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Post by Durandal on Apr 27, 2017 21:39:23 GMT
1st. Ooooh lordy this looks like a good one!
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Post by Durandal on Apr 14, 2017 20:54:03 GMT
Teach it to be a benevolent overlord please. And give it a good mead brewing recipe for our ration alotments.
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Post by Durandal on Apr 14, 2017 20:50:10 GMT
Cold War challenge?
Cold War Challenge.
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Post by Durandal on Apr 13, 2017 17:38:29 GMT
Which is why you detonate just behind the missiles....flash fried engine bell. Alright. And that's why I only use cheap micro missiles~ Las-proof cheap micro missiles? Cuz I've got some pretty cheap Counter-Battery lasers you may wanna know about...
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Post by Durandal on Apr 13, 2017 17:26:35 GMT
Multi-purpose weapon. Essentially a minature NEFP. Presuming that you're firing this on an interceptor missile, a warhead configuration like this allows you to field a cheap weapon that can flash fry missiles and cut apart capitals when fired en masse. No need to carry two different weapons when they can both work on the same package. It also works *extremely* well when fired from a conventional cannon out to about 80km. *edit* The whole thing weighs under like 2 or 3 kg with the control unit by the way. You can mount that in a lot of ways. *edit 2* I just got Fallout 4 so I haven't been back into CoDE in a few days, but I'm eager to see how a DU reflector in the 95t warhead would work in regards to Casaba-Howitzer. I consider NEFP nuclear shotguns distinct from the pseudo-Casaba-Howitzer effect in the other thread.
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Post by Durandal on Apr 13, 2017 17:02:26 GMT
95ton nukes are where its at. 2 can take out most of a missile wave. But I still want the design of the micro flak railgun. And the flak ofcourse. 256t isn't bad either, but a 95t with a 600g flak charge is a mean little package.
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Post by Durandal on Apr 13, 2017 14:58:53 GMT
The problem wasn't that it cannot effectively shoot down missiles. It does shot them down very effectively with a few shots for each missile. The problem was the targeting algorithm. All three defense guns aims at the same target and shoot until the missile is destroyed before switching target. The time lost from waiting the bullet to reach missiles is a lot. 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.
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Post by Durandal on Apr 13, 2017 14:35:15 GMT
Another test: View AttachmentDefending against 20 striker nuclear missiles starting from 100km at 1.15 km/s velocity using 3 turrets of 1g 14.8km/s firing at 0.233s reload time. The flak shrapnel are 22x40.9 mg pieces of selenium. View AttachmentShot down 18, got hit by 2. The drone is still fully functional and proceeds to intercept and destroy enemy missile schooner. Nice, but I would still consider 2/20 hits to be a mission-fail for the defending ship. Those missiles *could* have managed a mobility-kill or could have destroyed a crew module on a manned ship. For the mass and cost of those flak launchers a single (or five if you don't like cheese) Interceptor Missile would likely have better results. I still love the idea though and would like to see it work. Battlestar Galactica-style flak shields...a man can dream. (I did have a design way back that used around a dozen micro-missile launchers with *very* short range payloads. Called it Explosive Reactive Armor. It was heavy, expensive, and not very effective)
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Post by Durandal on Apr 13, 2017 12:54:02 GMT
I messed around with this a few patches ago. It might be easier now that we can set timers on warheads, but back then the trick was getting your flak to detonate early enough to hit the incoming projectile but far enough away to not cut your own ship in half. Yeah in the past we need flak to make a time bomb~ So, do flak CISW effective at intercept missile? I never found it to be worth keeping. Again there may be a more workable solution post-patch, but I find interceptor missiles with sub-kilotons warheads to be far more effective. With the weight of the cannon (and it would need to be a conventional cannon) plus the ammo, plus the power draw needed to aim the cannon, you're better off either dodging or using missiles and using your cannon for an offensive shell.
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Post by Durandal on Apr 13, 2017 12:47:11 GMT
I messed around with this a few patches ago. It might be easier now that we can set timers on warheads, but back then the trick was getting your flak to detonate early enough to hit the incoming projectile but far enough away to not cut your own ship in half.
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Post by Durandal on Apr 12, 2017 16:09:29 GMT
In all seriousness, non-SI units are heresy. And I'm saying that as a red-blooded American.
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Post by Durandal on Apr 11, 2017 23:30:34 GMT
Now that I think about it...it could be related to pancake frag payloads throwing most of the flak forwards and backwards. But still strange because the payload usually has minimal explosive content. Actually this is realistic behavior, at least in regards to Casaba-Howitzer. There is a quote somewhere on Atomic Rockets about it. A pancake expands into a cigar and a cigar expands into a panckake.
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Post by Durandal on Apr 11, 2017 4:10:36 GMT
I dearly wish we could set thrusters to roll/yaw mode only. Bonus points if we could armored caps for yaw thrusters. Damn engine insists on using manouvring thrusters to accelerate. It played merry hell with my limited dV gun launched KKV. 3 kg shell fired @ 3.6 km/s with octanitrocubane. Gun length is reasonable too . It does suck to micromanage. And it plays all hell with the AI.
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Post by Durandal on Apr 11, 2017 4:06:22 GMT
Will the designer actually let us build and fly a design with interreflecting radiators?
If multiple identical sets of radiators were named seperatly, such as Las Rad A, Las Rad B, ect, it wouldn't be such a micromanaging challenge to retract redundant numbers of rads.
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Post by Durandal on Apr 10, 2017 16:05:13 GMT
I've been working on getting my ships up to snuff and further optimizing components, and as part of that, have been developing my own series of missiles (drones will come after as I miniaturize components). What's resulted is a series that I hope will be a viable workhorse for a variety of situations. I developed these at about the same time I displayed the new Virgils but decided to take them back to the drawing board in order to give them narrower cross-sections, as I'd originally given them thrusters with huge gimbal angles that led to very fat bottoms (the original Runnerman was nearly a right isosceles triangle). I quickly figured that this was adding a lot of armor mass and strikeable area without a sufficient return in turnabout time to justify it. This is one of the failures I decided not to go ahead with, but it still displays the general form and construction of this series. The general body is composed of several stacked tanks of various dimensions to ensure a slowly sloping profile, with a single very high TWR thruster (if anything, I'm wondering if it's too high given the acceleration of some of these), and a specially lightened payload (ie, using the solar system standards doc, though I got the 5.4 Megaton nuke to within a hair's breadth of the standard all on my own). To save mass, armor is pretty thin all throughout with the exception of the tip of the missile, which features a very thick layer of boron to defend the guidance module and payload; this also creates a space between the outer aerogel and inner shielding. Nuclear Gyrojet II The gyrojet was not hard to improve upon - just switching the nuke with a lighter version yielded a dramatic enough increase in performance to justify it, and some tweaks to the drive and switching from nitromethane to ethylene oxide improved delta-v by another two-thirds. I'm sure I could have further improved this by switching to bipropellant or using a nuclear drive to really make this go places, but decided to stick with this in order to keep the spirit of the original missile; cheap, simple, and easy to maintain. While definitely not a great missile by any span of the imagination, it's still a super-lightweight nuke that could be delivered in huge quantities. Bratman The Bratman is the main close engagement missile. Delta-v is not great, but it's very light and has good acceleration, enabling it to be fielded quickly and in large numbers which should make sure some hit the target. Dartman The Dartman is the lower threshold for doing serious damage (and for the record, the N is to distinguish its use of nuclear drives, as the original version was Methalox, before I figured that the nuclear drive did not actually add that much cost). It has a much stronger payload and better delta-v, while maintaining the great acceleration. In practice, I suspect the N2 will end up much more useful than the N1 - even accounting for exponential growth, I'm not sure how that much mass made so little difference. Fatman Absolutely no prizes for guessing how the naming convention popped up; this one was allowed to keep the referential title since it most closely resembled the real-world weapon (in size and yield, not mass). In role, it's an intermediary between the Bratman and Dartman - heavier and much more potent than the former, but much cheaper and smaller than the latter. Heavy Missiles This was supposed to be the Slenderman series (named because they were thin even initially - the others needed tweaking to look like this), but the Dartman ended up performing the same job with much less mass so only the best of that group was kept. These heavy missiles are meant to be capital ship killers, delivering a massive multi-megaton nuke to close range where destruction is inevitable. The Slenderman is a ranged platform that can strike from significantly farther, and uniquely amongst these missiles, has two gimballed thrusters for redundancy. Runnerman The Runnerman was meant solely as an experiment in whether solely kinetic missiles could be effective, doing damage through their own impact without a payload. What resulted was both extreme delta-v and acceleration, enough that these missiles could be used as interplanetary weapons without any form of delivery vessel - both versions could SSTO all by themselves, and the Runnerman Long would still have enough delta-v to reach Venus, Mars or the asteroid belt while still keeping candle to spare. They would also shine in close combat, seeing as their absurd acceleration would let them close the distance with little time to be shot down. There doesn't seem to be a whole breadth of missiles in this thread save for discussion of micro-missiles, so I'm wondering, how do these qualify? I'm a suckered for standardized designs. These are great.
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