|
Post by Durandal on Oct 17, 2016 16:23:24 GMT
I was editing a missile recently, and deleted all modules to start over. I accidently clicked "accept". The game crashed instantly and now I cannot get it to load. I cannot find my user design files anywhere (was hoping to delete the file for the missile in question in hopes that it might fix the problem) Running on Windows 8 Any advice? I'd hate to lose 80+ hours of work. Your inability to find your UserDesign file might simply be a matter of the appdata folder being hidden, I know it is by default in Windows 10. Just go to local disk > users > username and click on the view tab at the top. On the right hand side there should be some show/hide options, just click the box for hidden items. My apologies if you've already tried this. Thank you! I'll try looking there. Anyone have an idea on the error itself? Is this a known bug?
|
|
|
Post by Durandal on Oct 17, 2016 1:35:55 GMT
I've deleted my local files and redownloaded the game, still no luck.
|
|
|
Post by Durandal on Oct 16, 2016 22:58:39 GMT
I was editing a missile recently, and deleted all modules to start over. I accidently clicked "accept". The game crashed instantly and now I cannot get it to load. I cannot find my user design files anywhere (was hoping to delete the file for the missile in question in hopes that it might fix the problem)
Running on Windows 8
Any advice? I'd hate to lose 80+ hours of work.
|
|
|
Post by Durandal on Oct 16, 2016 18:00:10 GMT
Borosilicate glass is glitched when used as a forcer in launchers. Replacing the standard copper with this material results in launch speeds of 14+ kps without any tweaking.
|
|
|
Post by Durandal on Oct 16, 2016 5:11:57 GMT
So I've been working on some new designs here. The first is my Leda-class cruiser. At 300+ meters, it's beast. It uses an 5cm V-Chrome Steel citidel over the forward cone, with the radiators and most of the launchers protected by the mid hull armor bulge. A 15cm boron armor layer protects the hull behind the gold livery, all of which is covered by a 3cm boron wipple shield protected by a layer of silica aerogel. Primary weapons are 6 prow-mounted 8mm coilguns with an effective range of 92km. Secondary armament consist of 5 1.45Mt osmium nuclear explosive forced penetrators. The nukes took some adjusting after the patch, but I've got them working again. It carries 3 launchers of my tactical drones, which follow a similar hull profile to the cruiser. It took some work getting those radiators to fit behind the hull-bulge. The use an admittedly broke calcium coilgun created by a fellow member (I apologize for not giving credit where credit is due, but I can't find your original post. You should recognize your gun though. ) They are highly maneuverable, able to almost dog-fight enemy drones and missiles while their guns can literally buzz-saw through enemy capitals. I plan on finding a new weapon for them whenever qswitched fixes the coilgun problems but for now they're fun. The ship also carries three Spartanian drones which carry a single modified version of the Leda's main cannon scaled down to fit on a drone and be supplied by a 36mw generator, along with a trio of 2 shot nuke launchers. Before the patch they carried 1.6kt missiles, but I'm still working on getting the missiles working again so I'm not going to bother posting those drones yet. The next ship I'm proud of is my first attempt at a disk shaped hull. The Dralthi-class drone uses a lot of these broken calcuim guns, along with a pair of stock 400kw lasers. it has almost catlike maneuverability too. I'm still tinkering with it but I thought a few folks might get a kick out of it. Attachments:
|
|
|
Post by Durandal on Oct 15, 2016 21:00:58 GMT
My heavy flak/EFP missile utilises The following setup : A 2 kg octogen charge with an 8kg Osmium EFP on top of it.. ~30cm diameter. Followed by an 30kg shrapnell charge (round pill shapped ) that uses a smallish amount of exlosives to break up into ~2/3 kg chunks. Then : 10kg shrapnell charge that breaks up into ~5g bits. Again round pill shaped. And lastly : The stock 10kg flak explosive rod ( 5000 2 g bits ). I think I settled on a 100m standoff range on the explosives. IIRC it uses a 28kN LOx/Decane thruster. Has around 7g Accell and just under 3km/s dV. Its a bit of a chainsaw vs stock designs..... It produces 3 distinct cones of shrapnell (4 if you count the EFP ). 1 tight dispersal with the heavy chunks. 1 low/medium dispersal with the 5g bits. 1 wide pattern with the side blast 2g flak storm. Its quite versatile vs both enemy ordnance and capital ships. I might have missed something, but we can now do duel-charges in warheads now?
|
|
|
Post by Durandal on Oct 15, 2016 16:32:19 GMT
Protip: If you place weapon(s) on the front, it will look like the image on the right. Here its not that bad because I don't have much spaced armor. (I don't need it because the stacked stuff in the nose are blocks of graphite aerogel and tin layer of armor. From the front it can sustain quite allot of punishment while remaining realy light.) Now, if you move down your weapon(s) just a little bit down, they will still point foward as you see on the second image. Giving it a much nicer pointy nose, and it is also more light that way. It works with engine too, but only if you have gimbals of more than 45 degree. It is usefull to add additional control to gimballess/small angle engines. Its the best way to control roll too: I've been using this setup for forward weapons om a rather large ship I've been working on. Very helpful. I hadn't noticed that about engines yet though, I'll have to try it out.
|
|
|
Post by Durandal on Oct 15, 2016 16:29:03 GMT
What happened with resistojets?
|
|
|
Post by Durandal on Oct 14, 2016 20:35:51 GMT
Hmm so I seem to have found an attack I have yet to figure out an effective armor against. A massed shot gun of nukes. The issue comes from the fact that when nukes are blowing up all around any ship the armor is only rarely penetrated and the turrets are easy to protect but even a single nuke behind a ship will almost always knock out the ships engines. In addition to this I cannot for the life of me figure out any way to protect my ships radiators against nuclear blasts or at least a shot gun blast. If all of the nukes hit one side of my ship it's fine as the radiators on the other side are still intact and the engines are fine as well. But as soon as nukes start going off on all sides of your ship I just can't find anything that'll protect engines or radiators and I just lose all of them. So has anyone had any luck to protect against this type of attack? One effective defense that I've found is to launch a counter-wave of nukes. ;p Beyond that, try to retract your radiators just before engagment and hope they don't get behind you?
|
|
|
Post by Durandal on Oct 13, 2016 20:07:55 GMT
Look in the capital ship armor thread. Several us us have made great progress at nuclear explosive forced penetrators, but it seems the actual warhead itself penetrating the hull is a hard coded no-go.
|
|
|
Post by Durandal on Oct 13, 2016 16:38:20 GMT
|
|
|
Post by Durandal on Oct 13, 2016 13:06:33 GMT
]I tried equipping them with a flare, but to my annoyance could not find a way to prevent the flare from going off the second the missile was launched. Have you tried equipping them with a nuclear warhead? I feel like this effect could have significant applications for a certain propulsion system.
|
|
|
Post by Durandal on Oct 12, 2016 13:13:28 GMT
(Just for the record - that's got 44kJ per round coming out the barrel. With 100kW in...) Psht, looks like somebody didn't account for reversing the polarity of the Flux capacitor.
|
|
|
Post by Durandal on Oct 11, 2016 7:54:19 GMT
Guys, it's like 4 in the freaking morning here, but I found a thing. Don't know if it's been mentioned yet, but has anyone tried...I think it's borosilicate glass, as a forcer in a luncher? It must be another bug, because by lowering power input as low as possible I'm launching missiles (well, payloads) at speeds of up to 10+ km/s. At high power input it can go up to hundreds of km/s, but it's FAR to fast to be usable.
Too late to post the design, but I've got a ship with forward mounted launchers that fires 106kt osmium-cased warheads at 7 km/s. It costs 25 kW. Granted, it behaves like a spinal mount, but it's the effect of a supergun-type weapon for the price of nothing. Unless it's an already discovered bug I'll post designs tomorrow.
*edit* Units may be off, but like I said I'll post designs tomorrow. I've spent waaaay longer than I meant to messing around with this.
|
|
|
Post by Durandal on Oct 10, 2016 21:59:17 GMT
To followup on what Ross said, I would be the numerous small lasers are more effective because rather than heating a single spot on the ship/missile, they're heating multiple spots on the missile.
|
|