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Post by ash19256 on Nov 15, 2016 18:10:25 GMT
... Jesus fucking christ.
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Post by ash19256 on Nov 15, 2016 18:01:57 GMT
As to how the sound would translate to a rapid fire design, I have no idea. Probably a constant roar with some twanging at a frequency equal to some resonance of your power bus length? My opinion as an amateur builder is that the coil and rail guns modeled ingame fire way more rapidly than would ever be realistic. At least not unless you assume some kind of magical pulsed power storage system. I shot some video of a rapid fire test for the sound also, but we're not really setup for shooting a stream of solid metal: www.youtube.com/watch?v=HkPX3HebcZ4Huh. So the question then becomes how much power you are running through your setup, because for each and every one of those shots the sound of the coils recoiling is drowned out by the sound of the target getting hit. Also, what kind of rates of fire would you consider realistic. On a different topic, what kind of noise do reaction/momentum wheel gimbal/turret setups make? Because I imagine there would be at least some constant noise from keeping those spun up.
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Post by ash19256 on Nov 14, 2016 0:31:48 GMT
Yeah, that was something I noticed a few times while playing Vesta Overkill and Solar Ties. I figured that Nippon Prime had kept having trouble with their guidance computers dealing with resistojet RCS, and so the company that made their Cutters and Corsairs marketed that as a feature rather than a bug.
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Post by ash19256 on Nov 14, 2016 0:10:49 GMT
This looks like a bug. The shots should be biased towards the outer edge, but some still should be in the center. I could get an even distribution with an increased dispersion at extreme ranges, but why would the shots be biased to the outer edge? Logically, there should be an even distribution, or at least one would think so.
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Post by ash19256 on Nov 12, 2016 19:31:50 GMT
Because I've wanted to build one ever since I was 12 and read about the concept in some scifi story. 16 years later I finally have the time, money, expertise, and technology to build what I wanted, and so I did. Sort of back on topic, here are some random videos of it firing if you want to hear what it sounds like (if anyone is interested, I can try to get a better recording of just the firing sound this weekend): www.youtube.com/watch?v=QRhZ4i4iFxEwww.youtube.com/watch?v=zhv15X3LPG4... That's actually pretty quiet. I kind of want just the firing sound just so I can see how much of the noise in the videos is from background stuff. Based on your description of the noise it made, I was expecting a 40 mm grenade launcher-esque "Thoomp" sound, or something like the Tesseract guns from Captain America: The First Avenger.
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Post by ash19256 on Nov 12, 2016 17:39:07 GMT
What the heck are you using for the tracers in your gun drones?
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Post by ash19256 on Nov 12, 2016 17:24:29 GMT
Interesting!!! So you can make decoy ships out of spacers, that has a ginormous "surface area" to trigger projectile weapons from tremendeous range, but most of them will never hit because they will just pass through the spacers. And the part that isn't spacers can be wrapped in armor, possibly including the use of radiation shields as impromptu armored bulkheads, so that the ship still functions even if it's occasionally getting hit in the center of it. Of course, you'll want to spread some of the radiators and what not out along various parts of the spacer so that enemy missiles don't hard counter it perfectly. Also, you might want to space out your engines and fuel tanks so that this decoy ship isn't crippled if the enemy concentrates fire on one of your engines.
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Post by ash19256 on Nov 10, 2016 16:39:51 GMT
Are you using a spacer? Or was that part sheared off by enemy fire. If it's the latter, than yes, we have a problem. If it's the former, spacers in game don't work the way IRL spacers do, so even though they look like they aren't attached, they still are in fact connected.
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Post by ash19256 on Nov 10, 2016 16:34:50 GMT
Yeah, I keep noticing that this happens with my fleets, mostly with the laser only Escort ships. I'd forgive it if they only moved away about 15 km and then stopped, because they are fairly large heat signatures, but they don't. Instead, they rocket off to god knows how far away, and have an alarming habit of either colliding with each other or committing fratricide on other laser escorts, or forcing my gunships to do the same to avoid getting smurfed by the accelerating escort ships. This is especially noticeable with long-range missile intercepts, where the laser escorts will rocket off to more than 50 km away from the rest of the fleet. It's incredibly annoying, especially because it's unrealistic. Something that would be really nice is someway to force your fleet to maintain formation that doesn't involve turning off the nuclear engines.
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Post by ash19256 on Nov 9, 2016 17:35:08 GMT
I actually wound up making a 6.25 km/s Methane NTR that spits out 104 MN of thrust. I don't have a picture handy, but I'll edit this post later so I can show it off. I'm pretty proud of it. Granted, IIRC it was basically made of money, but it's still an impressively powerful engine. Funnily enough before the NTR tweaks in the latest patch it produced something closer to 6 or so MN, so in a way the NTR tweaks lead to me making the engine better. EDIT: Apparently I either misremembered thrust output following revamping following the latest patch that I can recall, or there was another patch while I was doing other things. These engines now spit out 125 MN at 6.25 km/s exhaust velocity. Here's the other part of it if you want to fully recreate this engine for yourself. 6.25 km/s Methane Gimballed Nuclear Thermal Rocket Part 2
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Post by ash19256 on Nov 8, 2016 2:49:57 GMT
Eh, as far as I can tell, the most recent tank on that list goes to 1993, which is more than 20 years ago. I'd say that all of that being declassified wouldn't be too far out of the question.
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Post by ash19256 on Nov 7, 2016 17:51:28 GMT
... That decane NTR is, if the Wikipedia page is correct, producing more thrust at a higher exhaust velocity than the F-1 engines that powered the Saturn V. Really puts this game into perspective, doesn't it.
EDIT: Looking more closely at it, your decane NTR is actually somewhere in the ballpark of 4 times the thrust of the entire first stage of the Saturn V by itself, with a higher exhaust velocity. For anything other than the 75kt ships you push with it, I imagine that engine would be ludicrous amounts of overkill. As is, the smaller design is only a bit under twice the thrust of the S-IC stage of the Saturn V (34.54 MN for 5x F-1A engines as specified, 34.8 MN by actual measurement.)
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