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Post by AtomHeartDragon on Jul 28, 2020 20:16:57 GMT
Why are you using UDMH instead of MMH? Stabler I think? Anyway, I'll probably switch my very small missiles over to just straight hydrazine-NTO. Better exhaust velocity, smaller magazines and some extra boom on collision.
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Post by AtomHeartDragon on Jul 22, 2020 20:17:14 GMT
That would be a good option. I've been playing around with the stock 60mm cannon and tested out Amorphous Carbon, Calcium, Copper, and the standard Tungsten rounds and haven't noticed much difference. Stock 60mm actually doesn't have almost any penetration. It fires wafer-thin disks. Even depleted uranium isn't of much help here. The reason why it's contrary to gameplay experience is that stock 60mm is very fast and accurate so its slugs hit pretty much the exact same spot and effectively drill through armour. Anyway, I'm attaching two railguns. One is good old 'Santa' firing coal amorphous carbon (that can also be gotten off Steam), the other is pretty much its equivalent, but firing maraging steel instead (based on jtyotjotjipaefvj redesign of 'Santa' - which is nice as I usually steal jt's guns instead ). Both fire 1kg slugs at 20km/s (that's 200MJ of blam) at same rate of fire. Feel free to throttle them down to test at lower velocities. Sadly they have different caliber, but that's not as easy to tweak as changing rate of fire.
RailgunModule _DCA "Santa" 900MW 126mm 200MJ Heavy Turreted Capacitor Railgun SteamWorkshopID 1607067371 Description Back on Old Earth naughty children traditionally received a lump of coal. This artillery piece reliably delivers whole kilogram of high-grade one at over 20km/s every second, ensuring rapid correction of behaviour by the way of being ho-ho-hosed and bursting with energy (200MJ of it) to change ways. UsesCustomName true PowerConsumption_W 9e+08 Capacitor Count 1 DielectricComposition Hafnia Dimensions_m 3.61 0.535 Separation_m 2.2e-05 Rails Composition Maraging Steel Thickness_m 0.26 Length_m 13.4 BarrelArmor Composition Graphite Aerogel Thickness_m 1.99 Armature Composition Amorphous Carbon BoreRadius_m 0.063 Mass_kg 1 Tracer Tungsten Payload null Loader PowerConsumption_W 22000 ExternalMount false InternalMount false Turret InnerRadius_m 3.29 Extruded true ArmorComposition Amorphous Carbon ArmorThickness_m 0.2 AttachmentCount 1 MomentumWheels Composition Osmium RotationalSpeed_RPM 367 AttachedAmmoBay Capacity 1000 Stacks 1 TargetsShips true TargetsShots false
RailgunModule _DCA 20.0km/s 200 MJ 80mm Heavy Turreted Capacitor Railgun (700MW) Description UsesCustomName true PowerConsumption_W 7e+08 Capacitor Count 1 DielectricComposition Hafnia Dimensions_m 3.15 0.545 Separation_m 8.3e-06 Rails Composition Maraging Steel Thickness_m 0.331 Length_m 14.7 BarrelArmor Composition Graphite Aerogel Thickness_m 2.1 Armature Composition Maraging Steel BoreRadius_m 0.04 Mass_kg 1 Tracer Beryllium Payload null Loader PowerConsumption_W 24000 ExternalMount false InternalMount false Turret InnerRadius_m 3.55 Extruded true ArmorComposition Amorphous Carbon ArmorThickness_m 0.195 AttachmentCount 1 MomentumWheels Composition Platinum RotationalSpeed_RPM 170 AttachedAmmoBay Capacity 2000 Stacks 1 TargetsShips true TargetsShots true
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Post by AtomHeartDragon on Jul 20, 2020 20:18:13 GMT
OTOH the game does seem to model different failure modes for armour, does seem to model spall and (empirically) ductile and melty whipple shields tend to perform better, so the question is whether those same effects are modeled for slug material and whether it matters.
I can provide railguns for the testing.
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Post by AtomHeartDragon on Jul 19, 2020 21:24:14 GMT
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Post by AtomHeartDragon on Jul 19, 2020 9:36:37 GMT
We all know that melty, ductile Whipples are the best, so does meltiness of k-slugs (regular ones and shrapnel, not radshield cheese) negatively impact their peformance? Would, say, a hypervelocity 1kg of carbon, osmium or tungsten deal appreciably more damage even after shattering compared to usual steels?
Has anyone ran any regular tests?
Do note that "meltiness" includes a few disparate properties like melting temperature, heat of fusion and heat capacity, possibly also boiling temperature and heat of vaporization.
Basically does the game model bulkhead and underlying components getting shotgunned by fragmented k-slug as opposed to being only gently singed by vaporized one?
Another question - can shattering be beneficial in limiting overpenetration and leaving more kinetic energy in the target?
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Post by AtomHeartDragon on Jul 15, 2020 22:17:56 GMT
Also I'd expect them to not be updated from old version and to use "canonical" strategy rather than retrograde orbital game of chicken.
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Post by AtomHeartDragon on Jul 13, 2020 16:21:13 GMT
Retrograde intercepts actually tend to be very effective against stock designs, and almost mandatory using stock missiles (due to combination of flak bug, poor delta-v and weak PD resistance) and drones (negligible laser resistance and damage resilience). Three ways that I can think of: automatic fly-by, automatic match orbit, manual intercept. This. Automatic intercept attempts to limit velocity (it's almost a hostile join). Flyby doesn't do that. Manual intercept and matching orbit (when done retrograde this results in perfect heads-on intercept) generally are better option with one caveat - automatic intercept/fly-by tries to reintercept dodging enemy.
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Post by AtomHeartDragon on Jul 7, 2020 21:06:56 GMT
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Post by AtomHeartDragon on Jul 4, 2020 9:08:49 GMT
Neutral particle beams are an obvious all-around improvement over ion beams. Colloid guns/macron accelerators seem like a useful intermediate between kinetic guns and particle beams. The rest really depends on the context and tech level.
For actual ship to ship battles you're also pretty much required to be in orbit around a point of interest, which constrains velocity range somewhat. And I don't think you are going to get ship battles between fast fleets in transit, what you will get are triple 'm's - millisecond missile massacres.
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Post by AtomHeartDragon on Jun 28, 2020 15:58:24 GMT
You can sleep next to most of my reactors.
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Post by AtomHeartDragon on Jun 28, 2020 15:56:29 GMT
The main problem with ion cannons is that they bloom something fierce.
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Post by AtomHeartDragon on Jun 7, 2020 12:50:45 GMT
Are there any reasonable estimates of melting point upper bound for (normal matter) solids not subjected to high pressure?
What would be the highest temperature under which normal electronic bonds and steric interactions could still, in principle, keep a material solid?
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Post by AtomHeartDragon on May 24, 2020 16:50:16 GMT
Not in my case (AMD GPUs here). Well yes I did saw one GL_OUT_OF_MEMORY, but it was just one, two years ago. Example of more spooky ill game process:
Caught Signal 'SIGILL' 0 0x0155193d util::AbortHandler Line Info Error 487 1 0x70e2099f _libm_sse2_tan Line Info Error 487 2 0x01603af5 __scrt_common_main_seh f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl(299) 3 0x7116b592 seh_longjmp_unwind4 Line Info Error 487
You didn't answered my GPU-related questions... GeForce GTX 1060 6 GB
And I have never got SIGILL, but a lot of GL_OUT_OF_MEMORY, either in framebuffer or texture. Mind you, my CoaDE is a bit of a smoketest WRT to the amount of stuff I have in it.
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Post by AtomHeartDragon on May 23, 2020 8:35:09 GMT
IIRC the vast majority of CDE crashes I've seen looked like this:
Ensure at \mac\home\documents\code\engine\graphics\opengltools.cpp(24): OpenGL Error at \mac\home\documents\code\engine\graphics\framebuffers.cpp(100): (GL_OUT_OF_MEMORY). !HasGLError FBO Initialization Error: (GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) Unknown error Assertion at \mac\home\documents\code\engine\graphics\framebuffers.cpp(128): 0 Error: EXCEPTION_BREAKPOINT 0 0x756c33e8 DebugBreak Line Info Error 487 1 0x00796273 ?Initialize@Framebuffer@@QAE_NU?$Vec2@H@util@@ABUFramebufferInitOptions@@@Z Line Info Error 487 2 0x00797637 ?InitializeShadowMap@PostProcessor@@AAEXXZ Line Info Error 487 3 0x00796edf ?ForceInitialize@PostProcessor@@QAEXXZ Line Info Error 487 4 0x00797549 ?Initialize@PostProcessor@@QAEXXZ Line Info Error 487 5 0x00798766 ?SetupForWriting@PostProcessor@@QAEXXZ Line Info Error 487 6 0x007398ca ?EngineCoreLoop@@YAXXZ Line Info Error 487 7 0x007c3227 __scrt_common_main_seh f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl(283) 8 0x761d343d BaseThreadInitThunk Line Info Error 487 9 0x779f9802 RtlInitializeExceptionChain Line Info Error 487 10 0x779f97d5 RtlInitializeExceptionChain Line Info Error 487
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Post by AtomHeartDragon on May 22, 2020 21:10:43 GMT
Probably ran out of texture memory. That's the most frequent issue in my case.
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