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Post by zorbeltuss on Jan 21, 2017 11:54:40 GMT
After careful consideration Zoe Technical Supplies judged that the weakness in the stinger was it's inability to deal with smaller and out of vector threats and the inconsistencies in planned lifespan. The design team thereby produced a turreted high accuracy series of drones, while many were failures Illern (the polecat/ferret) was judged as a worthy successor. // What I really like about these is the pinpoint accuracy, disabling the range limit with the guns will have them kill stingers @ 100km and most basegame ships I've tested it against the first salvo goes through the main weapon the reactor and the main weapon on the opposing side (convenient placing though, I hope most won't design their ships like that), the only thing it has problems killing is missiles heading straight for it since the sloping deflect pretty well on those, but having them defend a larger target they can usually take out 1-2 missiles per drone, giving them a nice extra role as secondary point defence.
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Post by zorbeltuss on Jan 15, 2017 13:24:03 GMT
Flak also seems to be detonating before hitting a target even if no detonator is set up.
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Post by zorbeltuss on Jan 9, 2017 16:06:00 GMT
785 t, with a 950 t bomb, those are in the picture album, after 10k bombs and 3 hours it hadn't moved perceptibly. You probably have to scale that up to about 10kt. I have just found that my bomb are too large. In fact, large enough to cause EMP. Went further than that, 47.5 kt. Not really a difference though with the much lower speed of launching I can't say I have done as lengthy testing (1.5 days is way too long to sit through while 3 hours is bearable) so it might have imparted perceptible speeds with 10 k of them.
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Post by zorbeltuss on Jan 9, 2017 11:21:14 GMT
As said, the pusher plate was 10 m in radius before, it did absolutely nothing then which was why I reduced it. How heavy is your ship? Mine's just barely over 100 t, and I used 1 Mt bomb. It moved significantly, but too low use time. 785 t, with a 950 t bomb, those are in the picture album, after 10k bombs and 3 hours it hadn't moved perceptibly.
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Post by zorbeltuss on Jan 9, 2017 11:09:07 GMT
That's the 1 cm highly angular VC Steel that glows in some pictures, before cutting it down to a minimum it was 10 m radius 1 m VC Steel, 0.5 m Graphite Aerogel and 2.5 m Tungsten, it actually makes no difference as the radiated heat from the nuke doesn't affect it and the launcher itself is perfectly capable of withstanding the NEFP thrown at it, had there been a plasma implementation though the current pusher plate would have given way easily. Uh, I think I see why there's no thrust: the blow just simply flow away due to its shape? Pusher plate needs to be broad to be able to collect as much flow as it can. For my attempt, the problem is its use count: 2. The third blow kills. As said, the pusher plate was 10 m in radius before, it did absolutely nothing then which was why I reduced it.
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Post by zorbeltuss on Jan 9, 2017 10:56:25 GMT
So my ship doesn't move at all, after 10k pulses, but then again my ship survives 10k pulses which is something at least, yes I know it can barely rotate at all, yes I know it has a way to small pusher plate (which is actually not needed for this design but removing it entirely looked to silly), those were weight savings made to make my ship move. Before this I did a few iterations without tungsten in the payload just to make sure the now more or less non-existent pusher plate didn't melt then calculating distance and I made sure that the distance with the tungsten would be plasma was the same, only after did I scale down the pusher plate. Album of picturesWhere is the pusher plate? That's the 1 cm highly angular VC Steel that glows in some pictures, before cutting it down to a minimum it was 10 m radius 1 m VC Steel, 0.5 m Graphite Aerogel and 2.5 m Tungsten, it actually makes no difference as the radiated heat from the nuke doesn't affect it and the launcher itself is perfectly capable of withstanding the NEFP thrown at it, had there been a plasma implementation though the current pusher plate would have given way easily.
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Post by zorbeltuss on Jan 9, 2017 10:23:03 GMT
So my ship doesn't move at all, after 10k pulses, but then again my ship survives 10k pulses which is something at least, yes I know it can barely rotate at all, yes I know it has a way to small pusher plate (which is actually not needed for this design but removing it entirely looked to silly), those were weight savings made to make my ship move. Before this I did a few iterations without tungsten in the payload just to make sure the now more or less non-existent pusher plate didn't melt then calculating distance and I made sure that the distance with the tungsten would be plasma was the same, only after did I scale down the pusher plate. Album of pictures
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Post by zorbeltuss on Jan 8, 2017 21:11:08 GMT
What kind of material did you use to make the nuke-resistant armor? 5cm of diamond, might have to try coating the pusher plate with some too.Upon actual testing 1cm of diamond on the pusher plate seems to cause the ship to be destroyed by a single nuke, I guess I'll just try using reinforced carbon-carbon. The tungsten in the original design is probably there to be able to detonate the nukes far away enough that the pusher plates will not be ablative pusher plates, the problem with this in game seems to be that the impact when the nuke is that far away does not impart any velocity change, at least it is so in my tests. Nope, in a real orion drive it gets turned into plasma and shot against the pusher plate. In CDE it stays a solid piece and blows a hole through your ship. Edit: and that wasn't a single lucky event, more like 4k lucky events in that case. Some reading if you're interested: www.projectrho.com/public_html/rocket/enginelist.php#id--Pulse--OrionThat's not what I meant though, though the solid piece didn't at all blow a hole through my ship. What I meant is that plasma will not do ablative damage to armor (unless the armor isn't intended to be used against plasma) but detonating a nuke too close will do that.
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Post by zorbeltuss on Jan 8, 2017 16:46:23 GMT
The tungsten in the original design is probably there to be able to detonate the nukes far away enough that the pusher plates will not be ablative pusher plates, the problem with this in game seems to be that the impact when the nuke is that far away does not impart any velocity change, at least it is so in my tests.
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Post by zorbeltuss on Dec 23, 2016 10:41:42 GMT
Thank you for the welcome. ^^ The intention was to use it in a missile made for a coilgun, the problem I have though is that I can't make a coilgun work. But here's a reactor I made in the same formfactor. ^^ Reactors are pretty tricky heh. You might want to go for a bit higher efficiency on your thermocoupler (the % efficiency value on the top left is the total heat generated / how much the thermocoupler extract in the form of energy). Be sure to take note that it doesn't include the power lost to your turbo-pumps so if those start draining too much power you will end up losing over all power efficiency in the turbo-pumps (I kind of wish the game showed the total reactor efficiency as well as the thermocoupler efficiency). I think the hardest part of reactors is finding a nice stable reactor dimensions that can handle the most neutron flux for a specific fuel rod mass and coolant (usually sodium except in the smaller reactors). You could improve your current design by reducing the thermocoupler size to 1cm x 1cm (min size since it isn't near yeild stress limits yet). If you wanted a reasonable starting place for a kw range reactor this one should work pretty nicely: It should probably be compared to the 200 W reactor, didn't try to get it better than anything else. ^^
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Post by zorbeltuss on Dec 23, 2016 8:22:05 GMT
Nice bomb . You can shave off much more mass with a larger core, but this will be a trade-off for a slightly larger diameter. Alternatively you can go with more expensive fuel. Indeed I used that approach with the min cost ones I posted (did a 95t real quick for science). But I think the small size one zorbeltuss made would be a bit better for firing out of a coilgun due to the smaller radius. Thank you for the welcome. ^^ The intention was to use it in a missile made for a coilgun, the problem I have though is that I can't make a coilgun work. But here's a reactor I made in the same formfactor. ^^
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Post by zorbeltuss on Dec 23, 2016 7:53:15 GMT
Hi, I'm new to the forums and new to the game, but I updated the 95.0 t Nuke, shaving off 8 grams, 0.7 credits and 0.3 millimeters (0.03 centimeters), this might be interesting since you do a lot of shaving credits and mass here. Nice bomb . You can shave off much more mass with a larger core, but this will be a trade-off for a slightly larger diameter. Alternatively you can go with more expensive fuel. You can shave off more with my method too, I just got bored, shifting the cavity, the pressure and the explosives a few micrometers at a time after about an hour, it would likely help with an implementation of the Newton-Raphson method, though that would probably reduce the value of the game as a game.
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Post by zorbeltuss on Dec 23, 2016 7:08:51 GMT
Hi, I'm new to the forums and new to the game, but I updated the 95.0 t Nuke, shaving off 8 grams, 0.7 credits and 0.3 millimeters (0.03 centimeters), this might be interesting since you do a lot of shaving credits and mass here.
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Post by zorbeltuss on Dec 23, 2016 6:48:42 GMT
The NTR seems to treat the gas density of a coolant as a function of the Density value, pressure and temperature, rather than Molar mass, pressure and temperature, setting the scale off when treating remass of varying density between gas and liquid phase (notably decane, sodium and water), this seems to be likely with resistojets too since the consensus is that the same fuels are good there though I haven't tried to test it there.
Perhaps time that I updated this, I have since noticed the dissociation percentage, which puts this in "No I was wrong" territory.
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