aiyel
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Posts: 83
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Post by aiyel on Oct 6, 2016 17:35:27 GMT
Updated the 1GW reactor with a version lighter by 4 tons. Yes, but can you up it to 1.21 gW? Only then can we go back in time and defeat our enemies before they were ever born.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 6, 2016 17:25:59 GMT
No, you can't as of yet re-pause. Be thankful you can pause at all, we didn't get that featre until a couple of days before launch. "flyby" attempts to preserve your closing velocity but bring you on a course that will cross weapons range. "Intercept" attempts to match the target's orbit while inside weapons range. WHich means intercept is usually better if you want to approach slowly (say, if you have longer rnage than your opponent and want to hammer them from well outside it) and flyby is best if you want to cross the gap quickly and kill them. Flyby also tends to use a lot less dV
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 6, 2016 2:15:40 GMT
Aside from critical bug squashing, if there's any more to do, I think fixing proximity fuses is our most critical pressing issue. Right now flak missiles are useless and you're better off stripping the warheads and using them as KKVs
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 5, 2016 20:54:55 GMT
Yeah, by this point I think it's pretty obvious that solely using reaction wheels for turret gimballing gives more restriction than benefit.
We need more and better options, including for rocket gimballing, but especially for weapon turrets.
First off, I'd like a gun that has 360 degree traverse with the true limiter being elevation. Also, multiple weapons sharing the same gun housing would be nice. Consider the advantages: The Otobreda Melara 76mm naval gun mounts a single barrel, revolver-style breech. It has an elevation limit of -15 to +85 degrees, and fighting against gravity has an elevation speed of 35 degrees a second.
One could place two of these symmetrically and both could fire into both broadsides and off the nose of the ship. Modern style gunhouses are also somewhat more practical to armor for combat, too, as, much like a tank gun, the side facing the enemy will be the most heavily armored.
They also don't require hundreds of megawatts to turn effectively.
So, modern turret housings and mechanically articulated turrets are pretty much a must.
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aiyel
Junior Member
Posts: 83
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Lasers
Oct 4, 2016 12:43:21 GMT
Post by aiyel on Oct 4, 2016 12:43:21 GMT
you could use your microdrones as a big composite aperture superlaser. it doesn't matter if each individual laser is 50kw of you have a thousand of them.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 2, 2016 18:26:39 GMT
Would it be possible to mod in BPLs?
I get that they're just on the other side of the practical / theoretical divide the game was going for, but can the engine handle instantaneous bust lasers spawned by warheads?
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 2, 2016 5:51:15 GMT
Ok wow that nuke coil gun is an "I win" button when paired with a minimum power micro laser set to max range. Is also a "test the thermal limits of your processor" after I tweaked for higher fire rate.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 2, 2016 2:36:31 GMT
Granted.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 2, 2016 0:30:27 GMT
Nice pointer on the Silicon Nanothermite/Calcium combination. I had given up on the nanothermites because I could not find a delay composition that worked with them. Taking inspiration from that design, I can shave 0.89kg from my 10kt-class nuke, which translates to an extra 0.21km/s: (A note on Pu-238---I am launching these in front of 18.2kt of nickel iron molybdenum, which makes optimizing the cost of the nuke a false economy. On the other hand, I have a 5.94km/s, 103kt missile that costs 5.63kc; nuke coilguns are not very cost-effective (but much lighter, and tend to hit their target better). You might be better off firing it out of a conventional cannon if it's that small.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 28, 2016 19:14:06 GMT
Right now, it seems the proximity fuses are hard-coded to treat the proximity distance as being soft. That is, they'll only cook off if they've broken through that range band, but they'll wait until the moment of closest approach to actually do so. While this is useful, and in fact desired, where nukes are concerned, it is also a massive problem with frags.
My solution would be sliders for both 'soft' and 'hard' proximity distances. After all, a nuke that goes skin-on-skin isn't detonating and they make poorer kinetic wrecking balls than you might think, but you also definitely want them to go off at closest approach (with a hard limit of, say, 5 meters just to make sure they go off rather than hit and wreck themselves) whereas frags probably want a hard limit set much further out to allow the shotgun effect to work in their favor for accuracy.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 27, 2016 18:56:46 GMT
I really don't think so, after going back and re reading all the dialogue in previous missions, there is nothing in particular to show that the USTF is in anyway particularly "good" guys or that the free peoples are the "bad" guys. While the war was most likely instigated by the UFP to their advantage, beyond some laughable corruption, nothing specifically shows any moral decide. Arguably everyone in the conflict is grey as fuck, it is a vary bare bones survivalist war, very realistic. You mean aside from the "Let's go commit some atrocities!" document in the final mission briefing, and the "screw it, let's nuke the survivors" tone of the epilogue?
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 27, 2016 12:53:25 GMT
As mentioned here, these superguns are invalid as they are exploiting inaccuracies in the game's numerical integrator. Will have a fix up soon I hope. Here's the design screen on the murder machine posted earlier. Hope it helps you sort out the issues with coilgun math.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 15, 2016 15:07:02 GMT
Still, if you can arrange for him to have a video up before launch day, it'd probably be a big boost to your sales.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 11, 2016 14:32:41 GMT
Also, more conventional turret designs and alternatives to reaction wheels for turret and gimbal actuation. (reaction wheels can rapidly outstrip other power and mass requirements by a LOT when simple motorized or hydraulic actuators would work)
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 11, 2016 2:33:41 GMT
Mostly I eyeball it until I'm close, then I set the station as my reference point and go to town
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