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Post by newageofpower on Aug 24, 2018 19:48:24 GMT
The AstronomerThose haven't been updated since the Great Boron Nerf, but if you want, I can construct something similar. What are your requirements? Large Freighter, Large Fueller, Large Personnel Transport?
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Post by newageofpower on Aug 21, 2018 1:23:31 GMT
Fluorine will burn almost anything, and if you use fluorine to burn a molecule containing hydrogen (H 2, methane, ...) you'll get hydrofluoric acid, which can dissolve pretty much anything. This is why none uses fluorine IRL, despite it having a performance superior to oxygen as oxidiser. I personally also don't use hydrogen as it tends to leak through the walls of your propellant tanks (which is why hydrogen isn't the best choice for any spacecraft that will float for extended periods of time before making their final burn, IRL RP-1 was preferred). For short duration burns (under 1 minute) on a terminal stage of a missile, I think Flourine-based fuel chemistries are fine. You'd store the liquid Flourine in a Teflonated cryogenic tank or something. The nozzle and engine dissolving from the exhaust won't matter because it'll impact it's target (or get blown apart by PD, or dodged) before it becomes an issue.
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Post by newageofpower on Aug 12, 2018 22:05:46 GMT
(I got them to scale to 1600m by 900m by 450m now to add green tracers and 100 crew modules and GIANT IMPRACTICAL BLUE THRUSTERS!!!) I'm not sure if Rocket Witch got blue NTRs to work or not, but green tracers are pretty easy; use Copper. I dunno how you'll get the TIE Fighter screaming without some serious modding though. Good luck!
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Post by newageofpower on Jul 31, 2018 17:20:55 GMT
That's a pretty severe exploit. If I used 10x 100GW MPDs on a ship with only 1x 100 GW Reactor and Radiator mass... yeah.
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Post by newageofpower on Jul 29, 2018 22:17:34 GMT
Ah, is that your video?
One problem I see is that the incoming missiles seem really, really slow. If they were incoming at a very high velocity I'm uncertain you'd intercept in time.
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Post by newageofpower on Jul 27, 2018 23:21:09 GMT
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Post by newageofpower on Jul 19, 2018 3:03:58 GMT
0.5% of players have the golden stars achievement. That means that right about 45 players have all of the achievements. Me being one of them. That seems too low. I earned the achievement on my campaign playthrough, admittedly, I refused to pass a mission without Golding it (once I unlocked designs, that is) and went on a hardcore minmax spree to the point where I independently developed a reactor Apo-chan called "pretty decent"...
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Post by newageofpower on Jul 19, 2018 1:46:33 GMT
I think spinal guns might have been fixed to the point where they were on game release. Same with ships rolling out of control. Stuck four of my 100t 800mm guns on the front of a Corvette copy, moved and rolled it around, and it could bring itself back on target and fire from outside 5km. The guns don't always fire constantly at maximum ROF but are generally usable. ;__; muh pointy armor cone
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Post by newageofpower on Jul 12, 2018 21:13:50 GMT
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Post by newageofpower on Mar 2, 2018 7:28:39 GMT
once you remove the armor ablation cap. How?
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Post by newageofpower on Feb 26, 2018 5:46:52 GMT
Tanks should be rated for a certain amount of G loading and stress; I know my MPD-only ship tanks should be fairly thin but a 50g terminal stage missile shouldn't have paper thin fuel tank walls...
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Post by newageofpower on Jan 28, 2018 19:56:51 GMT
and an overestimation of the effectiveness of regenerative cooling. Wrong, wrong, wrong, you're wrong. Try building a Raptor engine in game with the same specifications and materials used IRL. It doesn't work; the game massively underestimates the effectiveness of regenerative cooling if anything.
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Post by newageofpower on Jan 26, 2018 20:20:28 GMT
At the radiation levels we're running embrittlement of reactor structural components are likely an issue... What are you going to use as casing for your liquid Li6, though; will that hold up? i wonder if it could be feasible to kill two birds with one stone; just bathe the whole reactor core in Li6 and use that for the inner heat-exchange loop. It's probably not particularly good for the purpose thermally, but... Liquid lithium has pretty decent thermal properties, the problem is that the neutron absorption characteristics (good for shielding) will interfere with fission processes.
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Post by newageofpower on Jan 17, 2018 23:41:42 GMT
Pulsing a laser like that means building up electric charge over a period of time for a short attacking burst of very high intensity. The intensity, and thus range, is higher than an equivalent continuous laser can achieve. The tradeoff is that the rate of damage is reduced. It would be nice if CoaDE could have pulsed lasers at some point. But first some bugs and limits regarding lasers would have to be worked on (ablation rate capped per laser, large arbitrary inaccuracy worse than Hubble, arbitrary M^2 lower limit, 10 Mm max draw distance). The arbitrary inaccuracy is a PIA.
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Post by newageofpower on Jan 11, 2018 15:57:13 GMT
Basically what it says on the tin. Could a coilgun be a hundred metres long and still be adding velocity? Five hundred metres? Five kilometres? If there is a speed limit due to something like the activation and deactivation speed of magnetic coils, could having a longer coilgun allow you to reach that maximum speed with lower g-forces on the payload? Switching speeds could be reduced via superconductive magnets and thermal quenching, but that would lead to a fairly high reload time. I believe the max speed of a coilgun is limited to a fairly high percentage of C, but that's so far out of the realm of CDE physics we barely consider it.
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