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Post by deltav on Jan 18, 2017 20:25:38 GMT
Flares don't seem to launch at drones, which may explain what's happening to you. Thanks but that's not what I mean. Just want the ships I've created with Decoy launchers, to shoot off their Decoys when missiles come in the area just like the stock designs do. So far no matter what I seem to do, my user created ships will not automatically launch decoys in response to missiles when controlled by A.I. the way stock designs do. Hope this is more clear.
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Post by deltav on Jan 17, 2017 8:24:15 GMT
Made a bunch of user ship designs that included Decoys, but in wargames with them they do not use the decoys ingame. Anyone else have this problem? Anyone know how to fix it?
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Post by deltav on Jan 15, 2017 18:32:51 GMT
Well, I just went ahead on improving my hypervelocity conventional cannon. It is much lighter and cost effective now. By decreasing the propellant weight by an order of magnitude. I have no idea how, but I guess this is what they meant by wafflecannon now. Great, I now have to improve all my conventional cannon after realising that increasing the radius of the projectile probably helps a lot in increasing the velocity of the projectile. HYPERVELOCITY CANNON FOR EVERYONE!!! Also one small odd problem with this hypervelocity cannon. It's too damn accurate. It's literally so accurate, I can't use it to snipe radiator because it always aiming at the attachment point of the radiator instead of hitting the radiator itself. This is awesome!
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Post by deltav on Jan 15, 2017 12:23:32 GMT
This is great! Thanks. Can you show a zoom in on the intensity output chart so we can see how much it deals at 1m, 10m, 100m and 1000m please? Sure thing This is exactly what I've been looking for. How do I find out how much energy is needed to run it?
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Post by deltav on Jan 15, 2017 11:11:09 GMT
I've actually shaved it down to 12.0 kc since I just took another look at it and realized my turbo pump was wrong *yay* This is great! Thanks. Can you show a zoom in on the intensity output chart so we can see how much it deals at 1m, 10m, 100m and 1000m please?
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Post by deltav on Jan 15, 2017 11:07:20 GMT
Yeah this was my thought exactly! Am I the only one who used to read those Honorverse books? Laser pumped missiles baby! Heh, I was actually talking about the means of producing the photons you are capturing and aligning. Currently the game only simulates arc lamps, which a really good and practical, but I want more power. Back in the 70s we did research on nuclear pumped lasers to focus photons (gamma and x-rays mainly) generated from nuclear detonations into a laser. Imagine being able to beam a nuclear detonation directly onto a ship without the messy wasteful AoE detonation *drool* I think we are talking about the same thing. In the Honor Harrington books they had these Missiles that had Nuclear warheads that directed their energy into a powerful laser when they exploded instead of in all directions. Come to find out it is a real life thing. www.kerberos-productions.com/forums/viewtopic.php?f=15&t=13655
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Post by deltav on Jan 15, 2017 10:40:58 GMT
...and they aren't kidding. This is probably the record for being the most active thread on this forum. Posts are few minutes, and sometime even one minute apart. Yeah I originally had a nice reply post that had a bunch of stuff about laser physics and then accidentally hit back on my browser and the thread was up to 3 pages with most of what I wanted to say already covered lol. One side tangent thing I was going to mention was I wish there were nuclear pumped lasers in the game instead of just arc lamps or other forms of light pumping like flash tubes maybe (though those were probably not out preform arc lamps, nukes sure would though). Yeah this was my thought exactly! Am I the only one who used to read those Honorverse books? Laser pumped missiles baby!
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Post by deltav on Jan 15, 2017 10:39:27 GMT
Anyone know how to figure out the fire rate of cannons, coilguns and railguns in game? For rate of fire just look at the reload time on each weapon. Laser damage is just laser intensity at range, and 1 joule=1 watt, so the stock 18.0 mw YAG green laser puts out 24.1kw/m2=24100 joules per every two metres of surface area hit (i think per second im pretty sure). If i get any of this wrong feel free to correct me it's like 5 am here. Thanks about the laser stuff, have to check into that. Looks good. By the way I found a Mw/m^2 to joule converter baby! I think you have it right, and I'll see what the converter says too. www.endmemo.com/sconvert/w_m2j_sm2.phpBut as far as the gun stuff I need way more detail please. Under each gun there is a "cooldown time" and a "reload time". Do you just add them together and then divide by seconds in a minute to get rounds per minute? Exactly how to you take those numbers and make it into a accurate ingame rounds per minute? Please show me how to convert that data into a "rounds per minute" or "joules of energy per minute". Please pick a stock weapon and do it step by step. Thanks.
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Post by deltav on Jan 15, 2017 9:49:42 GMT
I made this thread to try to add something to the board. I'm not here to make anyone upset. I was hoping my questions and threads/posts would be welcome. The more people we get playing COADE and on this board the better right? Hard Scifi has a pretty small fanbase. We should welcome new members who have questions, not attack or insult them. Please check out my other thread and comment and vote. childrenofadeadearth.boards.net/thread/710/stock-ships-headPlease pics and video, there is no way to verify simple text or to learn how to replicate the results. Thanks to everyone who took the time to participate on this thread. This thread is about guns and it was a mistake to add lasers to it, so later I'll try to make a separate thread of lasers vs guns. Thanks for everyone who welcomed me to this thread by really getting into the discussion. It is cool man, we can be vicious sometimes, and I hope we didn't give you a too bad of a feeling, but that is just because we have spent so much time asking and answering the same questions already that it looks obvious to us and some people can get frustrated when something looks obvious to them and they have to explain it. I am sure you can relate to that in some way. I personally like to stick to the math and keep my own opinions out of things as much as possible since it is really hard to get mad at math and not sound crazy. I hope you stick around it is good to have people to talk with. This was the most active the forums have been in a while and brought up some good debates. I was actually surprised to see some of the results on these polls and hope to see more. Thanks my friend. I know we are just getting to know each other, but I hope we can call each other that. I'll work on trying to be more precise on just what I am asking. I'll try to be more precise with my posts so I cut right to the point of what exactly I am looking for. I think what I was looking for was not quite what I was getting and that's why I kept posting what must have sounded like the same question repeatedly. I'll learn from this experience.
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Post by deltav on Jan 15, 2017 9:46:42 GMT
Also anyone know who to calculate damage given by lasers at different ranges in joules/ ftlbs of energy ingame?
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Post by deltav on Jan 15, 2017 9:44:23 GMT
Anyone know how to figure out the fire rate of cannons, coilguns and railguns in game?
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Post by deltav on Jan 15, 2017 9:39:04 GMT
Please post pics and or video which graphs if you can showing the mass, cost and power output at different ranges of these more efficient designs. Also even better if you have simulations vs stock ships like the Fleet Carrier or the Gunship showing the effectiveness vs these craft at reasonable cost. Thanks a ton. Fine I'll bite, one the left is the default green YAG stock Laser, on the right is one of my own designs for a UV model. As you can clearly see it's lighter, cheaper, has better intensity over all, it is a little hotter and needs a bit more power but the leap is nothing considering i get like a 1000% increase in damage per watt. Not to mention mine having a range of at least a Mm vs the like what 20km of the default? This is great, please more like this. Thanks a ton.
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Post by deltav on Jan 15, 2017 9:29:52 GMT
I made this thread to try to add something to the board. I'm not here to make anyone upset. I was hoping my questions and threads/posts would be welcome. The more people we get playing COADE and on this board the better right? Hard Scifi has a pretty small fanbase. We should welcome new members who have questions, not attack or insult them. Please check out my other thread and comment and vote. childrenofadeadearth.boards.net/thread/710/stock-ships-headPlease pics and video, there is no way to verify simple text or to learn how to replicate the results. Thanks to everyone who took the time to participate on this thread. This thread is about guns and it was a mistake to add lasers to it, so later I'll try to make a separate thread of lasers vs guns. Thanks for everyone who welcomed me to this thread by really getting into the discussion.
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Post by deltav on Jan 15, 2017 8:48:04 GMT
What you're missing is that for all ranges practical in the game, we can brute-force the problem by throwing more energy at higher frequencies at the problem. newageofpower gave a good summary of why KE guns suffer at longer ranges. In the case of lasers, the major limitation is power and the assumptions behind CoaDE of no hangups about nuclear power (nothing like what killed Project Orion for instance), all the fissiles in the solar system available (so practically abundant), and simplifications about the handling of radiation, reactor service life, and thermocouples mean we can throw a lot of power into our lasers. Electromagnetic launchers suffer from severe overheating and pressure issues if you try to just scale up their power but lasers scale far better, so the solution to all laser problems in the game is to throw more of those cheap, cheap gigawatts at them. TL;DR of this page: power is cheap in CoaDE, when power is cheap lasers win. Since this is about space warfare, more power means more reactors and more radiators which equals larger targets for the enemy to shoot at, and less delta-v. Also, cost is a factor in game. Yes we have unlimited budgets to play around with, but cost is included in the game for reason. Cost = resources. The whole point is to find the highest lethality for the least cost, and for that lasers (if the laser station is any indication), are not it. What do you think?
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Post by deltav on Jan 15, 2017 8:31:04 GMT
Also, I tested out to see how far I can push conventional cannon before practicality pushed back. For a simple conventional cannon with projectile speed of around 1.8 kmps, you need a one to one ratio of explosive propellant and projectile. But for an overengineered hypervelocity round at 3.2 kmps, you need.... 15 to 1 ratio of explosive propellant and projectile. I only tested it by making a 1 gram conventional cannon so far but really, that's the limit of conventional cannon. I really hope we can have ETC (Electrothermal-Chemical) gun so we can achieve a higher ballistic efficiency. Bet someone will make a mod eventually.
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