reviire
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Post by reviire on Nov 5, 2016 9:53:29 GMT
Well that explain a lot. Because I made the drone version from my capital ship instead. I had to compromise armor to make the drone more viable but it still quite weight saving and cost saving. Well, as I said, pure capital ship to drone conversion is probably sub-optimal, I believe the goal should be the bare minimum to guarantee a kill of equivalent or more expensive target. For instance, I have a coilgun so strong that tend to cut ship in half at 250km, it can destroy 10 stock ship in few second, completely overkill and insanely expensive. A single one of these gun cost 10mc, take that gun out of the battle and you won, lose it and you lost. Its too much in the same (undependable) basket. Now you don't need to cut the ship in half, a good blow at any of its core system and if its not disabled, it can't threaten your fleet anymore. That sounds like a bugged coilgun.
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reviire
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Post by reviire on Nov 5, 2016 1:26:04 GMT
A material filter ingame so we can filter materials from lowest to highest/highest to lowest on a certain statistic. It would help a ton, because remembering the specific values for everything is hard, and going through them is a mess. It would just be very convenient.
Also, on that note, have all statistics be shown, i.e speed of sound when picking armor, because it's not shown, or I'm blind.
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reviire
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Post by reviire on Nov 5, 2016 1:16:32 GMT
You know, it'd be nice if we could disable using materials for tracers, and just pick a color using RGB. Tracers that change color, and fireworks would be amazing though. Give explosives some flair, have them detonate into pretty colors, rather than a boring old barely visible wave.
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reviire
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Post by reviire on Nov 5, 2016 0:50:38 GMT
I do like the idea of coming up with our own factions. We could even have component manufacturers. Hey, that would be a pretty cool idea, I think. Add faction specific alloys/technologies, that are for one reason or another super sekrit and the other faction(s) don't know about it. Give them some flavour, give them strengths and weaknesses to add variety. Maybe certain factions don't have access to a lot of alloys or lasing crystals, because for one reason or another, they lost all that info because the Earth kinda got blown up. If/when we get custom ship designs, capital ships would become incredibly strong, IMO. The worst part about capital ships, is that they're very vulnerable, because the shape of the armor isn't designed to take fire. A shot to the center of your cylinder is pretty much a flat surface. A wedge wouldn't have this issue.
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reviire
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Post by reviire on Nov 5, 2016 0:42:39 GMT
I'm finding that boron needs to have some manner of spall-liner like aramid fiber but it does seem to be really good. I never would have thought of using zirconium copper. I'll have to give that a try. Now that I think about it, I picked it for its thermal conductivity -- the idea being that it acts as a kind of heat-sink against laser attacks. Zirc copper is a good choice when you want something with copper-like conductivity but a bit more starch than vanilla copper. It might not work that well without an outer thermal protector. iirc Zirconium Copper has low specific heat and a relatively low melting point. I'm not sure on it's other thermal properties though, I have no idea what they mean.
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reviire
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Post by reviire on Nov 4, 2016 14:20:09 GMT
It is a bit difficult to 'see' spalling as the armor indicator only shows health of the lowest layer of armor - however if modules are dying and the lowest layer has no black tiles then you have spalling issues. A better armor indicator in sandbox would be nice, too. But you can see the physical effects on the armor, see above picture. There's the heating up too, i.e from plasma/disintegrated projectiles.
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reviire
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Post by reviire on Nov 4, 2016 12:30:20 GMT
So, the big one here would probably be custom ship shapes. It would be a great feature, being able to create specialized ships for whatever roles, i.e a ship designed to tank fire from the front could be shaped as a wedge, somewhat like a Star Destroyer or Mamba. To make proper use of that, being able to move and orient modules anywhere you wanted, and mounting forward-facing weapons on the sides of your ship, rather than the nose. It would give more variety to ships, and allow more specialized roles. Custom scenarios would be a great thing, being able to share missions you've designed with other players, possibly with some kind of in-built mission browser. Aside from giving the game vastly more replayability, it would give people some good incentives to use blackbox modules, since you'd be able to use them to have fine-tuned (Although not physically possible, probably.) enemies, that provide a certain sort of challenge (You can focus on how fun the scenario is, with black box modules.). Plus it'd just be cool.
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reviire
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Post by reviire on Nov 4, 2016 11:49:02 GMT
Yeah, I don't understand either. I just copied and used whatever that actually works here. So far, the thick aerogel filled whipple shield armor is extremely effective. Well, if anything, do people know what spalling looks like, along with other sorts of damage? I have no idea what this is. puu.sh/s689M.jpg
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reviire
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Post by reviire on Nov 4, 2016 11:17:38 GMT
So, this has been a fun thread to read, although I did skip parts of it. On the topic of armor, would materials with a decently high tensile strength, and a high speed of sound (i.e Zirconium copper) be good materials to prevent spalling, say as a final layer in a ships armor? Rather than using some sort of spall liner, such as Aramid fiber. I'd presume aramid fibers are worse at absorbing projectiles.
I don't understand a lot of the different interactions related to material stats, yet.
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reviire
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Post by reviire on Nov 4, 2016 10:06:26 GMT
Look, I'm no engineer, but I don't think this should be a thing. It rotates like it was part of the ship.
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reviire
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Post by reviire on Nov 4, 2016 8:55:46 GMT
I'd say capital ships are kinda viable. But design limitations (i.e, your ship is stuck to one shape, you can't have weapons mounted on the sides, facing forwards.) prevent them from being as good as they could be. If we could do custom designs for the ships hull shape, and place modules in any place or orientation we wanted, I'd imagine capital ships would get a whole lot better. Designs that are far more specialized could start appearing.
Otherwise, they're kinda meh. A cylinder is a terrible shape for your armor, even if it has consistent defense stats from far more directions than say, more traditional > shaped stuff.
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reviire
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Post by reviire on Nov 4, 2016 8:49:15 GMT
Custom scenarios that players can share could be a good idea. It would also give people a reasonable excuse to use black box modules, to create harder/easier enemies as the scenario requires. Would solve OPs issue, and give us more stuff to do.
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reviire
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Post by reviire on Nov 4, 2016 2:49:36 GMT
Well, you have coolant going in at 50k and coming out at 167k - that's going to be next to impossible to radiate, as you're keeping the thing well below 0 C and heat engines aren't implemented. That's what's causing the blue background in the laser image - the color there represents the temperature inside the laser itself. Or, if you meant the intensity graph on the left side, I think the X-axis extent is set by the max range you've input on the right hand side, and it's having trouble graphing intensity out to what appears to be a distance of 1km as the limit. Oh well, fuck. Can't believe I missed that. Thanks anyway, as for the coolant yeah, I was wondering if lasers needed their own radiators, just haven't used one yet. But it shouldn't be an issue, I hope.
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reviire
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Lasers
Nov 4, 2016 2:02:39 GMT
Post by reviire on Nov 4, 2016 2:02:39 GMT
Can someone explain to me where exactly I've messed up here? The efficiency seems fine, but the graph looks a bit... weird? puu.sh/s5LSK.jpg
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reviire
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Post by reviire on Nov 3, 2016 23:47:24 GMT
My first attempt at a nuclear reactor, do you think this is any good? Some of the reactors other people have been talking about sound amazing. So, I'm going to attempt to make one until I eventually succeed. EDIT: It seems pretty terrible, comparing it to a stock reactor. The primary problem is that your secondary cooling loop is really anemic, and you are making up the difference by using a gigantic thermocouple. This is a problem because Tantalum and Tungsten are really expensive compared to the cost of a better cooling loop. Keeping the actual reactor core the same, I'd cut the thermocouple down to r:2.5 h:5.6, then fix up the heat problems by switching outer coolant to sodium and tweaking the outer pump until the core won't melt. Alright, thanks. The main problem I've been having with Nuclear reactors/engines, is that I don't know why certain materials affect things in certain ways. I've been able to pick things up better with lasers and the other weapons, though. I'll post results if I get something resembling a decent reactor. puu.sh/s5Fys.jpg I'd say this is decent. EDIT: Well, it also crashes the game whenever I try to load it into the sandbox. EDIT 2: The game stopped crashing as soon as I increased the reflector thickness. I had it at 0.
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