanks in parallel or three squat fuel tanks stacked along the main axis. (Assuming broadside)
If you can avoid being ripped in half and survive module loss without receiving a mission kill you might buy enough time for the other guy to die first.
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Post by omnipotentvoid on Feb 13, 2017 16:07:06 GMT
At some point the projectile is a small moon and your choice is to land or get out the way. For less dire kinetics I recommend anti spalling armor linings and redundancy of modules and ships. Let the heavy shots go right through but keep the affected area small. Consider the difference between three long fuel tanks in parallel or three squat fuel tanks stacked along the main axis. (Assuming broadside) If you can avoid being ripped in half and survive module loss without receiving a mission kill you might buy enough time for the other guy to die first. Letting the heavy shots get through may not be as clean of a hole as you think. Broadside hits on laser frigates were getting kills by destroying crew modules despite never hitting them. Even wippel shields tend to have holes larger than the bore radius would imply, suggesting armor fragmentation, damage from the projectile/plasma shocking into plasma in an explosive way or some other such effect. The projectile has so much energy an momentum that, either by fragmenting or exploding, the armor that is hit still damages the ship in some major way.
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