aiyel
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Post by aiyel on Oct 29, 2016 3:52:08 GMT
yeah. I find it hard to believe that our magic IR sensors are both sensitive enough to see missiles during coast phase but resilient enough that they can't be flash-blinded by lasers or nukes well beyond ranges thta said weapons should have destructive effects on the hull.
Obviously if we get proper guidance algorithms we'll need better sensor modeling for missiles and drones, and probably more sensors than JUST effectively single-pixel thermals.
I'd like to see, at the very least, imaging infrared for its anti-decoy use, (perhaps by making it more susceptible to dazzle and flash blinding and thus probably kept covered until terminal phase where a sensor cover gets blown away) active radar (thermal decoys won't do jack, but clouds of chaff might make it harder on their terminal guidance) and command guided (where the firing ship does all the work, but only useable if the launching ship is also in the tactical engagement (useful for counter-missiles, especially) and which relies on OWNSHIP's sensors.
Of course, I'd like to see a "is CIWS yes/no" button in weapon design which has some alternative rules for targeting missiles and drones. That is, a CIWS should figure its hit probability and spray just enough rounds to achieve a desired kill chance before engaging another target, and CIWS mounts should always strive to engage different targets from each other until there's more turrets than targets. This desired kill probability should of course be tuneable, and probably tuneable by range band. If I decide I want my CIWS to fire at 100km, there's nothing stopping me. If I declare that at less than 50km, CIWS engage to 75% probability of kill, then it should fire enough rounds to achieve 75% then move to the next target on its own list, only coming back to the first after it's engaged or destroyed all others.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 27, 2016 1:01:41 GMT
Ultimately my intent was to use them on drones that already had serious energy requirements and didn't need to maneuver tactically. It's one of the many solutions in looking into for Giants rather than my Matroyshka system. While otherwise fine, Matroyshka was right up against the mission budget in both mass and cost.
And yes, Matroyshka was exactly what it sounded like. A carrier launched a drone which launched another drone which launched another... Which had a 60mm conventional gun.
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aiyel
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Posts: 83
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Post by aiyel on Oct 26, 2016 12:57:15 GMT
I find it amusing that people were pointing me at this thread despite the fact that I'd already posted in it..... Might have helped if you'd made clear that it was you, O Manley One. At any rate, once you get module design you can science the shit out of missions. Or break physics and design a coilgun capable of firing bits of ferrous alloy at several dozen kilometers a second.
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aiyel
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Posts: 83
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Post by aiyel on Oct 26, 2016 2:46:27 GMT
Totally not the point. I know they're not effective, I just want to know how good one can be made. I DO have a purpose for them, though, rest assured.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 25, 2016 13:14:57 GMT
Assuming power consumption is a non-issue, (and one need only peek into the UNLIMITED POWER thread to see that this is, in fact, the case) what's the most raw thrust one can get from a MPD thruster?
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aiyel
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Posts: 83
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Post by aiyel on Oct 20, 2016 5:33:13 GMT
Ah that is because the missiles have too short of a burn time and they self destruct as they run out of fuel. The missile ai is crap with managing minuscule fuel duration. Not so much. The design I was using had a micro NTR with a dV of 6kps. And they vanished immediately after launch. I still have the problem with missiles vanishing if the two fleets are flying away from each other, even if the missiles have more than enough dV to chase the other fleet down.
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aiyel
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Posts: 83
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Post by aiyel on Oct 20, 2016 5:25:13 GMT
One idea for missiles is if the distance to target increases or heat flux recieved decreases in the terminal phase that they should detonate since they are now getting farther away (could be an option since they might have enough fuel for another pass or might change targets). Would be great for nukes that can't hit there target but pass by them closely. Also would be useful for PD missiles since they might not be able to get close just fly by there target. That's the way it works now, within a creator defined range limit. Weapons detonate at closest approach. The problem is the fact that it's the ONLY way proximity fuses work. We need two range band sliders ; the first functions as above, the second detonates the instant it is crossed.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 19, 2016 20:52:28 GMT
Not so much "soundtrack" as listening to appropriately thematic audiobooks. Currently going through the Starfire series again in anticipation of the next Honor Harrington novel.
Though, when there's music involved, it's something like this:
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 19, 2016 15:39:46 GMT
Missiles still vanishing in tactical combat if they launch while launching vessel and target vessel are moving apart
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 17, 2016 20:43:34 GMT
so what's the smallest we can make a 1kt bomb now?
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 17, 2016 4:15:57 GMT
A similar issue with micromissiles which use a "radiation shield" penetrator. Mostly during launch, missiles in flight have negligible performance hit when compared to other swarms of missiles. I guess I should stick a couple of grams of semtex under the penetrator to see if that mitigates it.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 16, 2016 12:37:05 GMT
Awesome. Still need a fix for proximity fuses, though.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 14, 2016 2:08:48 GMT
Yeah. Currently the proximity fuse is a soft limit only. It will aim for skin on, then detonate at closest approach if that fails.
Ideally, we'd be able to set a Hard limit where it would immediately detonate if it got within a certain distance.
Hopefully, this will get fixed soon.
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aiyel
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Posts: 83
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Post by aiyel on Oct 13, 2016 17:56:13 GMT
This is a recurring problem with any high-acceleration missile fired within a tactical battle, but it's also intermittent. They launch, and before they even settle on course with their target ship, they just disappear. No explosion, no debris, no 'dead ship' icon. I've noticed it most commonly a few minutes into a battle, but not always.
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aiyel
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Posts: 83
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Post by aiyel on Oct 6, 2016 20:27:38 GMT
I was experimenting with a similar ship that had about 50 lasers facing the target at any one time, that I dubbed the Archimedes. Refitted it with your lasers, launched a pair of them.
I think my laptop nearly died. Put it up against ten enemy cutters. All ten of them simply melted before they got closer than 200km. I was getting about half a frame per second with every option bottomed out.
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