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Post by coaxjack on Nov 1, 2016 0:40:08 GMT
Okay, this thing usually makes reactor section kills reliably with as few as 5 rounds, and has a typical impact velocity of 6,500 m/s. Can you post the design for that engine?
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Post by coaxjack on Oct 31, 2016 23:46:12 GMT
Okay, this thing usually makes reactor section kills reliably with as few as 5 rounds, and has a typical impact velocity of 6,500 m/s.
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Post by coaxjack on Oct 30, 2016 21:21:22 GMT
I tried a few kinetics with teenyweeny little NTRs, and they got alarmingly high deltaV (~8.5 km/s) but 1000 credits a missile is a little steep. This thing on the other hand: imgur.com/4FHO65vCheap, light, and the launcher with full payload of 500 rounds only weighs about 5 tons. Edit: okay after editing this about 6 times, how do you do an embedded image?
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Post by coaxjack on Oct 28, 2016 21:41:56 GMT
"Captain, Hera Station is reporting a very localized spike of energetic gamma just appeared on the surface of their rock."
"..."
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Post by coaxjack on Oct 27, 2016 15:54:13 GMT
I think a good way to deal with potential suit breaches in an evacuation scenario is to have your CASEVAC teams be equipped with a very lightweight and simple plastic suit with a simple helmet (O2 included) that can fit over the armor of a wounded soldier. Instead of having to make sure an armor patch job or whatever actually works (not considering even the possibility of fragmentation wounds causing additional small breaches), just slap this plastic bag over the guy and get him out of there. Once you lift off with your casualties, presumably there won't be any need to transfer through vacuum to unload from lander to mothership. If so, buy a better ship before launching a ground invasion.
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Post by coaxjack on Oct 26, 2016 2:21:36 GMT
Fresh milk on a tour of duty where you presumably live on dehydrated rations sounds pretty nice.
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Post by coaxjack on Oct 26, 2016 0:38:15 GMT
/!\ Module Bovine Bioreactor is uncooled, and will be unusable.
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Post by coaxjack on Oct 24, 2016 21:49:36 GMT
Does it look like reduced-distance proximity fusing will come with the next missile guidance update? I was attempting to create a crude tandem-warhead design today. By putting an additional warhead in the tail of my go-to small missile I was hoping to exploit the hole the nose-mounted EFP charge created by then detonating the secondary fragmentation warhead inside the armor of the target, but the 1 meter minimum was preventing that. Now that I think about it, a negative distance could be useful too, considering that's how the actual delay fusing on bunker busters works.
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Post by coaxjack on Oct 24, 2016 0:22:30 GMT
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Post by coaxjack on Oct 21, 2016 16:05:46 GMT
You could probably get away with developing a standardized drive section with interchangable cargo/personnel sections, so that your combination lander would have similar performance regardless of what you stick on it. 150 tons of riflemen and 150 tons of water and MRE's, what's the difference? As long as you then, as mentioned, somewhat tailor your drives for whatever gravity you'd be landing in. Probably have a .5 G version, .75 G, etc.
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Post by coaxjack on Oct 18, 2016 2:35:02 GMT
Also the cost of an Chicago Pile Flare would pale in comparison to the supposed ship it would be launched to protect...If you need that many MW of output to distract a missile, you're probably doing something important with something very expensive.
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Post by coaxjack on Oct 17, 2016 23:19:26 GMT
Use a jacketed armor piercing round - the actual penetrator can be made out of your tough metal of choice (W, Os, Ir, etc) but have a thin sleeve of something light and easy to vaporize along the outside. If there is a pointed end to the projectile this will destroy any initial armor layers of the target and allow your armor piercing component to delve further before it begins doing any mechanical work. These actually exist, they're known as composite shells or capped shells. A lot of them come with some kind of explosive filler, but that's not really necessary when a.) the round is going 20,000 ft/s and b.) the enemy armor is, by comparison to a tank or naval ship, paper-thin. I take it you've tried using an inert AP-payload? Yeah, and the biggest takeaway for me was that using APHE rounds tends to grind the framerate real low, probably having to do with thousands of tiny explosions all at once. They do tend to get kills very quickly as they (apparently) blast a decent amount of shrapnel inside the target's armor, but the hassle of running at 3 fps isn't usually worth it when a 28mm tungsten rod with 1mm magnesium skin works almost the same.
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Post by coaxjack on Oct 17, 2016 22:31:25 GMT
Use a jacketed armor piercing round - the actual penetrator can be made out of your tough metal of choice (W, Os, Ir, etc) but have a thin sleeve of something light and easy to vaporize along the outside. If there is a pointed end to the projectile this will destroy any initial armor layers of the target and allow your armor piercing component to delve further before it begins doing any mechanical work. These actually exist, they're known as composite shells or capped shells. A lot of them come with some kind of explosive filler, but that's not really necessary when a.) the round is going 20,000 ft/s and b.) the enemy armor is, by comparison to a tank or naval ship, paper-thin.
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Post by coaxjack on Oct 15, 2016 15:09:07 GMT
In relation to the smaller tanks and engines, are the remote controller units editable? As it is, they limit small missiles, etc. to a minimum 10 cm diameter due to their size.
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Post by coaxjack on Oct 8, 2016 1:03:31 GMT
Made a similar yield warhead, and tried mounting it on some kind of missile...any kind of missile. It turns out 11,700 tons of bomb isn't particularly easy to fly around with. Though presumably if you were in a position to flatten an entire hemisphere of an enemy planet, you have secured the area beforehand Launch it next to your ship and detonate it and see if it sends your ship into another dimension. I blew one up in a friendly fleet just to see, and all the armor of every ship boiled off, and then they were all in a nauseating hundreds- or thousands- of RPM spin end-over-end. There were some bits and bobs that somehow surfed the wave of the explosion away at a few dozen km/s. Strangely enough, the bomb itself (well, the actual ovoid object the game uses to depict it) survived, and I could still select it but not interact with it in any way.
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