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Post by shiolle on Mar 1, 2017 12:13:45 GMT
It's been a while since I designed lasers, and I never noticed before that frequency doublers can achieve 100.0% efficiency. I tried to experiment with their settings, and as you tweak their dimensions, it seems there is hard cap on efficiency and if not for it, certain materials could go higher. In particular, silver gallium selenide instead of having peak efficiency, has a significant range of physical dimensions where it stays at 100% efficiency, making it the best material for most laser designs. I then tried to search for information on this material and frequency multiplication in general and it turned out CoaDE model barely scratches the surface of the topic. There is a wealth of information here. It turns out we don't know a lot about the lasers and frequency doublers in CoaDE, like what it the beam intensity profile and what kind of phase matching is used. I'm also not suer which inefficiencies are modeled and which are not. Also, different crystals are transparent in different wavelength. To my understanding, CoaDE simulates transparency through complex refraction indices. If you open RefractionIndices.txt in Resources\Data folder inside of Children of a Dead Earth folder, you will find that some materials only have n indices while others also have k indices. If I am correct, then non-linear crystals don't have these k values for some reason. I have no idea what it means. Does the game treat all of them as completely transparent for all wavelengths? Without them, linear attenuation cannot be determined, as far as I understand. This appears to be the reason this page says different materials are better for different wavelengths. By the way, it says AgGaSe 2 is suggested for infrared lasers.
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Post by David367th on Mar 1, 2017 17:21:57 GMT
Noooo don't nerf lasers too! /s
Honestly then begs the question of everything's nerfed is anything really nerfed?
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Post by Enderminion on Mar 1, 2017 18:19:44 GMT
Noooo don't nerf lasers too! /s Honestly then begs the question of everything's nerfed is anything really nerfed? yes because armour has not been nerfed yet
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Post by shiolle on Mar 1, 2017 18:52:07 GMT
yes because armour has not been nerfed yet In fact, I think it has. Need more testing, but if I'm not mistaken, the game may have started to factor in transparency. I've also seen lasers being able to disable stock missiles without burning through the armor. Perhaps by melting remote control inside through conduction?
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Post by RiftandRend on Mar 5, 2017 23:48:05 GMT
yes because armour has not been nerfed yet In fact, I think it has. Need more testing, but if I'm not mistaken, the game may have started to factor in transparency. I've also seen lasers being able to disable stock missiles without burning through the armor. Perhaps by melting remote control inside through conduction? That and bursting fuel tanks.
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Post by n2maniac on Mar 6, 2017 0:07:33 GMT
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Post by deltav on Mar 6, 2017 0:43:43 GMT
Both gain medium and nonlinear crystals are well... crystals. Their efficiency is based on the quality of their construction which is now all artificial. Since COADE presupposes manufacturing of materials like diamond with perfect molecular structure, is 100% efficiency really a stretch?
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Post by n2maniac on Mar 6, 2017 1:31:39 GMT
Generally, yes, 100% is a stretch.
Perfect crystals are not difficult to achieve in many materials, and I am leery in the assumption that it is crystal imperfections driving the losses (particularly when its power dependency was displayed as it was on that article). Would be great to get the perspective from someone focused more than me in the field of nonlinear optics.
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