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Post by ash19256 on Jun 7, 2017 13:43:12 GMT
Play those Star trek/ Wingcommander games I always wondered why those ships weren't given enough power generation to run all systems at full power. But now playing CDE I find myself doing the same thing with making under powered ships, since power generation is really expensive, and ships don't really need to be able to accelerate and shoot at the same time. Similar design philosophy in Battletech/Mechwarrior games where you sacrifice heat dissipation rather than power generation. So you end up with a set of long and short range weapons, but not able to safely fire both or design a controlled overheating where you have a few turns to get really hot and then find time to rest afterwards. It is kind of like designing your ship to be an athlete who can sprint for a short duration and get that extra little kick for when it matters, rather than a jogger who can run forever, but can never go faster than a jog. By contrast I never design my ships so that I can't run every single gun at once while still keeping everything else powered, because power generation is cheap and light enough that my relatively low-power requirement vessels tend to never need more than 1 GW of power. The one exception might be any laserstars I make, and even then I tend not to make laser stars because that lags the game right the hell out now that the AI has found the ignore range button.
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Post by ash19256 on Jun 7, 2017 2:59:18 GMT
Hello! I am looking for some designs, For any kind of module. Modded materials and reaction are not only allowed but desired. As for railguns, the best candidate I've found so far was the modded railgun from RiftandRend -Good Range, Fire Rate, and decent firepower. It can strip nearly any ship from it's weapon in a few second when used in a battery. As for missiles I have my own design. - Using Graphene B-Nitride & U-233 cermets I managed to get an exhaust velocity of 6,41km/s inside a 650g engine. -Reticulated Carbon works very well as anti-laser armor, even better than nitrile rubber at the same mass. Surprisingly the missile got even better in the last update, my missile gains the right amount of Dv, and even splits itself into groups when it has multiple targets. Right now 50 of them can kill 5 gunships while costing only 17 kc together. Same goes with custom ships. Does someone have a strong and lightweight armor design for cap ships? Right now I am just using a giant Vantablack radiation shield on top of my ship plus the giant range thanks to my railgun battery. If you want to make those missiles smaller you might want to try icosane. It gets even better exhaust velocities, you can get the same amount of thrust for less overall mass, and it's improvements in density and bulk modulus means that you can cram more of it into smaller tanks. Admittedly, it is a bit more expensive, but it still isn't that much more expensive per kilo than RP-1. You can just cram more kilos into the same space.
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Post by ash19256 on Jun 5, 2017 20:23:07 GMT
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Post by ash19256 on Jun 1, 2017 1:53:47 GMT
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Post by ash19256 on May 31, 2017 2:15:34 GMT
From what I've seen from the Homecoming thread, MPDs aren't really useful if you have sub-mg acceleration. You spend a lot of delta-v that you wouldn't think you'd need to spend to exit a planetary system, and you can't accelerate as much.
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Post by ash19256 on May 30, 2017 19:27:04 GMT
The thing is, we are talking about hundreds of kilos to several tonnes of propellant per second, propellant which is >80% carbon by mass, through reactor cores with a total mass of only a few dozen kilos or so. So, even assuming less than 1% of the carbon soot produced deposits, it will deposit an amount of carbon equal in mass to the reactor core within those few minutes. Using encapsulated reactor components the core temp can reach ~4400-5000 K, well above the melting point of carbon. While the high pressures of an operating engine may allow some soot to stay solid this can be fixed by throttling down the flow rate and core to a minimum to boil any residue. Heck, if you designed your guidance to throttle down as it completed a burn with the main engine, this would be dealt with automatically as the amount of propellant (and thus the pressures involved) went down while the overall temperature stayed mostly the same (it doesn't make sense that you'd throttle down by making the engine less efficient after all).
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Post by ash19256 on May 29, 2017 21:39:37 GMT
*When you can't screen shot properly Okay, can you fix it please? I have no clue what you posted originally, because I can't read the words in the damn picture.
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Post by ash19256 on May 28, 2017 21:34:46 GMT
If I'm not mistaken soda + Mentos was mostly a physical reaction. The highly irregular surface of the mentos allows CO2 gas to come out of solution. According to Mythbusters, it's a mix of that and chemical reactions acting as a catalyst.
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Post by ash19256 on May 28, 2017 15:41:25 GMT
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Post by ash19256 on May 28, 2017 5:51:25 GMT
EHHHHHHHHHHHH? ?? 10 Gm??? Yeah, didn't you see the terawatt laser ship thread? I routed 1 TW of power into a single laser, and its aperture is 478 meters in diameter. The intensity at 1 Mm is 2.49 PW/m 2, so it follows that it would get a very nice 24.9 MW/m 2 out at 10 Gm if CoaDE allowed such range. Needs limit editing of course, but no mods (mods would make it quite a bit better). I somehow get the impression that either that's an extreme edge case causing the integrator or whatever to go off the deep end, or TW power level Ce:LLF lasers would be the closest we will ever come to a real life death star.
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Post by ash19256 on May 28, 2017 5:49:34 GMT
Introducing the new Type I Torpedo: Carrying about 60kg worth of these: Capable of one-shotting a Gunship with a solid direct hit: Why does it have radiators?
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Post by ash19256 on May 26, 2017 20:28:46 GMT
Question then becomes a matter of whether or not we could get a version of this for pyrolitic carbon. If we could then my reactor designs could get much cheaper, due to being able to run the thermocouple under greater stress, which in turn will allow for even greater reactor efficiency. When used with materials with negative thermoelectric coefficients Diamond's high coefficient may interfere. The question then becomes one of whether or not either Grapene or 3D-Graphene reinforcment would cause problems with pyrolitic carbon.
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Post by ash19256 on May 26, 2017 9:28:47 GMT
Question then becomes a matter of whether or not we could get a version of this for pyrolitic carbon. If we could then my reactor designs could get much cheaper, due to being able to run the thermocouple under greater stress, which in turn will allow for even greater reactor efficiency.
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Post by ash19256 on May 25, 2017 18:02:29 GMT
Okay it was my propellant ratios... , had about half as much hydrogen as I should have. The tank names were wrong (since it says its a 5t hydrogen tank on a 300kg drone). Would have been a lot worse if the tank names were accurate. Also I'm working on a higher quality drone that uses mini NTRs. For your mini NTR drones I would recommend using propellants like CO2 or water, as those propellants are very dense, which means that they take up a relatively small tankage area. Alternatively, you could use RP-1, which isn't as dense, but is still denser than hydrogen. Fluorine might also be a viable option, if you don't mind the fact that it's hilariously reactive and toxic as all get out, IIRC it's something like 1505 kg/m 3 in terms of density. If you don't mind modded materials, then icosane is your friend, due to it's higher exhaust velocity than RP-1 when properly optimized, despite it's high density of 792 kg/m 3.
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Post by ash19256 on May 25, 2017 16:57:49 GMT
Actually, bipropellant rockets are IIRC bugged, so that if you get the propellant mixture wrong with your tankage, it won't tell you the correct delta-V stats. Ie. if you have too much fluorine or hydrogen, you won't know that your drones are almost out of actually usable fuel until they do spontaneously run out. There's a reason I prefer NTRs even when I want my missiles or drones dirt cheap. Also, with your cannon turreted, you might want to try using 3, smaller, fixed engines instead of 1 big gimbaling engine, because the AI seems to be able to handle that better than the gimbaling engines.
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