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Post by Pttg on Dec 21, 2017 4:22:57 GMT
Oh.
Oh my this element browser window thing is DELIGHTFUL.
qswiched best dev 2017.
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Post by Pttg on Nov 2, 2017 6:19:06 GMT
Yeah man, life is life. Do what you gotta do.
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Post by Pttg on Oct 27, 2017 19:34:09 GMT
It has been really quiet everywhere I've looked lately. Any word? Qswitched hasn't even been on the forum since June...
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Post by Pttg on Sept 7, 2017 20:17:32 GMT
Basically, a counterflare is a set of very, very small missiles launched alongside a wave of much larger missiles and coorindated to reach the target area ahead of the main wave. The targeting systems for both waves are identical. Thus, any flare that would distract the main wave of missiles is instead struck by the counterflares.
When the main wave arrives, the well-positioned flares are disabled, and insufficient time has yet passed for any new flares to be well-positioned. Even if the second wave is drawn to the flares, they'll still effectively hit the target.
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Post by Pttg on Sept 5, 2017 23:05:55 GMT
Particularly for nuclear payloads, a laser-com based detonator that simply goes off when a coded signal is sent to a small photocell on the payload would be both incredibly hard to spoof and extremely reliable.
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Post by Pttg on Sept 4, 2017 18:39:04 GMT
Is the Hafnia really needed? BOPP is generally lighter and much cheaper per joule, in my experience.
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Post by Pttg on Sept 4, 2017 18:36:49 GMT
Can you imagine someone trying to dig around in the turret of a blown-up nuclear tank trying to pack all the U-233 fragments into, I don't know, an ice chest?
Not saying it's a great idea to put weapons-grade Uranium in a tank, just saying it would suck soooo much trying to scavenge it.
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Post by Pttg on Aug 31, 2017 23:10:29 GMT
Try making the system in CoaDE, I'd say. If it works in game, I'd give it at least a 50% chance to work in real life.
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Post by Pttg on Aug 26, 2017 17:36:07 GMT
I am a little worried that it's been more than a month now since the last post by qswitched.
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Post by Pttg on Aug 21, 2017 16:45:50 GMT
Use the hydrogen in your cruise thruster, and use oxygen in your combat thruster.
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Post by Pttg on Aug 19, 2017 21:14:35 GMT
Not to sound unappreciative -- and indeed, recognizing that this game gets a lot more support than many others do, especially considering the niche market -- but is there an ETA for the next patch? I heard some features were still in the pipeline and I can't wait to see them in practice.
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Post by Pttg on Aug 18, 2017 16:04:53 GMT
Might want to check in on some of the fantastic designs from this thread. In particular, remember that atmospheric rockets need to have 100kpa at the end of the nozzle, and one should generally plan on having 10 km/s just in your orbital insertion stage. EDIT: Naturally your OIS needs at least 1g 0 of thrust, but it should really have more like 2 or 3.
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Post by Pttg on Aug 5, 2017 6:26:52 GMT
A joint deep-space expedition is seeking to travel to the Kuiper belt in order to investigate, and possibly harvest, a large body that promises to drive down prices for a number of rare lanthanides. Our astronauts are joining the mission without sidearms in a show of good faith.
Naturally, we need a backup plan. While assembling complete combat craft, even drones, would rely on constructing launching systems and control systems that exceed reason, we do know that normal naval manufacturing equipment will be available on the mission vessel, and we believe it will be possible for our crew to have the unmonitored access to the equipment which they will need, if they are to assemble weapons with which they will defend themselves from any aggression on behalf of the other mission participants.
We need, therefore, plans for miniaturized weapon systems that are based on naval designs, but small enough to be aimed and used by suited humans. Additionally, our weapons must be optimized to overcome the weapon systems our so-called allies will surely manufacture and turn against us.
The weapons will operate in space, and must have sufficient internal cooling and power to operate; the suits do not have spare capacity. The weapons must be effective against an individual wearing an EVA suit; we anticipate them to design some kind of armor about 1 cm thick, but it may be as thin as 1mm or as thick as 3 cm depending on their approaches, techniques, and expectations. Prepare for a wide spectrum of armors.
The battle may, in fact, take place on the body itself, which is hundreds of km in diameter, with many sightlines of 1km or more. Therefore, the effective range must be at least 1km against a man-sized target. It must mass 6 kg or less, with lower masses generally receiving preference. The weapon must likewise be 2 meters or less in length, and ideally much shorter. While our suits are highly radiation-resistant, it must have minimal waste heat and radiation to allow some level of stealth in corridors and on the dwarf's surface. The complete system must also have a 1kg control module, which later designers will reconfigure into an ergonomic grip, trigger, and sight mechanism, and it must have light armor, suitable to protect the internal components from grit and stowage.
[Editing limits.txt may be essential for acceptable performance, but by all means make note of any entries that are stock. Note also any mods.]
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Post by Pttg on Jul 24, 2017 5:59:25 GMT
By stock, I don't think any thermocouples can be pure carbon allotropes. If someone manages to do it, I'll give them a separate category.
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Post by Pttg on Jul 21, 2017 1:36:18 GMT
For this build challenge, you may use only carbon allotropes. ONLY.
Ok, well, nuclear fuel may be tough to find in carbon... Ok, you can use your favorite nuclear fuel.
Reaction mass is also a little hard to find in pure carbon forms, so you may use any hydrocarbon as a fuel, but no pure oxygen tanks! There has to be at least a little carbon in any tank.
Aside from the control modules, the reaction mass, and the nuclear fuel, all components must be a pure allotrope of carbon. If that's not possible, the module can't be used.
Max of 300Mc and 15 Kt, but those are soft limits to keep them from getting too large; mainly I just want to avoid moon-sized orbs of graphite.
Build a combat vessel. It should have weapons that can handle a mixture of combat situations. There's no inherent limitations to these besides the limitations of the materials.
Modding is OK for this challenge to change limits and add allotropes if you really want them.
EDIT: Aluminum structural supports and other mandatory aluminum is OK.
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