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Post by dwwolf on Nov 9, 2016 14:16:11 GMT
F-H2 or F-CH4 are hard to beat for missiles as far as performance goes.
Ethylene oxide is cheap as chips and maight be enough for cheap close range flak and EFP Missiles.
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Post by dwwolf on Nov 9, 2016 11:33:30 GMT
My KKVs seem to work fine....its my EFPs that seem to be misbehaving.
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Post by dwwolf on Nov 9, 2016 9:33:16 GMT
My EFPs are malfunctioning. I may need to set a very small hard range like 5m with a 40m activation range.
Terminal phase guidance seems to be more wacky with gyrating missiles. Id pay for a "keep nose glued to target setting".
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Post by dwwolf on Nov 8, 2016 20:38:19 GMT
Preliminary testing : EFPs are behaving iffy. They might need an increased hard range on the detonators. Also testing EFP with terminal phase set to pure pursuit guidance(= old style guidance IIRC ).
Some description of the various pursuit modes would be nice.
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Post by dwwolf on Nov 8, 2016 20:25:09 GMT
460 tons...."micro" drone.....thats 1/3 of a schooner lol.
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Post by dwwolf on Nov 8, 2016 17:34:19 GMT
Did we get an update ?
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Post by dwwolf on Nov 8, 2016 11:52:11 GMT
Keep in mind that this stuff is mainly optimised vs longrod penetrators @~1.5 km/s and 10kg HEAT shells. With HEAT being the main opponent in the earlier armors since those were more dangerous. APDS and APCR was limited to 250to 300mm RHA equivalent and HEAT shells were able to penetrate more armor.
And I think CoaDE handles materials quite abstractly. Depending on what goes where in tank armor there are synergystic effects of different armor materials. But modelling those interactions is way beyond our game especially given then amount of impacts that we have.
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Post by dwwolf on Nov 7, 2016 11:37:47 GMT
This missile has been working well for me. Tends to over-penetrate a lot but reliably gets reactor hits on stock ships. Usually use it with only 3-5Km/s intercepts so it hits more reliably. View AttachmentThe NTR design was backed off from maximum thrust to keep the missile (marginally) stable. The radiation shield between the engine and remote control keeps the missile alive longer after a laser kills the engine because missiles will do a full 180 if they're far enough off intercept. Could slot a pocket nuke under the remote control if you want more ragged impact holes. (Yup, a 57c micro nuke below the remote control is a massive lethality boost.) Would you mind posting the engine ?
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Post by dwwolf on Nov 6, 2016 17:39:07 GMT
Arrrgghhhh ! Die myth,die ! EFPs and HEAT formed penetrators are NOT molten. ( except ,maybe, Nuke pumped EFPs ). What happens is that the intense pressure of the focussed explosion causes the metal to deform plastically. The then deformed projectile goes on its way as a nice solid. Well below the melting point.
EFPs trade penetration for longer standoff range and increased behind armor effects. Typical HEAT penetrators feature much higher penetration, at the cost of less damage and lower standoff range.
Since we are operating in a vacuum standoff range is not a problem ( no drag from air ), although penetrator speed does vary.
EFPs are propelled at around ~1.5 to 2 km/s. HEAT penetrators ~7 km/s.
/rant off.
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Post by dwwolf on Nov 4, 2016 14:15:37 GMT
As the topic says, post your EFP designs and delivery systems, ask for advice on the same, etc. While it's not nearly as intricate as a lot of other designs, I think it's worth a thread. Here's my most successful NEFP which I cobbled together from other people's module designs: The nuke is redparadize's design from the pocket nuke thread. And the missile is a slightly scaled-up micromissile design by concretedonkey using someusername6's improved rocket. The plate is made of osmium and weighs 6.76 kg overall. Here's a test against the stock gunship refitted with dragonkid11's armor layout: 7 missiles were launched View AttachmentThe result: View AttachmentView AttachmentI haven't really been able to scale this up to regular missile sizes, but work is ongoing on that front with the goal of achieving a long-distance standoff EFP. Isnt the F/H2 fuel system 19:1 ? Mind, I have been seeing some odd dV results from mismanaged fuel ratios. Also I have noticed that rockets with many small engines tend to run out of dV very quickly.
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Post by dwwolf on Nov 1, 2016 12:18:00 GMT
You mean the un manned vehicle that is launched by the manned vehicle ? I generally use Dyneema for the crew modules...with this thing i'd have to change over lol.
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Post by dwwolf on Nov 1, 2016 11:09:14 GMT
Is there any math out there on Sloika designs ?
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Post by dwwolf on Nov 1, 2016 9:29:13 GMT
Errrrrr Look at the kilowatt range radiation leakage...... How much shielding does your crew have ?
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Post by dwwolf on Oct 30, 2016 15:55:47 GMT
With short engagement ranges at the start of an encounter you need very high accell to get em upto enough speed.
1.5 to 2 km/s and you start to see through and throughs on the stock ships.
Broadside targets generally get punctured near the Center of Heat generation.
Needleships tend to get hit perpendicular on the skin and a very few hits along the central axis. Ie...you get streaks on the ships sides.
The same goes for EFPs.
I get much better results with frag warheads vs needleships. You generally get detonations and impacts all along the targets length and thus tend to take out all the internals.
Ive tried to get better seperation of physical penetrators by explosives but that is hampered ( read : just about impossible ) by not being able to place explosives centrally in the core of a bundle of long rod rad shields.....enabling weapon like placement for them would be great.
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Post by dwwolf on Oct 28, 2016 16:52:29 GMT
Science! in action.
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