|
Post by ash19256 on May 15, 2017 17:05:58 GMT
Turns out, the best fuel that's not hydrogen-stuff or hydrocarbon-stuff is heavy water. It is significantly denser than RP-1, with 4.36 km/s exhaust velocity. Ammonia (~4 km/s for U-233 dioxide) sucks. Methane analogs (2-3 km/s for U-233 dioxide) sucks. Unless, of course, you happen to like getting halfway decent performance out of your engines, at which point RP-1 is good enough. Of course, if you don't mind mods, then icosane is the way to go.
|
|
|
Post by ash19256 on May 14, 2017 14:53:03 GMT
See, I just use Graphene coated fuel rods, then rely on the fact that the regenerative cooling loops generally don't get hot enough for decomposition and the nozzle is either too hot for decomposition to work, or the exhaust is moving so fast that any blockage is simply blasted out of the engine by the Mach 19+ exhaust. Although it probably doesn't help matters that I use icosane as a go-to propellant in my reactors.
|
|
|
Post by ash19256 on May 12, 2017 16:41:16 GMT
I didn't start out designing something to compete with the Hellfire, but the mass came very close, and it follows a similar "very high volume of fire" philosophy (though with far lighter bullets). Meet the PD-2 point defense drone: Less than half the cost of the hellfire, and about the same mass. Details: Engines, radiators, and propellant tanks are redundant. The reactor, alas, is not. The PD-2 is intended to take advantage of the new independent gun targeting. Because guns are only assigned to separate targets within each ship, it's best to have a lot of guns on a small number of ships. The starting point for the design was this railgun. It has large enough muzzle velocity and low enough dispersion to be useful against missiles without ignore range, and the low rate-of-fire allows many guns to be powered from a reasonable reactor (and also keeps my computer from dying). Kinetic point defense is actually good now. This salvo started as 100 missiles and was launched in slightly less than 2.5 seconds. Today is a bad day to be a missile. I imagine that's also fairly effective at killing ships.
|
|
|
Post by ash19256 on May 11, 2017 17:23:39 GMT
A weight limit of a 750 t or so? Sounds good. What about a cost limit of 3 Mc? ... That seems rather ridiculously small. At that point you literally have small armed trawlers with tiny armaments, minimalist armoring, and all-but non existent fuel loads. By contrast, give me 10 kt and 150 Mc to work with, and I can modify a forum design into something that will just maul stock designs easily when handed over to the AI, and which could probably give a number of forum designs trouble if put under player control.
|
|
|
Post by ash19256 on May 11, 2017 17:06:39 GMT
A weight limit of a 750 t or so? I'd say that you should probably just make it a limit on the number of allowed missiles per ship, and then just use fleet cost limits to counter ship spam. Because otherwise people running stock-alike gunboats just automatically lose against people who have disregarded the concepts of armor and fighting with kinetic weaponry in favor of lasers, missiles, and drones.
|
|
|
Post by ash19256 on May 10, 2017 21:00:55 GMT
Not to mention, with four engines, you can shut down two of them in flight when the g-load starts getting too high to reduce thrust beyond the engine's capability to throttle. For multiple flights, you could even alternate which pair of engines shut down to extend the life of the engines and ensure that they wear evenly.
|
|
|
Post by ash19256 on May 8, 2017 6:05:35 GMT
Honestly, if you guys don't mind really heavy mods, my Graphene coated fuel and control rod reactors are probably more than enough for this challenge, unless there are concerns about the melting point of the inner loop turbo-pump. And even then, it's still IIRC for the most part somewhere approaching 100+ Kelvin away from meltdown (with the exception of the 1 GW reactor I have, which I've constantly been having difficulty trying to optimize. If you guys want, I'll get some screen shots and such and share them with you guys.
|
|
|
Post by ash19256 on May 7, 2017 0:19:14 GMT
concretedonkey 's Restock ships would also work, I'd say, mostly because they look like classic sci-fi rockets, replete with V-2 esque silhouette. But I think that the ships in overhaul project is more attractive than it as concretedonkey's project is for a more useful gunship, instead of beautiful one. Finally, why not both if you wish to? Well, in my opinion the designs of the overhaul project are too busy looking to look good. As for the whole why not both thing, I'm not really an artistic sort, and my machine runs sluggishly enough that setting up good looking screenshots would be difficult.
|
|
|
Post by ash19256 on May 7, 2017 0:06:37 GMT
What's the size of the poster? Use the redone gunship by tukuro? That great~ I think I just forgot the tukuro overhaul project and using it will be better than the aluminum "carrot" with Orange "leaf" concretedonkey 's Restock ships would also work, I'd say, mostly because they look like classic sci-fi rockets, replete with V-2 esque silhouette.
|
|
|
Post by ash19256 on May 6, 2017 22:05:29 GMT
I've found that 3D-Graphene seems to work well enough as anti-laser armor.
|
|
|
Post by ash19256 on May 6, 2017 15:43:18 GMT
To verify that: Engine 1(6.73km/s 30.0MW Decane Resistojet) In-game exhaust velocity: 6.73km/s Thrust: 597kN Mass flow rate: 110kg/s Chamber Contraction Ratio: 1 Specific Impulse = (597kN)/(110kg/s) = 5.4727km/s (19.36% Error) Engine 2(6.76km/s 30.0MW Decane Resistojet) In-game exhaust velocity: 6.76km/s (100.45% of Engine 1) Thrust: 745kN Mass flow rate: 110kg/s Chamber Contraction Ratio: 1000 Specific Impulse = (745kN)/(110kg/s) = 6.7727km/s (0.19% Error) (123.75% of engine 1) Both engines are based on the same model. Only chamber contraction ratio, throat radius, and chamber thickness are adjusted. Try those engines on 1kt tanker drone: Engine 1 dV = 55.1 km/s Engine 2 dV = 55.4 km/s (100.54% of Engine 1) I think this should confirm your suspicion. There is something wrong with how the game calculate the effect of the chamber contraction ratio. And the game determine dV based on exhaust velocity regardless of the thrust per propellant specific impulse. Well, that bites something fierce.
|
|
|
Post by ash19256 on May 6, 2017 1:07:09 GMT
So are engines using more propellant than they should be or something? Can someone simplify what has been figured out for someone who isn't all that good with math?
|
|
|
Post by ash19256 on May 5, 2017 14:58:32 GMT
A quick improvement: 166 t, 1.59 Mc Can we get the code and such we would need to recreate this?
|
|
|
Post by ash19256 on May 5, 2017 1:35:47 GMT
Why aren't you using LOX Silane? You can get better performance. I didn't have any combustion fuel mods installed at the time because I never used conventional rockets, but I'll try that during my next session. I will note that you might not be able to reduce the size much if you use Silane, due to the fact that Silane LOX uses less LOX, which is much more dense than the Silane component, but you should be able to reduce the overall fuel mass some due to the fact that Silane LOX gets higher exhaust velocities.
|
|
|
Post by ash19256 on May 5, 2017 1:33:21 GMT
Some time back I created a thread about momentum wheels and oddly enough the Yamato. It had mainly to do with the turret traverse rate and I am pretty sure that the Yamato didn't use acutators nor momentum wheels. So don't get me wrong the update is great. But I kinda wished for a turret travers system like almost all BBs had. Now I am not a 100 percent sure that the yamato didn't use acutators. So if anybody can confirm this I would be grateful. Cant we have a system like the yamato had or would there be some grave negative sides I didn't anticipate. According to my understanding, I'm pretty sure that at the very least the Iowa-class BBs used either electrical or hydraulic motors to turn the traverse and elevation gearing on the turret and gun assemblies. Mechanically, it's a more complicated system that would work best for fuck-all huge turrets like the ones fitted on the Iowa-class BBs when compared to the electrical actuators we currently have in-game.
|
|