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Post by jtyotjotjipaefvj on Aug 9, 2018 10:49:43 GMT
The obvious downside to this is that all your propellant is going to fly out after the first hit. I don't think it would be worth it even with segmented tanks to limit propellant loss. If you can't afford to get hit at all, why even take armor in the first place?
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Post by jtyotjotjipaefvj on Aug 9, 2018 10:44:14 GMT
Diamond is a poor anti-laser armor due to its high heat conductivity and transparency. PE is the best you can do in vanilla where ablation cap decides laser performance. With the cap modded out, a-carbon is most effective at absorbing heat.
Heat conduction or armor cooling down is not modeled, so thinking about them isn't helpful.
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Post by jtyotjotjipaefvj on Aug 7, 2018 13:04:40 GMT
You can do minor changes like removing the laser ablation cap with hex editing the game exe directly, but anything bigger than changing single lines is not feasible
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Post by jtyotjotjipaefvj on Aug 3, 2018 1:04:40 GMT
The light gauss rifle fired around 116 rounds per turn, right?
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Post by jtyotjotjipaefvj on Aug 2, 2018 13:30:51 GMT
Noticed this as well with a wide variety of different flak designs.
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Post by jtyotjotjipaefvj on Aug 1, 2018 21:53:31 GMT
If you don't mind my asking, what is the benefit of hexagonal armor versus going with the standard cylindrical? I could see some benefit to be gained from sloped armor, but I've always thought the Delta-V tradeoff wasn't worth it it looks cool
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Post by jtyotjotjipaefvj on Jul 31, 2018 17:21:40 GMT
That's a pretty severe exploit. If I used 10x 100GW MPDs on a ship with only 1x 100 GW Reactor and Radiator mass... yeah. You're not thinking big enough. My ship has 15 TW worth of MPDs running on 100 GW power.
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Post by jtyotjotjipaefvj on Jul 31, 2018 11:29:24 GMT
I improved the previous record a little with a ship that's totally stock and only uses a small exploit* completely legit. It has high enough acceleration, so the only limit is the amount of dv you can cram into the cost and mass limits of the mission, and I think this ship is pretty high up there. Ship design: Record: Trajectory: *The exploit used is the fact that you can power multiple MPDs with just a single thruster's worth of reactors in the orbit view.
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Post by jtyotjotjipaefvj on Jul 30, 2018 12:11:42 GMT
The point is that there's never a reason to add dead mass to a spaceship. If you don't want to go as fast, you lift your foot off the gas pedal once you hit desired speed.
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Post by jtyotjotjipaefvj on Jul 30, 2018 9:30:36 GMT
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Post by jtyotjotjipaefvj on Jul 29, 2018 12:13:40 GMT
I would post pictures, but my game is currently refusing to save any ships I make uncorrupted... Square brackets in mod module names seem to cause issues. I fixed the AE modules by copying them into userdesigns.txt, but I think you can also rename the mod modules with some tag that doesn't contain brackets and fix them.
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Post by jtyotjotjipaefvj on Jul 23, 2018 15:08:57 GMT
jtyotjotjipaefvj, how do you make a frag munition that dense? May I see the design? It's a fairly standard blast launcher cluster munition. The new ship design features that allow multiple front-facing launchers allow the central cone to be as dense as it is. Apart from that, I just have 80 single-shot launchers facing forward, which launch the dense central cone, and 85 launchers facing sideways, which creates the large ring of shrapnel. Using a large number of single-shot launchers means that the distribution stays dense - with multishot launchers there would be tens of meters of space between projectiles. The only downside with this design is that it's very picky about timing, meaning that the blast launcher engagement range needs to be very close to 10% of projectile velocity for it to work. If you do a fast intercept with projectiles that are not designed for it, you just get solid slug action as the blast launchers won't have time to fire before the canister impacts the target. Here's a close-up of the round. Side-facing launchers are further to the rear and clearly separate, the ambiguous blob of launchers to the front are all front-facing. Here's what the submunition pattern looks like just after firing. The canister itself disappears for some reason, but that doesn't matter too much with the amount of shrapnel we get. The launched explosives are all on an impact fuse which seems to mean that they explode just before contact. The central cone is also so tight that it goes off as soon as it's fired, as the submunitions start colliding with each other. here's an export of the test ship, stockified for more compatibility: Frog With a Cigar.txt (4.88 KB)
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Post by jtyotjotjipaefvj on Jul 23, 2018 2:23:09 GMT
I refined my cluster munitions further, creating a dual-purpose round that has a narrow cone for penetrating armor and a wide spread ring of shrapnel for destroying radiators with the same round. I ended up with a 50 c, 4.5 kg round that can punch through a gunship in one shot, making it quite cheap as well as aesthetic. Below are some combat test screenshots from a salvo of 12 rounds hitting a gunship. Submunitions detonating: Shrapnel hitting the gunship: Exiting shrapnel visible through the generously sized hole created by the salvo:
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Post by jtyotjotjipaefvj on Jul 15, 2018 17:06:57 GMT
I made two new drones today: a cheap laser drone suitable for attacking light capitals or drones, and a 60mm cannon spam drone that can kill pretty much anything. The laser drone uses a genius design in order to stay cheap: spamming hundreds of the tiny 1-mm thick radiators. They're by far the lightest and cheapest radiator, meaning you can cut off around 80% of the mass compared to using the usual fat stock radiators. And on a drone having lots of components is no issue since you won't need legions of janitors sweeping the radiators clean or whatever it is they usually do. Design and export: Centipede Laser Drone.txt (6.93 KB) The 60mm drone has decent dv, highly durable armor and most importantly lots of guns on a cheap platform. 20 of these can easily take down a gunship without taking too much losses, and thanks to the armor layout they seem to be immune to most stock weapons too. Design and export: Stub Cannon Drone.txt (736 B) Gunship getting vaporized: Testing nuke-proofness of armor. This is how a 10-drone swarm looks like after 20 devastators go off in the middle of the swarm. Armor is a bit scuffed and the lighter radiators vaporized, but it still works:
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Post by jtyotjotjipaefvj on Jul 14, 2018 17:48:19 GMT
I made a better beam drone for point defence purposes. It has one 13 MW laser, a bit of armor and enough dv to stick around its fleet for a maneuver or two before it needs to be abandoned. When you stick them into a blast launcher, you get a nice reusable point defence net that deploys quickly in combat and doesn't cost much. If you add a refueler, you could keep them around for longer trips, although refueling them all the time would get annoying so I didn't put one on the carrier. They're cheap and so you can just chuck the empty drones and pop out new ones when needed. Design screenies for drone and carrier: Design export: PD Bote.txt (1.94 KB) Video showing how it works against a fleet carrier: This seems to be an easy to use and convenient solution to killing enemy drones and missiles. No need to plot intercepts against missiles trying to avoid the drones, and doesn't need to be deployed beforehand so they don't limit fleet maneuverability either.
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