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Post by kaiserwilhelm on Feb 19, 2017 12:26:39 GMT
I havent touched the game in quite some time and the first thing that I see are railguns that fire almost at 0.1 percent of the speed of light so can somebody explain to me how they work
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Post by apophys on Feb 19, 2017 13:44:41 GMT
It exploits a payload handling bug that railguns have. Adding a spacer to your payload increases the detected length of the projectile. A longer projectile puts less stress on the railgun barrel. This allows the barrel to be much thinner and thus lighter. The classic example is from the collab of me and newageofpower , which started the craze. It's a 195 km/s railgun, whose projectile is a 1-meter-long 150 mg flak payload plus a 48.9 meter spacer. Since then, people have replaced the flak payloads with tiny rad shields, because you can get them lighter than 100 mg. Such guns can fire a little over 210 km/s. (But I personally still like flak; it can kill multiple missiles in one blow.) Both flak and rad shield versions have excellent armor piercing capabilities.
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Post by kaiserwilhelm on Feb 19, 2017 13:47:19 GMT
It exploits a payload handling bug that railguns have. Adding a spacer to your payload increases the detected length of the projectile. A longer projectile puts less stress on the railgun barrel. This allows the barrel to be much thinner and thus lighter. The classic example is from the collab of me and newageofpower , which started the craze. It's a 195 km/s railgun, whose projectile is a 1-meter-long 150 mg flak payload plus a 48.9 meter spacer. Since then, people have replaced the flak payloads with tiny rad shields, because you can get them lighter than 100 mg. Such guns can fire a little over 210 km/s. (But I personally still like flak.) Both flak and rad shield versions have excellent armor piercing capabilities. So it is a bug like silica aerogel and the old coil/railguns a few patches back. I find it quite amusing how bugs define the meta
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Post by apophys on Feb 19, 2017 13:52:43 GMT
Coil/rail guns can still violate thermodynamics; that old bug has not been fixed yet.
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Post by kaiserwilhelm on Feb 19, 2017 14:01:39 GMT
Coil/rail guns can still violate thermodynamics; that old bug has not been fixed yet. But it is not as extreme isnt it
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Post by concretedonkey on Feb 19, 2017 14:05:48 GMT
Well you can get descently high speeds even without this bug all the way up to a bit above 120km/s with oversized railguns and long frag payloads. Still plenty of power without the exploit.
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Post by kaiserwilhelm on Feb 19, 2017 14:10:55 GMT
Well you can get descently high speeds even without this bug all the way up to a bit above 120km/s with oversized railguns and long frag payloads. Still plenty of power without the exploit. Are those guns violating thermodynamics by any chance. I have the desire to keep things as close to obeying laws of physics as possible.
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Post by apophys on Feb 19, 2017 14:13:32 GMT
But it is not as extreme isnt it The stock 13 MW 286 mm coilgun is over 8100% efficient. I'd say that's pretty extreme. We can usually reduce the fire rate to bring efficiency below 100%, but some designs are broken even at minimum loader power. (You might be thinking about an even older material bug that was fixed. Gah, too many bugs.)
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Post by concretedonkey on Feb 19, 2017 14:23:36 GMT
Well you can get descently high speeds even without this bug all the way up to a bit above 120km/s with oversized railguns and long frag payloads. Still plenty of power without the exploit. Are those guns violating thermodynamics by any chance. I have the desire to keep things as close to obeying laws of physics as possible. As far as I can tell no, atleast from efficiency perspective none of those even aproaches 100% if you don't overdo it with the rate of fire. The mass of the payload is pretty low, I personally use 1g armature with 200 frag palyload consisting of 100mg scrapnell mass and 100mg explosive.
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Post by newageofpower on Feb 19, 2017 14:36:17 GMT
My fleet still consists of mostly missiles and lasers, with some sand-drones. These big guns can be dodged, while a laser can shrek them almost instantly due to lack of barrel armor. EDIT: That was the intention.
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Post by apophys on Feb 19, 2017 14:51:50 GMT
My fleet consists of laser drones mostly, and sandblaster coil drones for missile defense, each with 50 km/s dV and under 10 tons mass. I'm working on nuke missiles, carried by a 50 km/s drone bus. newageofpower - Shrink that image please; it's too overbearing at its size.
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Post by kaiserwilhelm on Feb 19, 2017 23:06:41 GMT
My fleet still consists of mostly missiles and lasers, with some sand-drones. These big guns can be dodged, while a laser can shrek them almost instantly due to lack of barrel armor. EDIT: That was the intention. Come on you have got to admit that that aerogelbug defined whole generations of drones and thr railgun material bug was even extremer.
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Post by kaiserwilhelm on Feb 19, 2017 23:07:53 GMT
But it is not as extreme isnt it The stock 13 MW 286 mm coilgun is over 8100% efficient. I'd say that's pretty extreme. We can usually reduce the fire rate to bring efficiency below 100%, but some designs are broken even at minimum loader power. (You might be thinking about an even older material bug that was fixed. Gah, too many bugs.) Yeah but it has been fixed hasnt it?
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Post by David367th on Feb 19, 2017 23:28:07 GMT
The stock 13 MW 286 mm coilgun is over 8100% efficient. I'd say that's pretty extreme. We can usually reduce the fire rate to bring efficiency below 100%, but some designs are broken even at minimum loader power. (You might be thinking about an even older material bug that was fixed. Gah, too many bugs.) Yeah but it has been fixed hasnt it? The reload rate making guns fire larger energy output than input? No very much still in the game.
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Post by kaiserwilhelm on Feb 20, 2017 23:05:20 GMT
Yeah but it has been fixed hasnt it? The reload rate making guns fire larger energy output than input? No very much still in the game. No I am talking about the material bug(s).
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