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Post by dwwolf on Jun 26, 2017 12:48:05 GMT
Who got any working nukes? Trying to shoot (armored!) nukes out of the blast launchers would be entertaining to watch. Go without armor, and the launcher'd gone in a big flash. Nukes aint hard...try octogen as the first explosive with a hefty proportion of potasium. After that you may need to fiddle a bit with with the 2 cavities. Shouldnt need much fiddling if the nuke worked before.
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Post by dwwolf on Jun 26, 2017 12:44:58 GMT
Could you test a payload of 2x 0.25 grams of rad shield seperated by a 5 cm spacer ?
It would be interesting to see if one could get more penetration that way.
Sorta like a tandem heat charge.
I kinda do that for my 1kg EFP payload as well.....2.5mm armored nose cone over 10 cm spacer infront of the iron rod.
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Post by dwwolf on Jun 26, 2017 8:17:57 GMT
Keep in mind that the engine has to deal with a successive bunch of impulses that try to corkscrew the poor missile.
A quickly responding engine gimbal is needed for that as well. Mine has ~150 rpm. 2 halved missile boxes might solve that as well, If diametrically payloads are launched at the same time. Dunno if that is the case.
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Post by dwwolf on Jun 26, 2017 5:43:36 GMT
1300 shots might be over doing it. I have one with a 18x18 cell that fires a 0.5 gram Osmium needle, it works just fine vs missiles as long as you keep the engine angle below 5 degrees. Pure pursuit guidance with 75%fuel reserved for terminal phase. dV 1.6 kms with 4.5g wet accel.
Your 1300 shot box might be producing too much recoil outside of the missile body....causing to much leverage for the guidance to deal with. I think a high RPM engine turn rate ( my missile/drone 180° time is only 1s though ) might also help.
The CoG for the missile/drone is just behind the launcher box.
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Post by dwwolf on Jun 24, 2017 8:44:49 GMT
What exactly makes deuterium a nucleair explosion hazard? An artifact of hacking fusion into the game in the latest iteration ?
I thought the first rocket deuterium and helium attempts to be more realistic in that regard.
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Post by dwwolf on Jun 24, 2017 7:03:54 GMT
Ive been using one firing a 1 kg iron rod @ 2.5kms frontally....gets about 50% hits.
EFPs finally work, after a fashion.
I would love to be able to set the firing angle of side mounted ones.
I have also added 6x1 and 6x1 side mounted ones to my KKV releasing a 50 gram pill, first ring fires at 300m, the next at 100m.
I did edit limits.txt to lower the minimum amount of explosives that you can add.
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Post by dwwolf on Jun 22, 2017 22:45:13 GMT
GRrrrrrr fluids.txt is bugging out on me now.
nmmm.. pesky protons.
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Post by dwwolf on Jun 22, 2017 10:04:37 GMT
This patch gave us the tools we need for reasonable serially staged rockets. But, as is tradition, these new mechanics come in unexpected ways I was just thinking......hey now we can make EFPs.
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Post by dwwolf on Jun 22, 2017 9:32:40 GMT
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Post by dwwolf on Jun 22, 2017 8:34:07 GMT
Amorphous carbon instead of boron.
And yay blast launchers. This will hugely increase my KKV performance. 100g payloads launched just b4 impact......joy😎
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Post by dwwolf on Jun 19, 2017 21:00:12 GMT
Do you use a flash proofing layer ?
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Post by dwwolf on Jun 19, 2017 18:57:37 GMT
Any more info on the contents?
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Post by dwwolf on Jun 19, 2017 5:51:36 GMT
T80s and T64s were the good tanks, T72s T90s and T62s were the fillers The T80 was intended as the hightech tank but included many t72 features to cut costs. The turbine also was a cantankerous beast that never functiomed well. The end result was something that was somewhat better than the t72. Not lots better as the t64 vs t62/55/54.
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Post by dwwolf on Jun 18, 2017 23:00:00 GMT
Where can I find dwwolf 's ship? Nowhere, It uses many modded materials and fusion. It has no relation to the basic game because of the fusion rocket. Basically its a 15m thick cylinder 129m long, the fusion rocket is about 24m long ....It is very vulnerable to flak. It has 1300ish kms dV. Mass is 1400 tons of which only 100 tons are fuel....that alone should give you an idea of how much you can dedicate to armor and weapons. I currently have dedicated 60% to armor. and 15% to weapons. Armor is very spaced to try to negate turret holes.
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Post by dwwolf on Jun 16, 2017 13:30:18 GMT
Them coilguns are nasty .....IF they hit. I get more hits with AKVs fired from cannons. Generally I prefer my own brew of 20kms railguns to any coilgun. The sniper coilgun is the best of the lot...its the most accurate one.
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