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Post by dragonkid11 on Mar 2, 2019 4:47:36 GMT
It turns out you can do vertical staging for large payloads much cheaper and lighter by making a wafer thin 100w potassium coilgun instead of a blast launcher. The firing time may be half an hour or more but the first projectile fires instantly so it doesn't matter. Huh, how? What would the launch speed be?
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Post by dragonkid11 on Jan 28, 2019 14:08:07 GMT
Made a new drone because I want to go for a spaceplane look. Astrofighter, short range missile fighter. 6 tons. It is equipped with 2 long range railgun and 4 high velocity conventional cannons, covering top and bottom sides of the craft. For its payload, it has 32 light antiship missiles and 80 anti-missile missiles for missile defence on-route to the target. All in all, it was an experiment for me to see how I could fit everything without compromising its size. Oh, and it has canards.
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Post by dragonkid11 on Dec 31, 2018 0:50:44 GMT
Using amouphous carbon for heavy railgun seems interesting, I will try that out later.
Though I'm not sure in what situation will you use a long spinal coilgun since long range tends to not be a best friend with spinal weapon.
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Post by dragonkid11 on Dec 11, 2018 1:26:46 GMT
Have you tried to armor up yoyr payload? I found some laser resistant armor is required to make sure my payloads don't die off in seconds.
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Post by dragonkid11 on Dec 8, 2018 11:13:15 GMT
After some dabbing in capital ship building, I decided to reattempt subcapital drone design that actually looks decent instead of... what I previously had. It has two railguns for long range attack, four conventional cannons for devastating close range attack, blast launchers packed with small class attack missiles, medium class cluster munition missiles, and micro class anti missile missiles. Works pretty well, if a bit expensive at its 2 millions credit price for a 100 tons drone...
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Post by dragonkid11 on Nov 30, 2018 1:45:57 GMT
Personally I think the hivership is actually an in universe boondoggle.
I mean, it has a fancy armor composition that looks good on paper and isn't shared by anything else.
It has railgun drone which looks impressive but they honestly suck at long range attack because of the lack of turret which is exactly what they are built for.
And the nuke cannon while impressive was generally useless in ship to ship combat.
I think the hiveship was actually made for intimidation and demoralisation and well, weapons made for exactly that purpose then to suck.
I think the Siloship made later on is the successor of the hiveship as it fully focused on using missile to deliver nuke more effectively to enemy ships and stationary installations.
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Post by dragonkid11 on Nov 16, 2018 1:55:34 GMT
Have you people heard of the Lord and Saviour gyroscope?
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Post by dragonkid11 on Nov 7, 2018 9:05:17 GMT
How big are those drones to pack such a big cannons in them?
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Post by dragonkid11 on Oct 21, 2018 15:23:03 GMT
Got bored, made some of my first crewed vessel since a very long time due to my affinity with drones. Unopmitized? Yes? Also looking absolutely fabulous? Yes. All these vessels are based on designs by Atomheartdragon, Rocket Witch and many others, so credit to them for my ships.
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Post by dragonkid11 on Oct 12, 2018 20:32:17 GMT
It seems like that for flak to work, you need the fragments to hit something in one simulation tick or else it might as well be firework.
Which mean that your fragments need to travel X distance in 33 ms in order to damage something.
Essentially, divide the interception speed by 30 and your flak have around that range to damage.
...Which would have been nice to know when a certain someone was trying to make flak spread out fragments to serve as anti missile defense.
But the problem is even with these behind the scene rule known, most fragments still somehow doesn't work at all and phased through enemy ship.
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Post by dragonkid11 on Oct 12, 2018 15:18:03 GMT
I believe that there's a bug in the system that has heavily affected flak payload since a few updates ago.
When doing test on a methane tanker, I found the majority of flak payload explosion simply phased through the tanker, doing barely any damage at all despite that it exploded at point blank range.
This effect has apparently affected flak payload performance on armored vessel from a couple updates ago too. I initially thought it was that the game no nothing support multiple payloads in a single unit, but then I realise it might be the fault of this bug instead which reduce the effectiveness of my flak missiles and bombs significantly.
Big flak payload simply doesn't work well now unless it was being spammed in numbers and even then it might not be enough.
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Post by dragonkid11 on Oct 2, 2018 0:34:03 GMT
Good luck getting two drones to kill each other though, it's like dogfighting on a ludicriously low time limit.
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Post by dragonkid11 on Oct 1, 2018 1:14:04 GMT
I've seen this also: instant action with drones only on player? side IIRC. Oddly adding an unarmed station made it work; the station didn't even start in the instant combat (in orbit elsewhere). Yup, pretty much what I did.
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Post by dragonkid11 on Sept 30, 2018 11:28:18 GMT
As I was about to run some fire tests today on standard stock drone, the drone just suddenly died due to 'Running out of fuel' for some reasons.
Even going instant action with them doesn't work as the drone just immediately poofed into nothing.
EDIT:
Situation might have been solved by putting an actual crewed capital ship on the player side.
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Post by dragonkid11 on Jul 8, 2018 14:17:51 GMT
I've been having a lot of fun with the module designer, but I have a few questions when it comes to railguns and coilguns. 1) I know they are different mechanically, but what are the pros and cons of each? 2) While trying to keep a high muzzle velocity (>6 km/s), should I focus on mass or rate of fire? Right now I have two polar opposites in designs. My "sandblaster" is actually pretty good at destroying enemy modules, but sucks for armor damage and is rather performance intensive. My other design is a coilgun that fires a massive projectile, but it's rate of fire is just too slow to maintain a meaningful DPS. For mass and rate of fire, what would be considered ideal for a heavy hitting weapon? Something seems wrong with the gun on the left. Either it could get a much higher rate of fire by increasing loader power, or that's a capacitor coilgun. Capacitor coilguns (at least in my experience) are far less efficient and effective than capacitor railguns with similar stats. I find coilguns are better when you want to shoot a normal slug (instead of a payload) at speeds attainable without capacitors. Once capacitors or payloads are involved railguns seem better. As for the sandblaster, that could get through armor a lot better if it had better accuracy. Tiny projectiles seldom get through any reasonable armor in one shot, so you need a bunch of projectiles to hit the same spot. That's very likely to happen with something like 0.001° to 0.0001° deviation, but not with 0.01°. Any lower than 0.0001° and you start getting so accurate that it can struggle to take out radiators, just shooting straight through the ship at the base but missing the radiator itself. I haven't actually try to make any EM gun without capacitor for a long time already. I'm not even sure if I can make one now.
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