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Post by uberdude9001 on Mar 2, 2017 1:22:20 GMT
Before 1.10 the AI would never fire beyond their weapons designated maximum effective range. Now they do. My 1GW laser has been dying to the stock lasers on the gunship at 1000km.
I also used silica aerogel as turret armor but recently discovered this wasn't doing very much and switched to amorphous carbon, but now even armoring the turret with this does little.
How can I stop my lasers from being sniped off, even by much smaller lasers?
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Post by uberdude9001 on Mar 2, 2017 1:18:32 GMT
How 2 mak crapassitor 1) Use hafnia 2) make bigger until velocity start to go down 3) play with seperation, smallest size is best for low power How does Hafnia compare to water? That's what I'm currently using in my capacitors.
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Post by uberdude9001 on Feb 18, 2017 1:59:06 GMT
In my attempts to make conventional guns practical I have created this: It fires a 10kg projectile (25mm diameter 8kg osmium penetrator with 2kg bursting charge) at 2.5km/s. This is what happens when you shoot the already overarmored -stock gunship with it(those holes go all the way through): While designing it I noticed that increasing the bore radius massively reduced the weight of the gun, as it reduced the pressure required to accelerate the projectile and decreased beam deflection stress, at least to a certain point. While I realize I am using UHMWPE and previously boron, I noticed similar effects when using steel, the minimum mass gun that was capable of firing 5kg projectiles at 1.55km/s was 200mm in diameter. I'm fairly certain this shouldn't be happening because this is in line with a modern tank gun and those are usually only 120-125mm. Does anyone know why this is the case?
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Post by uberdude9001 on Nov 11, 2016 17:46:03 GMT
I can't tell exactly when it happens because it happens so quickly. I set up two fleets armed with 1GW violet lasers and armored with 1cm of boron. Upon entering laser range the fleets engaged each other normally. After a few seconds of one fleet being disarmed and the other fleet's lasers raking away at the other's hull there was an immediate crash.
This happened repeatedly.
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Post by uberdude9001 on Nov 11, 2016 0:57:08 GMT
I made a conventional cannon designed specifically to fire gun launched missiles. The problem is the AI doesn't know how to properly utilize it and only fires within 10km despite its range being practically unlimited. I'm sure this feature would also benefit others who have created cannons that fire guided projectiles.
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Post by uberdude9001 on Oct 31, 2016 15:57:27 GMT
What are the most durability/weight efficient radiator materials against lasers and nukes you guys have found that still radiate at 2500K? For me it was Boron Nitride with Osmium as the coating.
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Post by uberdude9001 on Oct 28, 2016 16:22:05 GMT
Okay, so I tried out some Kinetic Kill Missiles design that can pretty much destroy any stock ship. Against ship armored with thick graphite gel whipple shield layer? You need to have a bunch of them together to rip through the armor apart. A LOT of them. Okay, I just tested this and it seems like a bug. I had 1t missiles tipped with a 150kg rod of Osmium slamming into ships at 5-6km/s, they would often pierce both sides of the whipple shield, obviously passing through internal modules like fuel tanks and reactors in the process. Despite the entry and exit holes clearly indicating this the inner armor layers and modules were often completely undamaged.
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Post by uberdude9001 on Oct 28, 2016 7:55:39 GMT
I never really bothered armoring my ships beyond ~1cm of boron and maybe some silica aerogel because throughout the campaign I noticed delta V and acceleration were often decisive in battles. Setting up custom battles quickly revealed one of the weakest aspects of my ships was the radiators. They would be easily be melted off by nearby nuclear detonations. Disturbingly the most weight efficient material I could find for protecting them against nuclear blasts without compromising the heat that they radiate was Osmium. I'm guessing that this is due to its high specific heat and conductivity. It still seems odd that something that dense would be weight efficient for anything at all. 1cm of Osmium proved sufficient to protect my radiators from even single point blank 1Mt detonations while remaining almost one order of magnitude lighter than the default radiators. Has anyone else found better materials for protecting radiators against nuclear blasts and/or lasers?
I'm also having trouble protecting my ships from kinetic energy attacks in a weight and cost effective manner. It became obvious in testing that it was cheap to field cost effective kinetic kill missiles capable of piercing any reasonable and even completely unreasonable armor, but this doesn't mean armoring against kinetic energy attacks is completely futile as weaker attacks might still be possible to defend against.
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Post by uberdude9001 on Oct 25, 2016 19:59:58 GMT
Are there any mass+cost expedient armor plans which could actually necessitate something like a long rod, in your experience, or are those just overkill? I just made that to see if it would work to be honest, it was almost useless in combat because the holes it poked were so tiny. LRP was invented to penetrate composites equivilant to several hundred mm of steel. Most of the ships in game have the equivilant of a few dozen mm at best.
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Post by uberdude9001 on Oct 23, 2016 3:33:08 GMT
The projectile's cross sectional density should give some idea of armour penetration by railguns or coilguns. Added, please post any errors if you see them.
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Post by uberdude9001 on Oct 22, 2016 21:25:32 GMT
I'm making a spreadsheet to help design weapon modules. Does anyone have any additional information they would like the spreadsheet to calculate? For the sake of comparison it will contain real projectile weapons in addition to the default ones. So far it calculates:- Muzzle Energy
- Joules per square millimeter(should be useful for determining armor penetration at relatively lower velocities, less useful for rail and coilguns)
- cross sectional density
- The wattage the gun outputs in muzzle energy(should be useful for determining raw damage, especially against unarmored targets)
Planned calculations:
- I plan to treat each fragment from flak warheads as a projectile of its own on a separate table and include variables for the velocity of the warhead relative to the target and detonation range. I don't know all the math for this yet, I'll probably have to go back over one of my old calculus books.
Spreadsheet
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Post by uberdude9001 on Oct 15, 2016 16:42:40 GMT
Hmm i guess, it's still a ton of brass to haul around, compared to how simple and effective caseless ammunition would solve the problem. Indeed, though currently there are many unsolved problems with caseless ammo that mostly preclude its use. Could the cannons in game be firing combustible cased ammunition similar to most modern tank cannons? Like caseless this speeds up reloading because only a small stub that used to be the rear of the casing is left in the chamber after firing.
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