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Post by AdmiralObvious on Mar 10, 2017 17:41:00 GMT
The crew is the bottleneck. Minimise the number of different systems. Use one engine, minimal weapon count (eg. one unturreted weapon and one launcher), one or two radiators per module, one propellant tank, etc. Also use RTG and avoid nuclear engines since reactors require crews. 40 is the lower limit for crew I usually run into with ships I consider feasible and not just a tech demo, but you might be able to crew a combat ship for as little as 30. I was able to make a crewed ship work with, I believe it was 25 crew, due to the fact that it only had a single forward facing conventional gun (a really big conventional gun, 2m) and a few nukes with a single launcher system. The rest was a Methane Oxygen conventional rocket, and just enough power using a custom RTG to just barely power everything. It was pretty DeltaV poor, but it could accelerate fairly quickly.
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Post by AdmiralObvious on Mar 10, 2017 5:00:26 GMT
Technically, a higher thermal conductivity would mean that the heat disperses over the surface area slightly quicker.
My rudimentary understanding of how that works says that even though the point of impact might melt, it disperses and reduces the temperature faster for anything not being directly hit by the lasing.
Depending on how thick the layer you have, it could lead to something more resistant to a total melt through than something with less thermal conductivity.
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Post by AdmiralObvious on Mar 10, 2017 2:42:54 GMT
whys it called 12.7x7.2 when its a 34mm cannon teeth It was the name of the thing I duplicated to make that, and I didn't bother to rename it. I sort of thought as much.
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Post by AdmiralObvious on Mar 10, 2017 2:39:18 GMT
I'm slightly curious about that naming convention too.
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Post by AdmiralObvious on Mar 9, 2017 1:00:37 GMT
Flak doesn't really need a RC, though for some reason on some payloads, they won't fuse themselves correctly, like if you want the shot to burst before contact with the target.
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Post by AdmiralObvious on Mar 9, 2017 0:06:48 GMT
Wow. Shot with coilgun? What velocity? Nah, conventional gun. The first shot was the only one able to do this, the other 30 attempts now don't do this. As I said, they just bounce. I think it more had to do with the steel casing hitting the armor than the actual flare the first time.
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Post by AdmiralObvious on Mar 8, 2017 21:35:11 GMT
I've tried this previously. It didn't do that much. It just made a tiny hole the size of the flare. I think I was using the stock 100MW flare at the time. It bounced off the fuel tank of the target I built I think, but not before penetrating the aluminum layer. I don't have the old design as I deleted it after the last patch. Edit: I just tested it. It doesn't seem to do much besides penetrate the outer layer of armor. This one was the big 300 MW flare being shot at the Beamcraft at about 700 m/s. P.S. The beamcraft killed my ship by blowing up the flare storage. Edit 2: After testing it twice more, the flares simply bounced off the aluminum armor layering.
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Post by AdmiralObvious on Mar 8, 2017 8:23:39 GMT
Was this a kill from hitting up the tail? Because I've done similar with Polyethylene flak shells and killed a Corsair in largely the same way. (I've had a recent habit of trying to make the most useless of all possible weapons and testing them against the stock ships. In this case, I was shooting for a 5M gun capable of firing off rubber as a "discouragement gun" similar to the shotgun, but in space. Something to knock them off course, but not penetrate, hopefully. Penetration would've been acceptable though.) 99.99994% Rubber. Seriously? I forgot to put the word "pure" in the title.
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Post by AdmiralObvious on Mar 8, 2017 6:20:01 GMT
I mean, even the radiation shield would have to be encased in something that's not rubber... So I guess I'm kind of happy I found such an obscure bug I guess. Science isn't about why, but why not, right? You don't have to armor payloads. And even if you have to you could armor it with more rubber. I'm more referring specifically to the Sabot that's required in the gun in order for the slug to be shot. You can't do it with straight rubber apparently (and slightly supprisingly not due to heat melting the projectile/sabot). Edit: To be honest, a rubber payload of any description completely slipped my mind at the time.
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Post by AdmiralObvious on Mar 8, 2017 6:13:13 GMT
I mean, even the radiation shield would have to be encased in something that's not rubber... So I guess I'm kind of happy I found such an obscure bug I guess.
Science isn't about why, but why not, right?
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Post by AdmiralObvious on Mar 8, 2017 6:05:42 GMT
I like the effort, but technically a payload isn't shooting pure rubber. If the thing didn't have the explosive core, you would've won.
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Post by AdmiralObvious on Mar 8, 2017 4:20:13 GMT
The only rules I have is that it must shoot the shot faster than 500m/s, and that it can't waste propellant. I'm genuinely curious to know if this is even possible. I accidentally wasted an entire 3 hours trying to make one that fit the criteria with no success yet. Apparently guns shooting rubber ALWAYS waste propellant so far, so maybe a bug?
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Post by AdmiralObvious on Mar 8, 2017 2:46:23 GMT
I'm probably late, but I just found someone beating the currently biggest listed nuke in the chart, coming in at 10.1 Megatons. I'd format it like the chart shows, but that's a pain to do on a cell phone, so I'll provide a link instead.
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Post by AdmiralObvious on Mar 4, 2017 19:40:09 GMT
Hmmm i think something be broken here because i'm sure a Alu coil should be going ka-boof when that fires... And now that i look its only having a heat jump of Nine kelvin... Aluminum is extremely good at dissipating heat assuming you don't melt it. Especially with the quantity of "extra" aluminum you've surrounded the coils with.
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Post by AdmiralObvious on Mar 4, 2017 3:15:36 GMT
You could add a second or so stage. It should at least increase velocity by a quarter, assuming you don't break the barrel. Though that can be mitigated with barrel armor. As I've seen coilguns go, extra stages are almost detrimental It depends on the capacitance. If they keep full accelerating charge along the coil, abother stage is usually pointless for the weight. If you make a "staggered" acceleration coilgun, usually multi capacitor setups can make end velocity significantly higher, in my experience limited to just the barrel deflection.
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