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Post by AdmiralObvious on Apr 26, 2017 23:58:26 GMT
I also just made this today. While trying to figure out how low I can go when it comes down to the bore size of a conventional gun. While avoiding the use of mods. I've finally figured out how to make a sandblaster conventional gun with a blistering fire rate of 472440 RPM or 7,874 RPS. So far everything i've fired at it at so far, assuming single piece armor, has melted under the sheer firepower. Including my PC under prolonged engagements. (It tends to work better as a not turreted gun on cheap drones.) ConventionalGunModule 1mm Turreted Cannon
UsesCustomName false
Barrel
Composition Vanadium Chromium Steel
Length_m 15
Thickness_m 0.076
Propellant
Composition Nitrocellulose
Mass_kg 0.001
GrainRadius_m 0.00048
Projectile
Composition Osmium
BoreRadius_m 0.00055
Mass_kg 0.001
Tracer Aluminum
Payload null
Loader
PowerConsumption_W 1.5e+007
Turret
InnerRadius_m 3
Extruded true
ArmorComposition Amorphous Carbon
ArmorThickness_m 0.01
MomentumWheels
Composition Titanium
RotationalSpeed_RPM 57
AttachedAmmoBay
Capacity 100000
Stacks 1
TargetsShips true
TargetsShots true
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Post by AdmiralObvious on Apr 26, 2017 6:10:38 GMT
Before I figured out how to mod the game without crashing it, I was able to make a very similar gun, 800mm 1 ton shells firing them at speeds of 3.3 km/s, both pieces out of VCS, and using Octogen. It was an extremely short barrel too.
Making the gun out of Graphene, while cool, and basically removes all limits, feels cheesy to me. I don't much care for the propellant used provided it makes sense and can be reasonably synthesized in decent quantity.
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Post by AdmiralObvious on Apr 21, 2017 7:39:13 GMT
I look forward to seeing your 1000 gram ship... 1000g of U-233 999g used as armor for the ship. 1g used for the magic Uber reactor.
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Post by AdmiralObvious on Apr 18, 2017 3:50:02 GMT
So I made a ship that can survive a gun pass on the stock vessels. I turned around to fire a salvo of missiles but they detonate after clearing the launcher (when the missile object spawns). Obviously having a flak round go off 5 m from the side of your ship is not a good thing. I believe this only occurs after the ships have passed. My missiles are NOT using closest approach. Sounds like an issue with launch velocity to me. Usually if the launcher fires off something at less than 2 m/s that can happen.
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Post by AdmiralObvious on Apr 18, 2017 3:36:51 GMT
I've had a habit of trying to make a fleet of almost exclusively drone carriers for a long time now. Most recently I've been using a variety of different laser drones, though personally for me, nothing quite beats super high RPM cannon armed drones. One variety shooting 800mm shells, and a few other varieties shooting "conventional caliber" rounds, like a replica 20mm Hispano I made, or a 50 cal M2 machine gun.
My ships themselves are usually armed with very few high power lasers, and exceptionally accurate railguns to snipe missiles with. Including my personal favorite invention, a 20mm railgun.
Most of my ships actually use Nitrous Oxide, including the CapShips, though other NTR based ships tend to use Methane, Amonia, or more recently (modded in) Chlorine.
I tend to armor and use my CapShips as combat vessels themselves, and as a result tend to highly armor them with as much as possible to keep them in one piece. Most of the time my one weakness isn't the armor itself, but the turrets holding the railguns, since we can only do one piece armor, which I vary from Amorphous Carbon to sometimes Vanadium Chromium Steel, depending on whichever secondary weapon I use, which includes some point defense cannons. I really like graphite aerogel, and recently as a result of discovering mods as mentioned, using Aluminium Foam as a middle buffer instead (it eats flak like nothing even happened). I try to avoid using Boron, as it feels cheesy to me for some reason, can't say why...
I've also got an arbitrary, internal rule programed into me, where if a drone costs more than 1 Mc, it's not worth it. As a result, most of my drones cost on average 100 kc.
Edit: Continuing the conversation above, I specifically make it a point of ensuring all my guns/cannons can fire at once. Granted, it's pretty easy as I rarely make a weapon in need of more than 100 MW of energy.
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Post by AdmiralObvious on Apr 17, 2017 1:31:13 GMT
The gun will automatically "lead" for you in theory, I'd suggest using a single low acceleration, higher deltaV engine with about 15 degrees of gimbal, that way, assuming you use APN, or Pure navigation with a (hopefully high) damping factor, the missile/shot should at least try to orient towards the target properly.
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Post by AdmiralObvious on Apr 16, 2017 21:57:08 GMT
100 Meters simply isn't enough for some people. I for one, would not mind spinal mounting a 200m High Speed Frag Delivery Device in my assault carrier. It would be glorious. Presuming we get actual gun radiators too.
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Post by AdmiralObvious on Apr 16, 2017 20:58:16 GMT
Coilguns are limited because the game forces us to use the same size capacitor every stage. If you could vary the capsize, then coils could approach or exceed rails in efficiency. Our guns are acceleration limited; the stress on the projectile requires a minimal barrel length to prevent projectile breakup. We can hit 100km/s using a Vanadium Alloy bullet and a 50m long barrel, but to exceed 100km/s you'll need a longer barrel (currently not supported by CoADE) or a stronger bullet (pretty hard without nanomaterials like Borophene or Graphene). A lighter capacitor material might be useful as well; doping Graphene and Borophene with additives might allow it to be superior to Hafnium Oxide. Good argument to request longer barrels. 100 Meters simply isn't enough for some people.
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Post by AdmiralObvious on Apr 16, 2017 18:42:54 GMT
I'm pretty sure that the best you can get is a railgun capable of hitting 103 km/s, and that's breaking a lot of factors giving a lot of errors. I'm not sure how easy it is to get something to go any faster than that without either mods, or exceptionally high cost and mass.
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Post by AdmiralObvious on Apr 16, 2017 18:35:47 GMT
I don't have my PC available, how low DeltaV are we talking about? Mostly because if there's so little, and the rocket has too high acceleration, the AI won't know how to turn off the rocket.
Also, if your guidance is falling short of the target, I suggest using Deviated Pursuit first in the boost stage, that way the missile is already leading ahead of the target, so once you switch to APN, the missile should in theory not have to turn as much for final intercept.
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Post by AdmiralObvious on Apr 16, 2017 1:21:47 GMT
100-150k is probably extremely generous? $25 USD x 3800 owners = USD95k gross. After Steam's cut, taxes, etc, qswitched is probably taking home less than 50k. We're lucky we've got the support we've had so far. Lots of indie titles would have been abandoned already. Steams cut is 30 percent off all profit,so it's more 70k, assuming we ignore the copies sold during a sale. From the Depths was (and still is) supported, and it's been out in EA for almost 4 years now. It sells for $20, but probably sold quite a few more copies over time.
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Post by AdmiralObvious on Apr 15, 2017 7:37:01 GMT
Osmium flak is a bit expensive. Won't chaper materials works? Missiles aren't heavily armored against kinetics anyway. Osmium is objectively one of the best flak materials due to meeting the criteria of high density and hardness. Those are the traits you really want to look at when making flak. I know a bunch of people like to use Diamond for their flak payloads, some other people use different types of Steel (I personally use VCS for my flak), and rarely other people use stuff like raw Iron or Lead, though with significantly worse results for bargain basement flak rounds. Though if you're aiming to kill missiles with flak, Lead and Iron would actually work out pretty well.
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Post by AdmiralObvious on Apr 15, 2017 3:43:09 GMT
Pretty much everything works as it should... except for the fact that I can't make a Blood powered NTR without crashing the game...
I made one out of chocolate though!
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Post by AdmiralObvious on Apr 15, 2017 3:09:27 GMT
Here's the railguns I was referring to. Sensible size, reasonably low cost. 157 kc and 7 tons. If you want something that hits harder, more accurately, as a spinal mount, there's this. Much more pricy, and basically needs a gigawatt if you want this on a turret to turn reasonably fast. 433 tons, and 18 Mc, probably not something you'd use in the campaign, but it definitely works. Apparently my 700 km railgun became errored after reloading the game...
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Post by AdmiralObvious on Apr 14, 2017 17:24:54 GMT
I'm not at home at the moment, but I distinctly remember making a comparatively large railgun (8mm, 4 grams) capable of hitting a target out into the 400km range yesterday.
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