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Post by zorbeltuss on Jul 26, 2017 15:36:56 GMT
What exactly is the weapon supposed to be used in? I imagine that you want it in a drone, right? Yep highly maneuverable drones, the thinking is that the drones come separately from the weapons with varying specs, and you just drop in the weapon module of your own choice.
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Post by zorbeltuss on Jul 26, 2017 15:19:13 GMT
There was both silicon thermite and silicon nanothermite, because of the buggy nature of it, they performed the exact same function except that the nanothermite could be diluted more and still ignite. the nuke will have called for nanothermite Two of the nukes in the standards thread uses silicon thermite instead of silicon nanothermite and since which nuke it was wasn't specified it is hardly guaranteed that it will have been.
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Post by zorbeltuss on Jul 26, 2017 11:41:28 GMT
it was removed because it was bugged, also it was silicon nanothermite There was both silicon thermite and silicon nanothermite, because of the buggy nature of it, they performed the exact same function except that the nanothermite could be diluted more and still ignite.
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Post by zorbeltuss on Jul 26, 2017 11:34:25 GMT
So I have written a challenge only to have the page refreshing and discarding all the work of story behind it... I might be rewriting it at a later point.
Anyway the challenge is to fit internal weapons with lens or some ammo in a 0.2x0.2x2 meter volume, all systems except power (and cooling since a 10 meter radius turbopump apparently fits in a handgun ^^) need to fit in this area.
Extra ammo may also be stored externally but at least a second of ammo must be stored in the weapon area.
Power is avalible up to 25 MW but higher usage than 3.5 MW will be penalized by less marketshare.
Likes of submissions will be counted as market interest. Note only one submission per post or likes will be counted as 0 regardless.
Cost per unit in credits, cost per second of usage in credits.
If more power is needed or you have space over you can fit a reactor or RTG into the package for less consumption.
Also while the game doesn't allow you to put most weapons side by side with other modules such as ammo, capacitors or lenses this is allowed for the challenge if it can technically fit in the space given.
I will be putting some spreadsheets up, if it's in BB tables, Google docs or downloadable file depends.
Edit: Since it has come to my attention that you can like your own posts and I can't be bothered to check this I recommend to like your own submissions if you like them, since the scoring is relative if everyone likes their own all their own submissions it will be just as if no one did.
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Post by zorbeltuss on Jul 1, 2017 4:04:54 GMT
Turbo-pumps have separate propellant compartments plus a driving compartment. You'll lose a lot of efficiency separating it to the point that it isn't worth it. It would be worth it if you are running against the material properties of your blades -- if it turns out you need to pump *a lot* of material. This is the case if you change limits.txt and try to make really big reactors; you will be bound by the fact that all blades will eventually break, so we should be able to use more pumps instead. Chemical Rocket turbo pumps is a very different thing from the other turbo pumps though since they are driven by pre-combustion instead of electricity, you loose out a lot of efficiency by having multiple pre-combustion chambers while several electrically driven turbo pumps are often more efficient.
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Post by zorbeltuss on Jul 1, 2017 3:53:13 GMT
Turbo-pumps have separate propellant compartments plus a driving compartment. You'll lose a lot of efficiency separating it to the point that it isn't worth it.
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Post by zorbeltuss on Jun 30, 2017 1:22:34 GMT
So I did calculations on Thrust/Cost and probably someone else would be interested too, the engines I used was made to give an ideal value, stoichiometric ratio of 1 if applicable Nozzle expansion of 1000 and a pump radius of 10 cm, otherwise it's just the ordinary "New Combustion Rocket Module" engine and will not hold up to the rigors of real life. Mass Ratio is taken directly out of the game except for the ones specified in this thread Mass ratio and Mass flow wierdness. It can be imported into google docs, but I don't want to fiddle with it because I have a fever and should probably go to sleep. It is also not likely to be updated by me but you're free to improve and update, fix and share it if you want. CoaDE fuel calc.ods (20.52 KB)
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Post by zorbeltuss on Jun 29, 2017 23:33:42 GMT
Mass flow seems to be dependent only on the first substance in the mass ratio, this means that if for example we have two engines, one which run on hydrogen and one which runs on pitch, if they both have the same oxidizer they are likely to have the same mass flow, regardless of different mass and viscosity. Which brings me in on another related subject, quite a few of the LOx engines run the mass ratio as fuel per oxidizer instead of oxidizer per fuel, which is unintuitive and make both fuel systems and calculations harder namely the ones with: Butane, Decane, Ethane, Pentane and Propane.
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Post by zorbeltuss on Jun 23, 2017 12:18:33 GMT
The way the workshop is implemented currently seems that it could actually stifle materials modding sadly, since the materials are joined with the modules and ships you download there will be immense difficulty with fixing bugs with them and neither will most materials modders get the praise they deserve. Is it possible to make the materials separate workshop items and let the module makers set them up as requirement mods instead?
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Post by zorbeltuss on Jun 13, 2017 23:53:42 GMT
sooo, long Asbestos is safe? Yep, it doesn't get into your lungs so safe unless you voluntarily put it there, the problem with the smallest fibers is that at the slightest provocation they become airborne and they can stay that way for long periods of time at which point you breathe them in, the longer the fiber the more difficult to accomplish that. There has been work trying to synthesize longer asbestos fibers since the 50's though and I haven't heard of any success, though I can't imagine it'd be easy to get funding for such projects.
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Post by zorbeltuss on Jun 13, 2017 19:56:02 GMT
Those posts made me really want to put in the request... we must have asbestos as a useable material in game. Solid, single piece, raw asbestos. Single piece would probably be extremely costly since it's a fiber, it would be good for the health aspects though since only the shorter fibers are a health hazard. But yeah, asbestos would be fun!
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Post by zorbeltuss on Jun 13, 2017 19:31:53 GMT
Hey Rocket Witch someone mentioned on discord (who I don't think has an account here) that Aramid Fiber has potential as an Asbestos substitute. Could you find the data for asbestos so I could see if they're interchangeable for laser resistance? Doubtful. I've looked before on my own accord. That 0.07 thermal conductivity sure looks nice, but online data concerned with properties and use of rather than safety and removal of asbestos are a rarity. The stuff was outlawed long before people used the Internet to advertise and trade such things. I have looked for other building materials like concrete and brick too, but very little luck getting more than density and compressive strength for them. someusername6 might do better than me with their library card, if interested. I remember when a building got taken down where I work, we threw some of the corrugated ceramic roof panelling which supposedly contained asbestos into a fire and it exploded. 10/10 heat resistance. Someone set fire to the container that had discarded asbestos here when the sanitation of asbestos of this apartment complex was going on, I don't remember what they used to set the fire, but there was hardly even soot. The fire departement was really annoyed because they needed maximum safety equipment to deal with a fire that basically died on its own, so my experience is different to say the least, could it have been violent thermal cracking of the tile? Otherwise I'd doubt that it actually was asbestos.
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Post by zorbeltuss on Jun 5, 2017 19:37:04 GMT
Anyway I just found out that while the extra energy would permit the fourton to be mildly muon catalyzed, since the reaction does not give off neutrons it wouldn't work, but I have heard it being proposed for power generation, that was however like my own understanding of it used with a slight muon injection to keep pressure and temperature higher. muons reduce required temps for fusion (one of the elusive "Cold Fusion" methods) Yes and that could have been a good starter except for the fact that it doesn't work well with aneutronic fusion.
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Post by zorbeltuss on Jun 5, 2017 9:51:50 GMT
Anyway I just found out that while the extra energy would permit the fourton to be mildly muon catalyzed, since the reaction does not give off neutrons it wouldn't work, but I have heard it being proposed for power generation, that was however like my own understanding of it used with a slight muon injection to keep pressure and temperature higher.
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Post by zorbeltuss on Jun 5, 2017 9:44:34 GMT
I made a video with it in it and youtube states that it contains copyrighted music; "Far Centaurus - Nigel Stanford" I dont know if this should count as copyrighted music as it is part of the game. Well as stated it is copyrighted, that does not fully explain why the video was flagged however, it might be that Qswitched has acquired the license to have it in game but not for clips of the video containing the music appearing on a different media, it might also be that the algorithm took direct action which is uncommon but in some cases happen or that someone was too zealous in taking down videos for example people have issued dmca takedowns on themselves by mistake. Which one applies I don't know but I'd guess @qswitched should answer if he knows something before we inquire through other routes.
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