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Post by jonen on Nov 2, 2016 16:37:26 GMT
I would be able to use low megawatt flare if not for the fact that having four times more radiators then necessary seem to have increased my heat by four times. This is clearly a bug and it's very annoying. If you've redundancy in your radiators, you should be able to safely deactivate your redundant radiators to reduce your thermal signature.
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Post by jonen on Nov 2, 2016 15:33:25 GMT
Names are randomly picked from the name lists in factions.txt But it's possible to manually rename them in-game, isn't it? At least I vaguely recall clicking on the name of a ship and being able to change it. That's why I was asking - I had found the name amusing and wondered if you had entered it yourself or if it was chance. News to me. Yes, chance. EDIT: Yes, you can rename ships in game, but only your own. This is an enemy.
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Post by jonen on Nov 2, 2016 15:26:27 GMT
Would be a helpful visual cue for designers to confirm that they've got all their lasers firing, if designing a ship with multiple IR/UV lasers.
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Post by jonen on Nov 2, 2016 15:23:43 GMT
A fleet tender that could not only refuel, but reload ammo stores (missiles, drones, guns) and possibly do some light repairs...
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Post by jonen on Nov 2, 2016 15:20:59 GMT
On the receiving end is more like a disco inferno.Could potentially be used to check projectile spread? A ship that shoots rainbows named 'the inner darkness'? Was that randomly generated? Also, wouldn't it be possible to create a kind of timer tracer by using layers of different color burning compounds in the pyrotechnic mix? 2 seconds worth of red tracer, then 2 of green, for instance? I'm not sure if it'd have much practical application, but it'd be neat to see in-game. Names are randomly picked from the name lists in factions.txt As of currently, the module design system which allows us to assign tracers does not have sufficient granularity to design fireworks.
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Post by jonen on Nov 2, 2016 15:04:22 GMT
Target prioritization seems to work like this:
First order: Prioritized ship. Closest Drone/Missile (priority between drone missiles unclear - rare to get drones and missiles together that last long enough for testing). Closest ship.
Second order: Closest prioritized subsystem on priority target. If no prioritized subsystem, fire will wander all over the target - with lasers this is largely ineffectual, but is usually a better way to knock out radiators (provided they're a significant part of the presented surface area) than focusing fire on them.
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Post by jonen on Nov 2, 2016 1:04:04 GMT
Not sure how much it matters, but check the output power - if there is one place where Green is Superior to Purple (heh) it is with efficiency.
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Post by jonen on Nov 1, 2016 23:10:34 GMT
Funny story - with my attack laser design, retracting the radiators will cause a crew kill. Downsides of running hot radiators, I guess.
Obscure mechanic:
When prioritizing targets - say radiators on an enemy ship - you can select specifically which systems to target (instead of just targeting all targets of a specific type) by selecting the systems you want to target manually on the enemy ship, then clicking the symbol to prioritize/deprioritize it. This is as opposed to targeting by type by selecting them on the list on the right hand side of the screen.
So with, say a Gunship (at say, Main Belt Extraction) with the same type of radiator for the reactor and the lasers, when you want to kill its power quickly you can deprioritize the non-glowy radiators, thereby avoiding wasting lasing time on non-critical targets.
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Post by jonen on Nov 1, 2016 22:33:14 GMT
I like to play around with overpowered long range lasers, and I've given them to the AI to see about what strategies you'd use to counter them, and the AI definitely uses the lasers to focus on subsystems (possibly they use this behavior with guns as well) - though it looks like they just prioritize all visible subsystems (like you can as well) and don't particularly bother to prioritize further.
EDIT: That is to say - they will automatically focus on the subsystem currently closest to them - even if that means boring through the entire vessel to get to it.
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Post by jonen on Nov 1, 2016 22:12:26 GMT
in fact it's good since it doesn't increase cross-section anyway and means when the enemy targets your radiators they aim further away from the hull. I'm not sure - in my experience with lasers, if you target radiators, the targeting algorithm seems to go for the base of the radiator, where it connects with the hull, ignoring most of the rest of the radiator. Best way to take out radiators quickly tends to be to order unfocused lasing on a ship, and just wait until a high powered laser wanders all over a radiator by chance (which is easier with big radiators). EDIT: The cold reactor is just cool, though. And I'm not convinced there isn't some kind of weirdness going on in that reactor cooling cycle.
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Post by jonen on Nov 1, 2016 18:31:15 GMT
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Post by jonen on Nov 1, 2016 18:09:11 GMT
Gentlemen. Behold.Not so much a serious contribution, as much as it is a thrown Gauntlet against which your fleet must survive to pass go. Designs below Ship (x5) CraftBlueprint Attack Laser Light Modules 45 Crew Module 1 0.75 null 0 10.1 GW Thermoelectric Fission Reactor 1 -0.875 null 0 1.000 GW Nd:YAG Green Laser 2 9 141.82 null 1.57 63.5 km/s 6.60 GW Methane Gimballed Magnetoplasmadynamic Thruster 1 0 null 0 100 t Methane Tank 1 0.25 null 0 100 t Methane Tank 1 1.25 null 0 500x30 Amorphous Carbon Radiator 2 59.559 10.1 GW Thermoelectric Fission Reactor 1.57 500x30 Amorphous Carbon Radiator 2 32.213 1.000 GW Nd:YAG Green Laser 2 0 6x3 Aluminum Radiator 2 15.033 45 Crew Module 0 Armor ArmorLayers Silica Aerogel 0.0005 0 0 1 1
Modules, per ship: Stock 45 crew module. 10.1 GW reactor ThermoelectricFissionReactorModule 10.1 GW Thermoelectric Fission Reactor ReactorCoreDimensions_m 0.25 0.1 NuclearReactor Coolant Sodium Moderator Diamond ModeratorMass_kg 1 Fuel U-235 Dioxide FuelMass_kg 110 FuelEnrichment_Percent 0.97 ControlRodComposition U-233 Dioxide ControlRodMass_kg 99 NeutronReflector Diamond ReflectorThickness_m 0.6 AverageNeutronFlux__m2_s 2e+020 InnerTurbopump Composition Amorphous Carbon PumpRadius_m 2.3 RotationalSpeed_RPM 480 ThermocoupleInnerDimensions_m 13 30 Thermocouple PTypeComposition Tungsten NTypeComposition Tantalum Length_m 0.001 ThermocoupleExitTemperature_K 2500 OuterCoolant Sodium OuterTurbopump Composition Boron PumpRadius_m 0.75 RotationalSpeed_RPM 800
1 GW Nd:YAG Green laser (x9) LaserModule 1.000 GW Nd:YAG Green Laser 2 ArcLamp GasComposition Krypton EnvelopeComposition Fused Quartz PowerSupplied_W 1e+009 Radius_m 0.01 CavityWallComposition Silver CavityCoolantComposition Hydrogen CavitySemimajorAxis_m 1 CavitySemiminorAxis_m 0.99 GainMedium Nd:YAG OpticalNodes 7000000 LasingRodRadius_m 0.014 Mirror Composition Silver OutputCoupler Composition Fused Quartz CoolantTurbopump Composition Boron PumpRadius_m 0.9 RotationalSpeed_RPM 460 CoolantInletTemperature_K 1200 FrequencyDoubler NonlinearOptic Composition Silver Gallium Selenide OpticLength_m 0.026 OpticRadius_m 0.025 ApertureRadius_m 2.4 FocusingMirror Composition Silver Turret InnerRadius_m 5.1 ArmorComposition Boron ArmorThickness_m 0.03 ReactionWheels Composition Lead RotationalSpeed_RPM 72 EngagementRange_km 250 TargetsShips true TargetsShots true
Ridiculous thruster. MagnetoplasmadynamicThrusterModule 63.5 km/s 6.60 GW Methane Gimballed Magnetoplasmadynamic Thruster CathodeRadius_m 0.001 ChamberThickness_m 10 AnodeThickness_m 0.001 ThrusterLength_m 0.94 CathodeComposition Tungsten AnodeComposition Copper InsulatorComposition Silicon Carbide Propellant Methane Current_A 44000 Injector Composition Aluminum PumpRadius_m 0.13 RotationalSpeed_RPM 40.001 Gimbal InnerRadius_m 0.19 ArmorComposition Boron ArmorThickness_m 0.001 ReactionWheels Composition Boron RotationalSpeed_RPM 1e+005 GimbalAngle_degrees 22.02
2x 100t methane tanks (stock). 4x 500x300 Amorphous carbon radiators. RadiatorModule 500x30 Amorphous Carbon Radiator Composition Amorphous Carbon PanelWidth_m 50 Height_m 25 Thickness_m 0.001 ArmorThickness_m 0.001 Panels 10 SurfaceFinish Diamond
2x 6x3 Aluminum radiators (stock). Tactics? Sit back, relax, output 2 GW of lasing power into target.
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Post by jonen on Nov 1, 2016 17:14:02 GMT
How much efficiency are you getting out of those radiators? It seems to me they must be dumping quite a lot of heat into each other.
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Post by jonen on Nov 1, 2016 16:58:46 GMT
Interestingly enough, after I completed the mission via more sedate means I still got credit for my record times and dV usage. Records are from your best runs for that particular record. As minimum time and minimum deltaV are oft incompatible, the easiest way to get gold is to run a mission at least twice with different approaches. A good compromise run will probably not affect your records if you've already done optimized runs for each, no matter how impressive. EDIT: As for missions getting victory and failure at the same time - the picture I linked earlier about Main Belt Extraction was, IIRC, from a run in which I ended up failing (despite the "Victory" on the screen, since after disabling the target - Victory condition -, my fire ended up destroying one of the crew compartments - Failure Condition). In other news, I've got my mission time for Vesta down to 9 minutes 48 seconds - the enemy doesn't have time to inflict damage, but I end up in a solar orbit with no deltaV.
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Post by jonen on Oct 31, 2016 18:08:03 GMT
I've got Vesta Overkill down to 9 minutes 48 seconds.
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