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Post by dragonkid11 on Jul 3, 2018 9:22:39 GMT
I find that they work rather well on railguns or coilguns which actually do tend to run dangerously hot, up to the point it slows down the firing rate. It makes it so I can also use thinner barrels so I don't have to radiate as much heat off, or if I really wanted to try some dumb stuff, like lining the barrels with rubber, for reasons. Multibarrel works better with EM gun because the fire rate limiting factor of the EM gun wasn't loader mass, but power available to the gun system instead. Want more fire rate? Pump more power. Barrel started to overheat? More barrel! Kinda wish the update came with other reload system for the conventional cannon so it can achieve even higher level of dakka...
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Post by dragonkid11 on Jul 2, 2018 9:39:53 GMT
The new update looks just fineeeeee.
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Post by dragonkid11 on May 10, 2018 1:37:03 GMT
Dakka.
That's it.
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Post by dragonkid11 on May 4, 2018 2:34:44 GMT
Well, there's the Expanse for the most part except for the protomolecule stuff. And then there's this universe in which the artist created a short stories for that can be read on the SB forum too. Sea to Sky ShipyardsDo you like ships so bloody huge they became giant titanic beast because the government actually truly exploited nearly every node of resource in just our solar system? Do you like hundreds of them stuck in the same exact solar system because FTL drive turns out to be bloody hard to develop? Do you like the insane level of genocide they caused just by duking out with one another because Isaac Newton is the deadlist son of a bitch in the universe? Then there you go, enjoy.
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Post by dragonkid11 on Apr 2, 2018 3:11:54 GMT
Nuke cannon is an incredible weapon - Convince an enemy to put it on their ships and you have won. Not that there is anything wrong with the concept - I have some very effective guns firing nukes. It's just the execution that is beyond horrible and well into downright suicidal. Yeah, that's why it sounds awesome, but is actually not. I guess the hiveship is like a mobile war crime or something. The only thing its cannon could would be stationary target such as space station or ground installation. Though, I have absolutely no idea what is even Hive ship for besides that, it's just, crap. What does 'hive ship' even means anyway?
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Post by dragonkid11 on Mar 11, 2018 13:52:37 GMT
Wait what, how!?
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Post by dragonkid11 on Mar 10, 2018 14:38:31 GMT
Okay, I will try this solution out, with a copied file of userdesign in case the computer decided to fuck me over harder.
EDIT: Nope, it didn't work. I guess something in my user design file glitched out or something.
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Post by dragonkid11 on Mar 10, 2018 0:55:18 GMT
Inspired by AtomHeartDragon, I have decided to take my hand in making some specialized microdrones armed with cannon and blast launcher. Introducing, the Trooper class. Besides having a 1 gram conventional cannon, it also has blast launcher capable of launching 36 50 gram fragmentation round and 1000 1 gram kinetic storm in less than a second. With side thrusters, it can also correct its orientation rapidly and thus ensuring accuracy for the internal gun. ...Or it should be as it said on paper. In reality the correction system works so well, it ran out of ammo before reaching launching range... And the computer basically crashed because I forgot it doesn't like this many projectile being launched at once... I should try to go for lesser projectile count and not literally a thousand of them next time. EDIT: Yup, tried out smaller payload count on these microdrones and the effectiveness is increased quite dramatically. And since they are designed as one shot drones, just go for extremely high speed interception and you will get dead capital ships really fast. Neat, seems easily interchangeable with some of my blast/gun launched payloads too. Have you tried tuning the blast launchers to match gun's exit velocity and firing (possibly with some launch cap for multiple, less CPU demolishing salvoes) just after reaching gun firing range? I usually slave direct fire blast launchers to a fixed gun. Yeah that's exactly what I did, not all payload are going to hit for sure but with enough number, some will start wrecking the enemy ship maneuver system and the second salvo tends to end it if the first wave didn't already.
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Post by dragonkid11 on Mar 9, 2018 15:33:33 GMT
That sounds like the absolute worst suggestions without explaining what it does, which is absolutely destroying your entire CoaDE experience.
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Post by dragonkid11 on Mar 9, 2018 3:01:00 GMT
Inspired by AtomHeartDragon, I have decided to take my hand in making some specialized microdrones armed with cannon and blast launcher. Introducing, the Trooper class. Besides having a 1 gram conventional cannon, it also has blast launcher capable of launching 36 50 gram fragmentation round and 1000 1 gram kinetic storm in less than a second. With side thrusters, it can also correct its orientation rapidly and thus ensuring accuracy for the internal gun. ...Or it should be as it said on paper. In reality the correction system works so well, it ran out of ammo before reaching launching range... And the computer basically crashed because I forgot it doesn't like this many projectile being launched at once... I should try to go for lesser projectile count and not literally a thousand of them next time. EDIT: Yup, tried out smaller payload count on these microdrones and the effectiveness is increased quite dramatically. And since they are designed as one shot drones, just go for extremely high speed interception and you will get dead capital ships really fast.
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Post by dragonkid11 on Mar 8, 2018 3:07:25 GMT
...I want to see everything you made because these are absolutely beautiful.
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Post by dragonkid11 on Feb 23, 2018 10:23:54 GMT
This problem has actually been happening since the latest update and I actually thought it was because my computer can't really handle it anymore.
Then I upgraded its RAM and found everything works better except CoaDE.
But just some nights ago, I put in new material mods and it just somehow fixes it, even without me using it.
And then the problem happened again and I just have no idea why.
Need to wait long seconds just to load between pages again.
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Post by dragonkid11 on Feb 16, 2018 4:19:24 GMT
I really liked how you keep staying to standard strength level without going overboard in stuff.
The actual effective usage of blast launcher in launching projectile is also an exciting weaponized aspect I would like to learn on in my future design but..
There is WAY TOO MANY radiators on your drones.
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Post by dragonkid11 on Feb 14, 2018 6:29:23 GMT
Huh, firing folded radiator projectile.
...I think i can get some ideas out of that because that actually interesting.
Overall, quite a good design without going too ridiculous in OPness.
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Post by dragonkid11 on Jan 25, 2018 11:37:04 GMT
The 50kg thing comes from not being able to imagine enough mass going into ammo handling and structure and such to justify only 8 per ton for anything much smaller than that. The 2km/s comes from a piece of fluff saying it launches shells at mach 6, which is just a hair over 2km/s. The rest is physics. If you think that's high, remember that it is after all a very bullshit soft-scifi/space-fantasy setting with poorly thought out technology and inconsistent lore. If you think that's low, you're probably right in-universe given the ammo storage mass issue and the speeds needed to account for its supposed space performance, but I wanted the lower end of plausible so that there was even a chance. You should model projectile mass after it's performance, take a APFDS for example or the Navy railgun. ...I don't think you are going to get any matching performance considering armor piercing rounds are barely a thing in BT due to the sheer ridiculous toughness of the ablative armor. There's real armor piercing rounds in Battletech alright, just that they are twice as dense normal ammunition and still have a high chance of failing to penetrate mech armor even when using rapid firing large bore autocannon. EDIT: Thought it seems like that armor piercing round just plain works better when the target has large flat area to be armored even when sloped. (Like tank or aircraft) It just...somehow magically doesn't penetrate well against the 'rounder' and 'curvier' armor shape on Battlemech due to magical reason.
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