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Post by apophys on Feb 21, 2017 0:05:20 GMT
I aim for around 5 - 10 degrees/s traverse on my guns. It seems to be just enough for long to medium range work.
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Post by vegetal on Feb 21, 2017 18:08:13 GMT
One question: it seems even under AI control, we can give some commands like ignore range and activate/deactivate modules. Is the challenge relying only in the basic dumb AI or is it allowed to give those basic commands?
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Post by Easy on Feb 21, 2017 18:29:09 GMT
One question: it seems even under AI control, we can give some commands like ignore range and activate/deactivate modules. Is the challenge relying only in the basic dumb AI or is it allowed to give those basic commands? AI only. Your choices are which AI behavior to use. Some behaviors are more passive while others might cause drones or missiles to be evaded or a different closing velocity in encounters also remaining Delta V at the start of battle. So no ignore range or 1Mm lasers unless the laser actually causes appreciable damage at that range. Custom/modded AI is allowed. Post those AI settings.
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Post by concretedonkey on Feb 21, 2017 19:39:46 GMT
I have a problem then :\ my ship happily uses its laser and doesn't start using its railguns when in range. Otherwise it's not a problem to do the whole mission with one craft. Without the enemy even scoring one hit.
Edit. Well one in 3 times it decides to use the railgun instead and then its a landslide again...
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Post by vegetal on Feb 21, 2017 20:23:57 GMT
That's a shame. The AI is unable to use the front laser and the side coils. If I just deactivate the laser when the enemy is in range, it's a massacre.
Looks like I'll have to design around the dumb AI and put every weapon pointing the same direction....
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Post by Easy on Feb 21, 2017 20:55:55 GMT
That's a shame. The AI is unable to use the front laser and the side coils. If I just deactivate the laser when the enemy is in range, it's a massacre. Looks like I'll have to design around the dumb AI and put every weapon pointing the same direction.... it simply doesn't give the enemy much of a chance if they never get a shoot back. It also negates the armor part of the challenge. Realistically the tier 3 part is very difficult due to the fleet carrier's heavy hitting 286mm coilgun, but that ship also has the largest cross section. The devasator nuclear missiles are also much more resistant to point defenses than the drones. Tier 2 shouldn't be too bad since the cutter can be outranged by even a modest conventional cannon.
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Post by thorneel on Feb 22, 2017 17:02:58 GMT
Magnetic Metal Glass is unavailable, but Nickel Iron Molybdenum gives about 2/3 of its performance (also for 2/3 of the price). While searching for a main gun for my LAC, I built this: The price without the turret is about 2.2 kc. The price with the turret is 1.22 Mc, but my LAC has much mass and cost left and can largely afford it. (Note that even with the reloader at minimal power, this thing is still several times too efficient) The question is, should NIM be forbidden like MMG?
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Post by thorneel on Feb 23, 2017 0:56:30 GMT
Here is my entry, the Nail MkI Its main armament is this 5.5 Mc railgun sandcaster (much of the cost comes from the turret), efficient at about 85% : It is also equiped with 4.25 km/s 1g cannons all around as secondary armament and in case of problems during boarding. Unfortunately, I cannot give them 90° angle, nor can I put them around the railgun (this would require 6 giant turrets, which go overmass even with potassium reaction wheels), so their use as point-defence is rather limited. You will note the important number of radiators. The craft is equiped with 6 Strontium-90 RTGs (the single biggest cost, before fuel tanks, railgun turret and railgun), with exit temperature calibrated to be just low enough for lithium radiators. As far as mass and credits go, those are essentially free, and as such were made quite heavily redundant to compensate for their extreme fragility. The same is applied to crew radiators. The only limit is the number of radiators before needing more personnel, and next versions may see those radiators even more expanded. The craft is using an experimental composite bulkhead system based on sandwitched 1cm amorphous and 10cm graphite aerogel radiation shields. The 50m diametre is theoretically to give a large-angle protection against sudden threats. So far, results were rather lackluster and the railgun offers better protection against the standard 11mm railgun during live fire tests. Future versions may be stripped of it and go back to standard armour and a reinforced railgun. During tests 1 and 2, the long range of the sandcaster easily destroyed any opposition. However, during test 3, due to problems in prioritising targets (as LACs are manned by lightly trained, inexperienced personnel), the large cross-section caused by the bulkhead and the lack of forward-facing point defence cannons has so far caused it to fail. A new version is in development to try and correct some of those points.
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Post by goduranus on Feb 23, 2017 9:01:38 GMT
I don't see what you mean by 120 degree frontal protection, and how much armor is enough for this? Anyhow here is an Laser ship powered by RTG, pulls 200mg and has 2km/s when droptanks are detached. Disables enemy stinger drones instantly, took light damage when facing the enemy escort carrier, with one losing its laser and another losing a drop tank. Edit: forgot to check the second frequency doubler, so it wasn't actually UV, switched to UV and doesn't take any damage now. Edit: Beat level 2, but failed at level 3. Gonna have to go apophys' route with a bigger laser
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Post by Rocket Witch on Feb 23, 2017 12:17:32 GMT
Having seven 'tuned' 100% railguns running off 1 power quantity is still a 700% efficient system. Just saying. The game doesn't know that it is supposed to be limited to charging/powering one rail only. AFAIK the game actually does make it only power one rail at a time, or is intended to. If you find otherwise you'll probably wanna report it as a bug.
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Post by lieste on Feb 23, 2017 12:56:42 GMT
It will power each rail at the rate of fire permitted by the user's selected rate of fire. If it has sufficient to power multiple rails simultaneously then it will. (Which is fine).
Where the problem arises is where there is only sufficient power to run one rail, and the game permits the all the detuned rails to be fired in sequence using the full rail power during the reload cycle of any one of the rails powered by the single power source. Which is thermodynamically less plausible.
This is a limitation of how we can tune the power draw only by reducing the rate of fire, but the game is unaware of this need or the reason for it.
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Post by Easy on Feb 24, 2017 18:18:47 GMT
I don't see what you mean by 120 degree frontal protection, and how much armor is enough for this? 15kJ kinetic protection in a 120 degree cone. 15kJ means must be able to survive multiple hits of 1g projectiles at 5.48km/s. See image for 120 degree cone. Pick a vector, any vector and make sure it has an umbrella of armor that protects the crew module from attacks within 60° of that vector. A few centimeters of lithium backed up by S-glass works. The vector doesn't have to point along the ship's thrust axis but it should probably protect the crew module when broadside orders are issued.
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Post by Easy on Feb 24, 2017 21:08:10 GMT
Considering the tier 3, micronukes artillery shells with osmium flechettes works okay, but the silly fleet carrier doesn't like to die quickly.
I may switch to a pure chunk of metal for capship removal and build a specialized nuke spewer for missile defense.
As of now I am engaging everything between 40-30km. The Fleet carrier shoots back at 25km.
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Post by Rocket Witch on Feb 25, 2017 13:35:02 GMT
Are any mods allowed? I was thinking of iridium-192 for power. I'll do it vanilla anyway, but the way they handle this on the KSP forums is to have two separate scoreboards for vanilla and modded entries.
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Post by David367th on Feb 25, 2017 14:33:14 GMT
Are any mods allowed? I was thinking of iridium-192 for power. I'll do it vanilla anyway, but the way they handle this on the KSP forums is to have two separate scoreboards for vanilla and modded entries. I thought the KSP subreddit and forum only allow quality of life mods not new parts.
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