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Post by mmmfriedrice on Jan 3, 2017 3:06:51 GMT
So actual NEFP-ish things work? Can it be a [nuke/Plate--->Enemy] setup, or does it require [nuke/tiny flak bomb/Plate --> Enemy] to work?
I've gotten inconsistent results, but I also haven't had the time to tweak detonation ranges and plate sizes religiously. Does the NEFP brick get turned to fragments or does the game engine simply lob it forwards?
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Post by mmmfriedrice on Dec 18, 2016 17:22:19 GMT
There's three problems with that theory: 1: They detonate just fine as long as the RC unit is on there. 2: I was using nukes, they do damage in a sphere. 3: They were impacting the target without detonating, so I'm pretty sure they were on-target. The patch notes indicated that we can use fuses without the RC unit now. So the question is... how? Huh. Retested and behaviour matches what you're reporting.
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Post by mmmfriedrice on Dec 18, 2016 16:22:01 GMT
You may want to factor in the use of crew modules into low-power/extreme efficiency reactors. I prefer using a larger number of lower-power reactors despite the volume inefficiency, but often that will require me to bump up the size of crew modules.
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Post by mmmfriedrice on Dec 18, 2016 16:20:18 GMT
I found reckless seems to launch a lot more drones, and then bum rush after spending all of them. I think it's the logic used in Vesta Overkill too. Sandbox mode lists Vesta Overkill AI as 'aggressive', but taking a look at the variables for AI presets will probably inform us more.
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Post by mmmfriedrice on Dec 18, 2016 16:08:09 GMT
Has anyone gotten the fuses/timers to work yet? So far, removing the remote control from my unguided shells still causes them to fail to detonate. What do I need to do other than setting the parameters on the payload? Is there a "don't use the RC" checkbox somewhere, or a "fuse module" that I'm missing? Fuses will only detonate if the target is within the expected dispersion cone. Increase the length of the bomb or just bump up the explosive mass. Extremely high velocity will reduce the effective cone diameter at the same detonation distance. Has Qswitched explained what determines how long flak is simulated?
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Post by mmmfriedrice on Dec 13, 2016 2:00:32 GMT
I added a few 100kw resistojet RCS units to my pin-flak drones and disable the NTR once in tactical mode. Exit back to orbital view and plan the next maneuver. God it's great when you have drones set up in a high-eccentricity retrograde orbit.
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Post by mmmfriedrice on Dec 11, 2016 14:59:40 GMT
It seems that flak projectiles without a guidance unit don't detonate until they are impacting or past the target. I'd like them to be able to detonate before hitting the enemy, so a very simple remote control/proximity fuse might have a reason to exist.
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Post by mmmfriedrice on Dec 7, 2016 19:03:02 GMT
So I have a similar railgun that uses the earlier 1m long, 1g flak projectile, runs on 10MW and weighs only 9 tons all in. That said, it fires at 1/4th the rate of your megagun. How much does your projectile mass? Attachment DeletedSide note: Aluminum Copper Lithium drops the price by 44 kilocreds (194 to 150) and the mass by 2 tons. Speed goes down to 16km/s and effective range against 1000m 2 boats goes down to 120. You could probably mount one of these to a drone and cause all sorts of mayhem.
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Post by mmmfriedrice on Dec 6, 2016 0:44:19 GMT
qswitched has acknowledged that shot distribution will be reworked. See here: childrenofadeadearth.boards.net/thread/520/bullet-patternsWhen you're checking accuracy, note where the 1m 2 target range peaks. That is a good rule of thumb for getting tighter shot groupings. Adjusting around that while trying to optimize for long range is a decent way to go about things.
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Post by mmmfriedrice on Dec 4, 2016 2:42:31 GMT
Okay, can someone who has actually done it recreate cubit's 8MW laser design? We don't get to see enough of the actually important things about the laser to figure out how to recreate it in our games. cubit's original post has both images that are necessary to make the laser.
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Post by mmmfriedrice on Dec 3, 2016 2:10:38 GMT
Basically, anything that you put a flare in will destroy itself when the flare burnt out. If you have any explosive with the flare, it will explode when it burnt out. ahh, i get what you mean now. I guess if you wanted to do what mmmfriedrice suggested, you could add a cheap single-shot ~mm/s launcher to a KKV and have it spit out the flare as it nears any missiles. A coilgun round with a flare launcher does work, but I imagine that you could stuff a flare into a coilgun round and engage only when you're within burnout time. Would drastically shorten the maximum range of engagement or heat output of the flare, but it might justified the mass you save. Magnetic sabots are expensive! I have seen your other thread, and pairing a decoy-drone ship with a coilgun/laserboat seems to work really well. I'd like to see those coilgun missiles.
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Post by mmmfriedrice on Dec 3, 2016 1:55:17 GMT
If anyone is interested in trying something out with it, I had to add the following files to C:\Users\[username]\AppData\Roaming\CDE\Mods\Data Ceramics.txt Material Tantalum Hafnium Carbide filled with Boron Carbide Elements Ta Hf C B ElementCount 4 1 17.6 50.4 Density_kg__m3 4946 YieldStrength_MPa 270 UltimateTensileStrength_MPa 590 YoungsModulus_GPa 550 ShearModulus_GPa 223.9 MeltingPoint_K 4488 SpecificHeat_J__kg_K 192 ThermalConductivity_W__m_K 22 ThermalExpansion__K 6.76e-7 Resistivity_Ohm_m 2.9e-7 RefractiveIndex Tantalum RoughnessCoefficient 0.2
Fissiles.txt Material Depleted Tantalum Hafnium Carbide filled with U Elements U-238 Ta Hf C ElementCount 21 4 1 5 Density_kg__m3 18210 YieldStrength_MPa 270 UltimateTensileStrength_MPa 590 YoungsModulus_GPa 550 ShearModulus_GPa 223.9 MeltingPoint_K 4488 SpecificHeat_J__kg_K 192 ThermalConductivity_W__m_K 22 ThermalExpansion__K 6.76e-7 Resistivity_Ohm_m 2.9e-7 RefractiveIndex Tantalum RoughnessCoefficient 0.2
Material Tantalum Hafnium Carbide filled with U-233 Elements U-233 Ta Hf C ElementCount 21 4 1 5 Density_kg__m3 18210 YieldStrength_MPa 270 UltimateTensileStrength_MPa 590 YoungsModulus_GPa 550 ShearModulus_GPa 223.9 MeltingPoint_K 4488 SpecificHeat_J__kg_K 192 ThermalConductivity_W__m_K 22 ThermalExpansion__K 6.76e-7 Resistivity_Ohm_m 2.9e-7 RefractiveIndex Tantalum RoughnessCoefficient 0.2
So has anyone else run into issues where the game doesn't seem to save the modded materials every time you quit and reload? Every time I design a module and leave the game to return later, it bugs out and replaces it with the default materials (aluminum for structural, Am-241 for fissiles).
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Post by mmmfriedrice on Dec 2, 2016 1:36:13 GMT
I have arrived at an interesting solution for this... I took my 10 km/s missile coilgun and replaced the missile with a big-ass flare (200 MW, 10s burn time). I cut the mass of the gun down a fair bit, and I have 6 of them mounted concentrically around the main cannon on my warship's nose. My ship makes 17 GW heat, but at 100km, 6 200MW flares only a few meters away are bright enough for missiles to prefer them, even without retracting my radiators. I'll post a video shortly, the results are impressive. Shooting flare KKVs at the enemy. Two birds with one stone!
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Post by mmmfriedrice on Nov 30, 2016 3:28:54 GMT
So I've loaded some modded materials into the user/appdata/roaming/CDE/data (putting them in data/materials wasn't working) folder, and whenever I boot up Children of a Dead Earth, all my designs end up using the first item in the list for parts previously using modded materials (structural parts end up using aluminum, fissile elements end up using Americium, etc).
I can't seem to get modded materials working by emulating the game folder structure by slotting them into .../data/materials, but it seems to work if I put it straight into the Data folder.
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Post by mmmfriedrice on Nov 28, 2016 6:46:42 GMT
Thanks apophys. There's a few reactors in my lineup that flirt with melting just fine. I think this came up because I've been fiddling around and aping and trying to optimize other designs.
Is it reasonable to expect the capability to measure core temps? I imagine there's a lot of thermocouple materials that you'd use for temperature sensing--not power generation--that handily survive 3500k core temps.
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