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Post by gedzilla on Mar 9, 2017 17:00:00 GMT
but not your suppliers or economists That what commissars are for. but at the end of the day, you still do have a budget and a limit on what you can have imported
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Post by gedzilla on Mar 9, 2017 16:43:23 GMT
3.4 meters total of spacing is a hell of a lot I'm sure it makes the crew feel safer. but not your suppliers or economists
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Post by gedzilla on Mar 9, 2017 16:24:44 GMT
3.4 meters total of spacing is a hell of a lot
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Post by gedzilla on Mar 9, 2017 15:34:24 GMT
Yep. Some tests showed Graphogel is basically a superior Vacuum for stuffing whipple shields. My problem with whipples of any kind is the cross section and aspect increase; adding a few meters of spaced armor on a conical design can double the cross section and make the difference between outranging the opponent and getting outranged yourself. Who adds a few Meters ? my usual wipple shield distance is like 40cm
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Post by gedzilla on Mar 9, 2017 15:32:51 GMT
Isnt there a 41km/s+ gun that was 150t ? Yep, that was in my original post, but here it is again: post the picture with the specs ?
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Post by gedzilla on Mar 9, 2017 8:47:28 GMT
Why is the second layer of armor set so far away from the first ? That's gotta be like a 5m gap !? The second layer of armor is over 9 m thick. Only the outside surface is rendered. Holy crap! What is it ? Why so thick ?
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Post by gedzilla on Mar 9, 2017 7:18:16 GMT
Enderminion Yeah, I am planning on revisiting large missiles again. Micromissiles are great in principle, but if the game won't run, it's kind of pointless. Durandal Thanks! Yeah, you bring up a good point. I do like to keep my ship roles fairly separated, just because it makes keeping track of designs easier (and means fewer module dependencies if I want to edit/delete a module). That said, I have a nice 15MW laser to add to my gunships, and might put some gun drones on my laserstar. I like keeping my missile ships lightweight and only armed with missiles, however. Their tactics are basically spam missiles and run, and if they are engaged directly they've already failed. And as far as I can tell, LCP fiber is just a cheaper, less-effective version of Aramid fiber. I'm mainly using it as an anti-spall liner, except on the Macbeth where it's basically decorative. concretedonkey Thank you! Yeah, I tried reinforced carbon-carbon on a whim, but I'm pleased with the results. As requested, here are the Liberty Gun and the PDC The Liberty Gun was designed for the Liberty Assault Cutter challenge, and weirdly enough it is my only coilgun design not to be completely broken by the patch. It's rate of fire is horrible, but I'm pretty pleased with its accuracy and exit velocity. The PDC is less useful as a CIWS gun than a fast-firing railgun would be, but it's light, dirt cheap, and reminds me of the PDCs on the Expanse. I tend to add these to use up leftover crew slots. Isnt there a 41km/s+ gun that was 150t ?
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Post by gedzilla on Mar 9, 2017 6:09:35 GMT
a small fixed laser on the nose fixes that problem, mostly. if an AI uses it set the range lowish but longer then other guns, if you are using set it to a Mm and disable it outside of combat That makes the nose at least as wide as twice the armor thickness, though, which throws away most of your armor sloping with thick armor. View AttachmentView AttachmentWhy is the second layer of armor set so far away from the first ? That's gotta be like a 5m gap !?
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Post by gedzilla on Mar 8, 2017 20:27:21 GMT
Argopeilacos , The Astronomer , have you encountered that problem that much ? I haven't atleast with ships of that size, I'm usually loosing riddled with holes or irradiated or blown to pieces . So I agree with this design this is a problem but there are no ideal layouts and a compromise must be made somewhere. Smaller ships will not have redundancy , that many weapons or that many radiators so it might be possible to solve the problem in a proper way there , I'll see when I get there. But you are generally right, this layout is vulnerable to this. I feel like this is really only a problem on the longer (120m+) ships, but watev, I try to have my crew modules in the center anyway
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Post by gedzilla on Mar 8, 2017 16:09:24 GMT
I haven't messed with payloads in a while beyond a game crashing 10mm sabot I made the other night. Does flak require a control unit? I recall some confusion about this in a mother thread. Has anyone had any luck with gyrogets, preferably micro-sized? Also, this being an 84 page design thread, what is the "best" sub-1GW 1Mm laser out there? Is the standardization thread still up to date? *edit* Sorry for the questions and lack of contribution, I've not been that active for a while. I've been waiting on this most recent update. If you want good lasers check the Request for Lasers thread
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Post by gedzilla on Mar 8, 2017 12:10:57 GMT
Who again ?
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Post by gedzilla on Mar 8, 2017 8:54:26 GMT
The company stuff was also nice since their was a comprehensive list in the beginning of the thread with each company and its description
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Post by gedzilla on Mar 8, 2017 8:52:35 GMT
I think you should continue it, but maybe avoid all politics and ship movements, cuase that gets complicated fast (and hard to follow) I suppose, wars are result of political conflicts? The entire storyline would not make sense if there's nothing behind it. Or if you really want no politics, Project Prosperous would be a module collection pack. I'd like to do it that way, it's way easier. Maybe not all politics, just have it in far broader strokes. Before it was like: Team A: I have 3 agents in orbit around jupiter in a hydrogen steamer Team B: I have a genetically engineered spy in place to disable the Eroupa mass driver Team C: once the mass driver is down the agents should divert the ship and ram it into the enemy production center The nitty gritty details got complicated fast, with all the alliances and exact ship movements and ships and stuff. So just do the politics in an easier to follow, broader sense
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Post by gedzilla on Mar 8, 2017 7:40:29 GMT
I think you should continue it, but maybe avoid all politics and ship movements, cuase that gets complicated fast (and hard to follow)
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Post by gedzilla on Mar 7, 2017 20:52:23 GMT
Yes at one point I'll probably go back and rearm the already done ships with the new weapons as they become available. I'll also need to reorganize the thread too... . Edit : Thing is that the gunship has a 100MW laser and its working quite well in that role, but I can swap the horrendous 400kw small lasers with some of the new guns... they are way more effective. Maybe the gunship's 400kw small lasers are supposed to be counterlasers ? Current meta has proven small cheap counterlasers to work
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