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Post by kjakker on Dec 8, 2016 16:56:10 GMT
Well, theoretically (If I understand this part), you could make a ship that run a very cold reactor with around several dozen kilowatt power, giving away maybe several hundred kilowatt heat. The ship would then run a very low powered missile launcher while having a very small NTR reactor that push out around several kilowatt of heat only. The ship will have to be practically unarmored and run on near minimum power using a dual reactor design to shut one off for the cold run. The ship would most likely dump a bunch of missiles to the target from deep space before running away back home to resupply, leaving nothing behind. Well, at least in theory that would work. Your description sounds like a space-going SSBN/SSGN analog.
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Post by kjakker on Dec 6, 2016 19:29:32 GMT
nate2010, you can use the F12 key in game to take screenshots via Steam. When you exit the game a window will come of asking you if you want to upload the images to Steam or save them to your hard drive. That way you don't have to snap photos of your monitor in order to share game images.
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Post by kjakker on Nov 27, 2016 22:16:15 GMT
It looks like the dispersion pattern is inverted. I looks like if you turned it in side out you would have the correct pattern.
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Post by kjakker on Nov 17, 2016 4:54:50 GMT
1.4GW Thermoelectric Nuclear Reactor, Menthol-Cooled Unfortunately the death of Earth left the cocoa plant extinct.
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Post by kjakker on Nov 17, 2016 4:31:05 GMT
Decoy launchers are also vulnerable to high energy laser fire. I used a 1GW green laser on the stock Corvette's decoy launchers and it often puts the ship out of action in seconds.
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Post by kjakker on Nov 15, 2016 21:34:37 GMT
What about spraying a magnetized particulate cloud into space around your ship and using an electromagnetic field to hold it in place? The same could be done for drones allowing such a defense to be placed along the line of sight between your ship and Laser armed opponents.
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Post by kjakker on Nov 14, 2016 19:49:21 GMT
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Post by kjakker on Nov 14, 2016 19:18:53 GMT
I had a thought for drones and missiles, could a game mechanic be introduced to make engines, lasers, and guns that are made from lower quality parts and are therefore cheaper to produce?
I believe there may a historic precedence for this proposal, unfortunately I can not remember the source to site my recollection. As I recall, during World War II one of the nations involved (I think Germany or maybe the USA) had torpedo engines that were over engineered with the same kind of quality as found in warship engines. This was noticed when it was realized that a torpedo's engine only needed to function for as long as the torpedo's fuel lasted. Even with a margin of error to ensure reliability the amount of time an engine needed to operate was only a few minutes.
Could the same kind of setup be used in CoaDE for drone/missile engines and drone specific lasers and guns? Some examples being a "Low Quality" check box next to "Injector" and "Regenerative Cooling" in the engine module screen, also next to the Coolant Turbo Pump in the LASER module. With gun modules could have low quality barrel liners and an LQ Loader option, after all the 33mm Cannon carried by the Hellfire Drone only needs to function for 2 minutes and 26.5 seconds to expend it full 5000 round ammo supply so why make it to the same quality level as its shipboard counterpart?
What are your thoughts?
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Post by kjakker on Nov 12, 2016 23:00:44 GMT
Try, a Hard Range of 10.0m and and Activation Range of 1.0km. I have gotten decent flack missile hits with those settings. I was using an Explosive Mass that was 14% of the total mass of the warhead which is about the real ratio used in US WWII fragmentation bombs.
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Post by kjakker on Nov 10, 2016 3:14:31 GMT
Thank you. I will have to try it out some time tomorrow.
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Post by kjakker on Nov 9, 2016 19:25:49 GMT
I tried the same thing with the Bofors 40mm & 57mm as well as the OTO-Melara 76mm guns and noticed the same issue.
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Post by kjakker on Nov 9, 2016 17:38:27 GMT
So, I fixed Radiator KKVs going after nearby dead comrades. The key is to make a super low output generator with a low output temperature. I picked 100K in is this case, but could easily go lower. Blasts 2-3 meter diameter holes in gunships now with a 2-3Km/s intercept and ~5Km/s impact. Interestingly, I've never seen these missiles make a triangular impact hole. I assume the game converts the missile to an equivalent round flat plate before doing damage calcs. Would you reupload the image for your KKV? The link is broken.
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Post by kjakker on Nov 3, 2016 18:32:28 GMT
I've recently altered some of my other countermeasure designs in order to better use drones and flares in a tactical manner. Here is one such creation. The ship uses several modified pieces on board. One of which is a re-tuned Small Flare Launcher for a distracting setup. The flare is set to engage enemy missile/drones from 20 km out, and the positioned drone deploys its "flare web" in front of the hostile force. I tested this with my Super Carrier as a few of my D-22's were flying in formation. Since this breed of Capital ship has less heat than a large 300 MW flare, the Sun Spotters were able to easily position and distract enemies with the radiating interference. You beat me to the post about this idea, I was thinking the same thing about using drones equipped with flare launchers. What you are showing here is a tactical deployment of decoys to improve the soft-kill defense capability of your ships by increasing the depth of the ECM defense zone around your ships. In fact your use of the drones to screen your ships reminded me of these two videos. Now have you considered using the flare drones at longer range in a missile engagement? For example, an enemy fleet has launched a salvo of missiles from long range with a flight time of a few hours. While the missiles are still a long distance off sent out the flare decoy drones to a location where they would still be in the missiles' seekers field of view but to get to that position the missiles would have to burn a lot of DeltaV. Then wait until the missiles are close enough that they would have maneuver hard to reorient, then shut down power and retract radiators on the missiles primary target and fire of the flares on the drones. They might try and engage the new target and in doing ruin the intercept geometry with your ships. This above is simplified as you could split a flare drone fleet of twenty into groups of five and send them to four different decoy locations and further confound the missiles targeting systems.
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Post by kjakker on Oct 30, 2016 4:07:53 GMT
I had the same issue with mission 3, the cause was that I was not setting the drones orders correctly. Given that the drones guns are spinal mounts instead of broadside I was not using the broadside orientation setting and as such failing to engage.
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Post by kjakker on Oct 29, 2016 4:23:15 GMT
I am glad to see this. I am an audio-visual learner and the written documentation included in the sim just is not doing it for me. I wish CoaDE had a more detailed orbital maneuver and intercept training tutorial and simulator independent of the main campaign. I hope you will go into more detail on additional aspects of orbital maneuvers as I could use the help.
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