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Post by bdcarrillo on Nov 19, 2016 4:21:53 GMT
You can adjust it to have just one piece of "flak" thus making it essentially an efp.
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Post by bdcarrillo on Nov 19, 2016 1:58:17 GMT
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Post by bdcarrillo on Nov 18, 2016 15:31:25 GMT
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Post by bdcarrillo on Nov 18, 2016 15:16:33 GMT
You can make a boron "efp" with a very long range by using a tiny charge.
I have one 25gram design with a 1km standoff, with 8kms dv from it's parent missile
I did find that you have to make it as a flak bomb (basically one piece of frag) for the resulting projectile to persist in game.
Even the same amount of explosive with a boron radiation shield on top won't persist.
Heavier projectiles deviate less. I have a test rig with an 8km standoff for a several kilo chunk of frag that works pretty well.
The math may not work out in favor of my 25 gram prototype... 25 grams at 8 kms or a 1.6kg KKV missile at 8 kms. The standoff range doesn't really buy any advantage
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Post by bdcarrillo on Nov 18, 2016 7:08:22 GMT
I've actually started tinkering with some of those from the unlimited power thread.
In terms of manufacturing ease, long term storage, and real-world practicality, chemical batteries do have their place.
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Post by bdcarrillo on Nov 18, 2016 2:47:54 GMT
Hey everyone, I seem to be consistently losing drones and missiles to an out-of-gas alert the moment I start an engagement or right after completing a flyby, despite having several kps of delta-v remaining in the tanks and minimal damage to the craft. Is there something I might be missing? The only thing I can think of is engi nes getting lased out after the flyby, but that doesn't explain the times I start an engagement with 0 delta-v to spare. Can you post screenshots? I'd include your missile design
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Post by bdcarrillo on Nov 17, 2016 16:07:52 GMT
Aren't straight blowback receivers notoriously heavy and impractical when used for anything more powerful than pistol cartridges? Delayed blowback is a different story. There are pretty big blowback guns around the 20mm ballpark. I don't think the type of action was determined, just that a purely mechanical type may be coming.
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Post by bdcarrillo on Nov 17, 2016 5:13:19 GMT
Three ships with 6x micro missile launchers means fratricide at a frame rate crushing pace. They were slinging them into eachother and causing so many collisions I couldn't even click to disable the launchers.
Lesson learned!!
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Post by bdcarrillo on Nov 16, 2016 16:37:57 GMT
Did you configure your bomblet launcher to target ships and set an engagement range?
A power source seems to define it as a drone.
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Post by bdcarrillo on Nov 16, 2016 15:00:41 GMT
Okay so erm. Does anyone have actual good control module setting for EFP missile of any kind? I tried to turn off acceleration, but the missile just miss eventhough they are straight. I tried to change the guidance law to propotional navigation but then the missile fumbled. It seems that the current control module scheme is just not made for EFP. You'll want pure pursuit. Your effectiveness at long range will be at the mercy of the hardcoded threshold. I finally had some good luck with a swarm micromissile designed to burn from launch to impact. It works well at 100km tactical engagements. They were effective as a KKV but I threw in a 200g flak charge to keep them all from plowing through the same hole. For longer range engagements I put a 20 rack of them on a stinger drone. I'll have to post some pics later. 150 missiles, one entry hole at ~100km (static target, 10cm aluminum). Bursting charge removed for demonstration purposes. Missile and control settings Engine. It deliberately burns slowly, but a fast version with 2x the fuel flow is possible These things are fairly resilient to stock laser boats, haul butt to 100km, and nail moving targets pretty darn well. Now, if I could spread out a swarm of 200 to multiple enemies at once they'd be much more effective.
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Post by bdcarrillo on Nov 15, 2016 2:10:59 GMT
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Post by bdcarrillo on Nov 15, 2016 2:08:50 GMT
And that's where the question comes in, IS it practical to take prisoners? Why/why not? For spacecraft, it comes down to mass and fuel. Do you have adequate consumables such as food, oxygen, and water? Lodging? Security personnel? It's doubtful.
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Post by bdcarrillo on Nov 15, 2016 2:06:25 GMT
It seems that you're discounting conventional CIWS (I know the acronym differs from the spoken C-WIZ) which aren't modelled accurately in-game.
Of course, one could overwhelm a CIWS with thousands of warheads. Perhaps that line of thought would breed a Battlestar Galactaca-esque flak shield.
Counters to counters ad nauseum. Which hits realistic limits first?
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Post by bdcarrillo on Nov 15, 2016 2:02:40 GMT
Excellent counter points. The threat of destruction during escort would probably serve as well as the sacrificial nuclear ensign.
Simply put, the enemy must use their own ship as a life raft or face death.
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Post by bdcarrillo on Nov 15, 2016 1:57:08 GMT
Just to toss something out there...
We should thabk Scott Manley for increasing the visibility and following of this game, not to mention discovery of correctable nuances.
With publicity comes participants, who discover issues (myself included) that are correctable so that we can enjoy a more realistic simulation.
My advice for Scott Manley is to continue playing the game, discovering issues, and presenting COADE to new audiences. And continue KSP to boot.
As an unrelated aside, while overseas serving in a combat zone, KSP was my relief. You'd be surprised the impact that one man can have.
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