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Post by psycho0222 on Feb 14, 2017 0:01:05 GMT
My target ship with 46cm boron / 2cm UMWPHE and a extreme sloped layout can bounce this projectile consistently. But it's mass is over 200kt and costs a few Gc to build
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Post by argonbalt on Feb 14, 2017 1:50:03 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: To put it bluntly after a point the best defence is a good offence. Now hypothetically you could create some expensive exotic armour pattern capable of blocking such a shot, but arguably the best thing to do is slap a cheap laser to a half a dozen drones, buffer them with a decoy cloud of interceptor missiles and melt off any million ton coil cannons before they get their second shot off, then let the missiles rip the host ship to smithereens.
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Post by Easy on Feb 14, 2017 3:46:43 GMT
Rules of armor 0) You'll probably get hit eventually. 1) Don't get hit. 2) Hit the other guy first, before he hits you. 3) Hit the other guy so he can't hit you. 4) Try not to die when you do get hit. 5) Stay alive long enough to #3 6) Prioritize the important parts, protect them more than less important parts 7) Weapons that allow for #3 are very important 8) Redundant important parts are less important 9) Less important parts can be used as armor for important parts 10) Don't put priority targeted weapons adjacent or in front of critically important, non redundant modules 11) Don't put important parts so close that missing one will hit the other 12) Maximize use of sloped armor, position weapons so nearby shots hit the slope.
Improvements welcome.
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Post by omnipotentvoid on Feb 14, 2017 10:32:54 GMT
Rules of armor0) You'll probably get hit eventually.1) Don't get hit.2) Hit the other guy first, before he hits you. 3) Hit the other guy so he can't hit you. 4) Try not to die when you do get hit. 5) Stay alive long enough to #3 6) Prioritize the important parts, protect them more than less important parts 7) Weapons that allow for #3 are very important 8) Redundant important parts are less important 9) Less important parts can be used as armor for important parts 10) Don't put priority targeted weapons adjacent or in front of critically important, non redundant modules 11) Don't put important parts so close that missing one will hit the other 12) Maximize use of sloped armor, position weapons so nearby shots hit the slope. Improvements welcome. Points 4) and 12) are irrelevant for high impulse weapons, while point 12) is the most effective way to shield against low impulse weapons. I did some basic calculations for pressures asserted on armor by a glancing blow (5° as angle between incoming vector and armor). These assume perfect elastic collisions over 1ms and a ship that doesn't move. Best case scenario: impact along a part of the flat side (assumed to be roughly 20m²) results in roughly 1GPa of pressure. Worst case scenario is assumed to be an area of roughly 10mm² (hitting on an edge) resulting in about 2TPa of pressure on the armor. Inelastic collisions will produce significantly higher pressures, potentially an order of magnitude greater as the projectile is decelerated even more in the short time span. Full frontal impact with full loss of velocity over this time span will generate pressures of about 6GPa on an area of 20m² or 12TPa. Note: These values are wildly inaccurate because of assumptions and simplifications and may be an order of magnitude or so off.
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Post by Enderminion on Feb 15, 2017 13:28:07 GMT
If a projectile is big enough (20M certinly is) then wouldn't a laser blow it to bits?
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Post by bdcarrillo on Feb 15, 2017 13:30:51 GMT
If a projectile is big enough (20M certinly is) then wouldn't a laser blow it to bits? You wouldn't necessarily want to turn it into a bunch of projectiles, but ablating one edge could push it off course over a long range engagement.
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Post by Enderminion on Feb 15, 2017 13:34:13 GMT
If a projectile is big enough (20M certinly is) then wouldn't a laser blow it to bits? You wouldn't necessarily want to turn it into a bunch of projectiles, but ablating one edge could push it off course over a long range engagement. Yes and defenses can handle a scattering of needle like bits of coilgun shot better then a massive single coilshot
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Post by bdcarrillo on Feb 15, 2017 13:40:35 GMT
You wouldn't necessarily want to turn it into a bunch of projectiles, but ablating one edge could push it off course over a long range engagement. Yes and defenses can handle a scattering of needle like bits of coilgun shot better then a massive single coilshot Well, true. With adequate sensors you could continue to engage the largest fragments until they're no longer a threat to your armor.
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Post by omnipotentvoid on Feb 15, 2017 16:11:56 GMT
If a projectile is big enough (20M certinly is) then wouldn't a laser blow it to bits? The projectile does this already itself. Upon hitting a target with armor thicker that a few millimeters it seems shatter just before impact, losing most of its energy. As for using a laser. You're talking about tracking a few thousand fragments of unknown size and velocity. Thats the beauty of such a large projectile: realistically, something is going to hit you.
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Post by caiaphas on Feb 15, 2017 16:25:39 GMT
Yes and defenses can handle a scattering of needle like bits of coilgun shot better then a massive single coilshot Well, true. With adequate sensors you could continue to engage the largest fragments until they're no longer a threat to your armor. I'm still erring on the side of ablative propulsion for defense, honestly. Much easier to track one large projectile and zap it off-course than it is to to shatter it and have to deal with lots and lots of little, still-potentially lethal projectiles.
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