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Post by AdmiralObvious on Apr 13, 2017 22:38:21 GMT
Right now, I'm just trying to get the liquids in the first part of the post would work, and as a result I put them under liquids. "Unsymmetrical Dimethylhydrazine" Likes to break the game when I try and add it though under liquids. Put these parts in Fluids.txtMaterial Dinitrogen Tetroxide Material Monomethylhydrazine Material Unsymmetrical Dimethylhydrazine Put these parts in ChemicalReactions.txtChemicalReaction NTO Hydrazine ChemicalReaction NTO MMH ChemicalReaction NTO UDMH It all worked, after an extended period of messing around, i've got everything plugged into where it should be. Now I just hope I can experiment with these before the thunderstorm knocks out the power again.
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Post by AdmiralObvious on Apr 13, 2017 4:21:46 GMT
I recommend having specialized files for the sake of organization. Right now, I'm just trying to get the liquids in the first part of the post would work, and as a result I put them under liquids. "Unsymmetrical Dimethylhydrazine" Likes to break the game when I try and add it though under liquids.
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Post by AdmiralObvious on Apr 13, 2017 3:11:13 GMT
appdata -> roaming -> CDE -> Mods -> Data -> Materials -> Materials Folder .txt is not working for me. It should just be Data->Materials->Apply File. File should be named Materials.txt. Edit: That would be too easy though... Edit: After crashing the game several times, I got Caesium to work. I had to put it under coolants, like this. C:\Users\(Thing)\AppData\Roaming\CDE\Mods\Data\Materials\Liquids.txt
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Post by AdmiralObvious on Apr 11, 2017 1:10:44 GMT
It's generally at this point considered to be a "best practices" sort of thing to have the nose of the missile pointed in some way or another. Granted you've got the smallest surface area to target on the front, sloping increases survival of missiles by somewhere into the +50% range when hit head on, and as Enderminion said, it significantly helps against lasing damage. Making a solid frontal buffer, while a good idea usually pails in comparison to an equally thick piece of sloped armor. Remember, you don't have to armor the entire missile with the spot of armor on the front, if you wanted, you could limit the armor to the front nose piece, and in most cases get more efficient armor for weight versus a flat bulkhead. Basically, you can make it use less mass for the same amount of effective armor.
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Post by AdmiralObvious on Apr 10, 2017 21:23:59 GMT
my school computer does not have CDE (we are not allowed to install ANYTHING) Nonsense! You clearly haven't been trying hard enough. Pretty much everything the game has can be run off a flash drive, presuming you don't run the steam version (if that's even possible, I play via steam). Back when I was in high school, I sort of wound up "dueling" the systems administrator at school by running a Minecraft server through the school Internet, with its glorious 1 GB/s download rate and 5 GB/s upload rate. He/she kept finding it and shutting it down, and me and some of my friends found a different system to host it on. Till they eventually disabled Javascript completely on the systems. We had that server running for 6 years (this school combined middle and high school). (I've not even mentioned the funny synchronization error the server kept having for a year cuz my friend tried to DL GTA 3 onto one of the systems.)
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Post by AdmiralObvious on Apr 10, 2017 18:57:57 GMT
Of course... Steam hosting isn't an option for me, any attempt to enter my online profile takes 10 minutes at least to get from one tab to another. I'd rather not use Deviant Art or Google Drive either. Do you have any other suggestions? Post the codes?
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Post by AdmiralObvious on Apr 10, 2017 18:25:36 GMT
energy it uses when not shooting AdmiralObvious, not balloons sticking to your hair I figured that. I thought pretty much every weapon in the game used 0 energy when "idle"? Therefore my question of relavence.
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Post by AdmiralObvious on Apr 10, 2017 18:05:33 GMT
What I'm more interested in if we get these metrics, is the effectiveness of specific, namely kinetic weapons against different types of armor. You might be covering this under impulse, but one thing I've always wanted to figure out is how well will a weapon perform assuming a 100% chance to hit the mark it was aiming for. If the shot doesn't penetrate, will it cause spall? If it does penetrate, does it vaporize or penetrate fully, or something in between?
I am very much interested in what you got planned here however, and am as much at a loss as you in figuring out numbers to show for a project like this.
Also, isn't static energy irrelevant?
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Post by AdmiralObvious on Apr 10, 2017 17:45:31 GMT
Is it the site, or the images that are blocked? If you can access it, I put them all in one album: imgur.com/a/snC4OIt's most likely the site, depends on where people are. Schools for example usually block Imigur. I tend to upload my screens to Steam, then copy the link from their seperate image hosting service.
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Post by AdmiralObvious on Apr 8, 2017 23:18:20 GMT
Here's the drone/missile/thing. One radiator used as the "spearhead" the other 2 radiators to keep the 0 output reactor from melting down. 80 Missiles later, and all I got was a partially irritated radiator, and a few cargo compartments on the stock cargo station. This is spectacularly useless, but fairly cheap.
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Post by AdmiralObvious on Apr 8, 2017 22:31:25 GMT
Anyway, I tried it out today on a missile keeping the size of a typical stinger drone, with the Octogen coated radiators, and a notably useless and cheap RTG. The radiators DO explode when they impact something or get shot at, but when they actually make contact with a seperate target, and detonate, they as far as I saw, do absolutely nothing to the thing being hit. Maybe a bug... Granted my test target was a station with a fairly thick layer of Vanadium Chromium Steel.
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Post by AdmiralObvious on Apr 8, 2017 1:15:19 GMT
I'm just curious as to why it's an option to coat radiators with a thin layer of high explosive. As well if it has any effect on anything. If it does explode, I suppose it could be helpful for suicide drones.
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Post by AdmiralObvious on Apr 6, 2017 16:14:31 GMT
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Post by AdmiralObvious on Apr 5, 2017 23:14:20 GMT
I assume this reply coincides with the new patch we just got?
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Post by AdmiralObvious on Apr 5, 2017 6:25:15 GMT
When we're talking about missiles, I think the cross section accuracy formulas are taken into account, regardless of range on weapons, so for example a railgun might be able to shoot cap ships at 100 km, but only able to hit a drone or missile at 5 km due to a "bendy" gun.
It's entirely possible lasers work this way too, so instead of a laser trying to kill a drone with 5 watts of power, the game will probably only actually simulate combat when the lasers can do meaningful damage. Such as in the Kw range, or MW range.
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