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Post by bdcarrillo on Nov 8, 2016 4:06:23 GMT
You don't have to deal with atmospheric pressure pushing the bullet back in after a sufficient amount of expansion. That said, barrel friction appears to be missing indeed. If barrel friction is missing, heat from that friction is also likely missing. Kinda leads me back to one of my theories on the ludicrous cyclic rates
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Post by bdcarrillo on Nov 3, 2016 10:58:32 GMT
This is why i was thinking it was a caseless based system, as eliminating that chunk of the firing cycle would speed things up nicely. True, that does eliminate the ejection part of the cycle, but then chamber temperature and autoignition become even more of a concern. Admittedly, the physics may say it's plausible to continuously fire 4,000+ rounds per minute but I still get the sense that it's beyond some practical limit. Loader systems, barrel heat elasticity (since black body radiation at low temperature differences is less efficient), propellent exposure to chamber heat, and so on.
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Post by bdcarrillo on Nov 3, 2016 2:57:22 GMT
Barrel heating is actually modeled in game. Barrels are very effectively radiatively cooled. It's very rare, though. I've only ever seen it happen once, when I had conventional cannons blasting for several minutes without stop, they got red hot and the RoF dropped. I stand corrected then on barrel heat being modelled. Is that function based on the melting temperature of the barrel material, or a lower temperature at which plastic deformation occurs? The other consideration might be autoignition or decomposition temperature for conventional propellants. Obviously current technology utilizes multiple barrels or chambers to maintain a similar RoF, but the as-shown single barrel gun designs do tend to boggle the mind with their cyclic rates.
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Post by bdcarrillo on Nov 2, 2016 23:45:37 GMT
I have seen my own missiles chase friendlies that are heated by a laser, which may have revealed a minor flaw in the underlying IR seeking mechanism. One would think that they would have a rudimentary IFF system.
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Post by bdcarrillo on Nov 2, 2016 23:42:49 GMT
A saturate, or similar command, would be useful for flak CIWS. Perhaps that could be included as a deliberate random aiming error expressed as a percentage.
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Post by bdcarrillo on Nov 2, 2016 23:31:37 GMT
I have to agree with the OP on this one. Heating of the barrel via projectile friction could be modelled in game, requiring us to reduce the RoF to a realistic numbeer. Realistic heating of coilguns (based on W) and railguns (friction plus rail W) could be modelled as well.
Mitigation strategies could include burst fire, fluted barrels, and liquid cooling.
Anecdotally, I've put several hundred rounds through a M2 in short bursts, and that thing heats up! Barrel fatigue due to heat at a constant, sustained max rate of fire is a real issue for modern automatic firearms. Those are cooled primarily by convection... I'm not familiar enough with the math to compare air convection to space radiation rates.
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