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Post by RiftandRend on Jan 13, 2017 2:37:19 GMT
I haven't been able to get those to work, if you make a good one please share it.
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Post by RiftandRend on Jan 12, 2017 21:26:29 GMT
On further testing, your multi-nukes are incredibly vulnerable to nuclear detonations. 3 105 t nukes can destroy a whole launch wing.
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Post by RiftandRend on Jan 11, 2017 18:08:42 GMT
Pretty cool, but what could you possibly arm something so small with?
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Post by RiftandRend on Jan 11, 2017 13:13:49 GMT
Someone somewhere has to hit the detonate button for a warhead to detonate. It won't do it automatically. Actually it seems like warheads have some kind of innate fuse. When testing one of my flak coil-guns I noticed the flak warheads detonating as they missed the target.
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Post by RiftandRend on Jan 11, 2017 3:24:36 GMT
Nice little ship you got there, It kills my RF-1 but dies a few seconds after to a hail of 10 mg fragments. * How does it do if you let the AI control your ships and run the laser gunships yourself? * How does your ship handle the nukes / how does it handle the laser gunships running on 'Launcher' behavior setting? * What is the cost of your ship? Edit: ... eh that came out rude, sorry. I'm curious about the outcome of the battles -- having mutual kills with this ship is how a lot of my non-drone, non-missile encounters end. No problem. My ship needs 'Ignore Range' to kill yours, so the AI can't win. My PD coilguns are able to shoot down all of the Multinukes, and it costs 15.3 MC. Edit: I was able to get the cost down to 13.8 MC in the newer version.
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Post by RiftandRend on Jan 11, 2017 2:52:08 GMT
Here is a cute little lasership + nukes, edited from a version provided by goduranus. Changes I did from his last version are using Osmium on thermocouples, splitting the laser into 5 smaller lasers, more nukes, and general cost savings here and there.
Nice little ship you got there, It kills my RF-1 but dies a few seconds after to a hail of 10 mg fragments. Attachment Deleted
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Post by RiftandRend on Jan 10, 2017 22:19:39 GMT
Pockets of armor containing gas might be useful. When a laser burns a hole in the armor, the gas rushes out, attenuating the beam and carrying away heat from the armor. Using this technique, you could fill Whipple shields or use it as a last defense against laser damage. In this way it's sort of like reactive armor.
Of course, the enemy could just wait for all the gas to escape and then fire again, in which case you're dead.
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Post by RiftandRend on Jan 10, 2017 20:26:56 GMT
MPDT/NTR seems to be an amazing combo for most warships. If you create MPDTs to use spare reactor power when not in combat you can triple your d/v even with heavy propellants like decane. Once in combat you can disable the MPDT and use the NTR for combat maneuvers. Using questionable glitching you can put the MPDT inside the NTR for added protection and space saving (use the arrow buttons to move it all the way back, then move it forward once.).
Considering how powerful this is I imagine most experienced users already do this, but if not than I hope this was useful.
(50 kg drones with 30 km/s d/v and 2 g acc. are pretty OP)
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Post by RiftandRend on Jan 10, 2017 20:21:07 GMT
Oh, is that stock game now? I guess I should read the patch notes more carefully.
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Post by RiftandRend on Jan 10, 2017 20:20:05 GMT
I am completely lost on MPD design, so sorry if there's an obvious answer to this: is there a direct correlation between the power requirements of the MPD and its efficiency, or can you achieve 100% efficiency with even a low-powered MPD with the appropriate propellant flow rates and dimensions? At small scales thruster diameter seems to be more important and at larger ones anode size becomes more relevant. Some happy medium between those seems to be the best solution. Just my own experience though, I bet someone else will have better advice.
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Post by RiftandRend on Jan 10, 2017 19:57:08 GMT
I have thoroughly finished bullying the stock ships and don't trust myself to create effective opponents myself. If someone would send me some of their designs to test against I would greatly appreciate it. Can I have a look at your ship and its equipment+weapons? Ill post my ships when I get home, but I play a slightly modded game so it might not be fair. I use liquid lithium, Q-carbon, Osmium with thermoeletric sensitivity , and UHMWPE reinforced rail-gun barrels. Nothing too outrageous.
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Post by RiftandRend on Jan 10, 2017 19:47:59 GMT
The issue is that I've hit a wall with development. I can't think of ways to improve my own designs.
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Post by RiftandRend on Jan 10, 2017 10:41:07 GMT
I have thoroughly finished bullying the stock ships and don't trust myself to create effective opponents. If someone would send me some of their designs to test against I would greatly appreciate it.
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Post by RiftandRend on Jan 8, 2017 3:50:16 GMT
Stupendously thick aerogel or micro-lattice layers are probably the best defense against a relativistic kinetic weapon.
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Post by RiftandRend on Dec 30, 2016 9:31:43 GMT
I have done quite a bit of designing on my own but only recently looked at the forum. Can someone please explain "Needleguns" and NEFPs for me? I can't seem to get them working.
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