ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Aug 21, 2017 3:29:12 GMT
In atmosphere RADAR may be better, but LIDAR would be superior in space due to its shorter wavelength
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 27, 2017 15:44:06 GMT
tactical view, a lot of dV, a hell of a lot of thrust
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 27, 2017 15:04:53 GMT
For when you really need something dead. Paid for by taxes gee I wonder what happens if a laser or semi-sandblaster tracks across its surface? The actual missile I have on my side has thick aramid fiber frontal armour, and the engines survive long enough to get in range. Outruns many point defence weapons, but 1GT of nukes already does decent damage at 1Mm range, it's just that 100km away is more preferable My alternate, more sane one has 1 engine with 6.5gs of thrust, 18km/s dV And then there's this...
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 27, 2017 3:36:14 GMT
For when you really need something dead. Paid for by taxes
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 16, 2017 13:38:54 GMT
If I had time to re-render it I would probably launch missiles out of there, in addition to the spinal mounted guns, and maybe the ring shaped fuel tanks inside to fit all this, Hard AP tip to act as a KKV once ammo is out Imagine a innocent, harmless looking ship, and then all the guns and missiles The ultimate Q-ship
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 16, 2017 13:27:54 GMT
Idea: Expected result: I forgot to add a spinal mounted gun... Eh close enough.
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 16, 2017 11:57:50 GMT
Rocket Witch Matter Mages of a Dead EarthThe game will contain all existing materials, alloys and compounds,customizable alloy composition, simulated work hardening, heat treatment from hardning to normalization etc. , creep and fatigue, material defec ts and so on i.e. A Material scientists wet dream Final build will contain and simulate the full range of chemical reactions and solid state physics
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 4, 2017 4:04:21 GMT
Then check for spaces before text(use tab instead,spaces crashes it but that happens during load, remove non ASCII characters, try something other than gold like silicon.post crash log too
Cant test atm im not on my PC
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 4, 2017 1:05:56 GMT
Remove that extra 1.
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on May 3, 2017 3:11:36 GMT
I'm still not supporting making material strength dependent on temperature. For one, it make making new module from abeit difficult to literally a fucking engineering task. It's gonna drive a lot of new player away just from how awfully hard it would be, exponentially so than the current system. Well considering CoaDE is going for realism I don't see why it's an issue. The barrier of entry for your average gamer is already moderately high so raising it a bit isnt going to do much. Material strength dependant on temperature would just be yet another error message to worry about for us anyway not unlike beam deflection stress etc., and means that more reason to use red-hard materials or different materials for different goals instead of a one module/material fits all roles
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Apr 13, 2017 15:22:03 GMT
The problem is not the gun, the problem is with the targeting algorithm, besides I've got enough ammo to last a whole campaign, very accurate guns with very fast turrets
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Apr 13, 2017 15:10:08 GMT
Better AI targeting would reallllly go a long way to dealing with how powerful missiles are ATM. Optimized AI targetting would improve a *lot* of things. You have no idea how I feel when my dedicated high accuracy and RoF CIWS guns just shoot 1 target at a time... I'm like I HAVE 100 GUNS ON A SINGLE SHIP ALL OF THEM RIDICULOUSLY OP HIGH ROF and they're like NOPE I'm going to take my time and miss a single target because I can't compensate for like just 0.1 degree
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Apr 13, 2017 15:02:49 GMT
That seems like a lot of propellant consumption. A lot. How did you manage ballooned size problem? dV and Thrust don't get along. Not really, a 1 KT tank is enough for 7Km/s and 10Gs of acceleration. The exhaust velocity for the NTR is 8.10km/s with a TWR of 246Gs but are quite expensive and there's probably a better one by someone else.
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Apr 13, 2017 12:53:19 GMT
Fleet Composition - Subcapital: - Metalstorm Frigate MkII -- 1+
- Counterlaser ship -- 2
- Railgun sniper ship -- 1
Propellents Consumed: Ammunition Requirements: - 25mm Osmium slugs
- Standard 1g MMG pellets
Doctrine: Based on the idea of naval tactics on earth, the fleet is designed to hit hard, hit fast and disable the opposing ships before they get a chance to fire. The fleet is designed for medium to short range operation, but is capable of long range operations in special conditions. All ships have high Delta-V of at least 7+ Km/s with high acceleration (5G+). The counterlaser ships disable opposing ships' lasers and unarmored components from a distance, followed by the railgun sniper disabling long ranged weapons. Once long range weapons have been disabled, the Metalstorm frigates burn toward the target and fires it's array of guns broadside, with a 99% killrate if in range. Missiles are intercepted with the counterlasers unless they are disabled, in which the fleet expends fuel to outmanoeuvre the missiles instead. If the Metalstorm frigates are the the only surviving ships, the captains may choose to expend all fuel for a suicide run against the opposing ships.
In the event of a high-value target, a long range strategic missile may be launched from a missile silo armed with a 10.3MT Cassaba Howitzer to destroy the target.
Logistical Demands: The initial costs of the ships are low due to availability of materials required. However, maintenance may be of high expense due to the manpower required to inspect the array of 100 guns on the Metalstorm frigate and ammunition is required in very high amounts to compensate for the extreme rate of fire of the ships. The strategic missile silo has to be escorted with ships as it does not have any defensive weapons barring a point defence gun
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Apr 12, 2017 14:11:15 GMT
"Triple Action Thunder" Breach-loaded .50 BMG pistol ... What?
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