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Post by concretedonkey on Jul 7, 2017 16:07:02 GMT
... Curiosity - how hot are your drones running? yep , had a similar problem before the update with normal launchers , solved it with 900k radiators... not practical if you need a lot of power however.
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Post by concretedonkey on Jul 4, 2017 4:05:07 GMT
Well in reality we even have timed frag shells whose timers are set for range as they exit the barrel, again without any complicated control module on the munition (certainly less then 1kg)... so I don't see as reasonable that we need a 1kg command module when we don't need guidance.
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Post by concretedonkey on Jul 3, 2017 18:53:49 GMT
Then why was the requirement to have a command module removed in the first place? Before this update it was giving an error, now its a warning but we can't really use it in any way.
Edit: turns out I was mistaken , the error that was removed was "--- Dumbfire Rockets - Can build spacecrafts without turning ability without error." nothing for command module... my fault... still doesn't make sense though. You shoudn't need a command module to ignite an engine.
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Post by concretedonkey on Jul 3, 2017 5:56:03 GMT
thats a reasonable railguns, also near the limit of reasonable for me, I have UNreasonable 252Km/s railguns Does anyone have any posted designs? I've looked past back to last update and haven't seen any. I'll post one later today 140km/s without mods/editing, its a bit old now, before the patch. I'm shifting away from those guns now, they tend to evaporate under laser fire.
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Post by concretedonkey on Jul 2, 2017 20:22:22 GMT
Pentane is my current universal fuel since it allowed me reasonable performance in each engine type. Its more compact than methane(gets me better thrust in mpd too) and cheaper than decane. Kind of a middle ground. As to minmaxing laser ships, not sure what the laser mafia can do about the accuracy. And if its realistic or not... frankly I have no idea.
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Post by concretedonkey on Jul 2, 2017 20:04:03 GMT
Nice . To be honest hydrogen was a bit experimental in this missile, hell the whole missile was experimental , I prefer larger missiles (20kg min.) An unfortunate side effect of using methane instead of hydrogen is that, while it is cheap, it is heavier too -- my submission is over 20 kg. I pretty much deleted all my designs when patch 1.1.2 came out to start clean, so I don't have much of a default for now. But I am hoping we will come up with something on these threads to help decide lasers vs missiles. my mainstray missile is close to the weight and delta V requirements , however I don't count it as micro and its definetly not cheap: [rant] droptanks versions get to 17 km/s and 19 km/s.. as to your question lasers vs missiles ... it might surprise you my impression is that lasers, with the current accuracy are not effective missile defense at all, for a single ship. With two or more ships/drones things are a bit different, since you have more angles of attack. I prefer to deploy laser drones but its still a very close thing with high speed interceptions. Missile interceptors are more interesting currently since you can make them really really cheap - no armor at all. Thing is what happens if the missile cloud is mixed with laser drones that fry your interceptor missiles ? Or your attack missiles start to deploy flares in front of them ? Thing is that the AI doesn't adapt to those things and we can't properly test them. For example if it fires droptank missiles it doesn't try to spend them before it enters combat so I can't really test how effective manuvering will be to avoid them. Flare deploying missiles are not counted as missiles so inteceptions are not precise and the AI never uses mixed formations of drones and missiles. Hell it doesn't use two types of missiles in a single salvo too... [/rant]
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Post by concretedonkey on Jul 2, 2017 19:26:58 GMT
I liked concretedonkey 's armor scheme but I thought I could do better if I switched to a more compact fuel than Hydrogen. Looks like I was right: ... CombustionRocketModule 4.00 km/s Fluorine Methane Gimballed Combustion Rocket UsesCustomName true Reaction Fluorine Methane StoichiometricMixtureRatio 1 ThermalRocket ChamberComposition Diamond ThroatRadius_m 0.001 ChamberWallThickness_m 0.0006 ChamberContractionRatio 100 NozzleExpansionRatio 1000 NozzleExpansionAngle_degrees 10 RegenerativeCooling_Percent 0.301 Injector Composition Polyethylene PumpRadius_m 0.023 RotationalSpeed_RPM 77 Gimbal InnerRadius_m 0.034 ArmorComposition Polyethylene ArmorThickness_m 0.0001 MomentumWheels Composition Polyethylene RotationalSpeed_RPM 75000 GimbalAngle_degrees 3
PropellantTankModule 1.00 kg Fluorine Tank NS 1X FMe UsesCustomName true Propellant Fluorine StructureComposition Vanadium Chromium Steel ReactionMass_kg 1 HeightToRadiusRatio 2.5 AdditionalArmorThickness_m 0
ExplosiveModule 250 g Nitrocellulose Flak Bomb 153x1.14 Description UsesCustomName true Length_m 0.01 ExplosiveMass_kg 0.075 ExplosiveComposition Nitrocellulose ShrapnelMass_kg 0.175 ShrapnelComposition Platinum Detonator HardRange_km 0.1 ActivationRange_km 0.2 MinimumRange_km 0 OverrideTimer_s 0 TargetsShips true TargetsShots true
PropellantTankModule 100 g Methane Tank NS 1X FMe UsesCustomName true Propellant Methane StructureComposition Vanadium Chromium Steel ReactionMass_kg 0.1 HeightToRadiusRatio 1.7 AdditionalArmorThickness_m 0
PropellantTankModule 1.27 kg Methane Tank NS 1X FMe Droptank UsesCustomName true Propellant Methane StructureComposition Vanadium Chromium Steel ReactionMass_kg 1.27 HeightToRadiusRatio 20 AdditionalArmorThickness_m 0 External ExplosiveBoltMass_kg 0.001 ExplosiveBoltComposition Nitrocellulose
PropellantTankModule 9.00 kg Fluorine Tank NS 1X FMe Droptank UsesCustomName true Propellant Fluorine StructureComposition Vanadium Chromium Steel ReactionMass_kg 9 HeightToRadiusRatio 20 AdditionalArmorThickness_m 0 External ExplosiveBoltMass_kg 0.001 ExplosiveBoltComposition Nitrocellulose
CraftBlueprint NS 1X FMe Description Updated version of concretedonkey's NS 1X Modules 4.00 km/s Fluorine Methane Gimballed Combustion Rocket 1 0 null 0 1.00 kg Fluorine Tank NS 1X FMe 1 0.05923 null 0 Remote Control Narrow 1 0.23692 null 0 10.0 cm x 0 m Spacer 1 0.40566 null 0 250 g Nitrocellulose Flak Bomb 153x1.14 1 0 null 0 100 g Methane Tank NS 1X FMe 1 0 null 0 1.27 kg Methane Tank NS 1X FMe Droptank 2 0.4101 null 1.57 9.00 kg Fluorine Tank NS 1X FMe Droptank 2 0.49295 null 0 Armor ArmorLayers Aramid Fiber 0.0005 0 0 1 1 Graphite Aerogel 0.01 0 0 1 1 Aramid Fiber 0.0005 0 0 1 1
Nice . To be honest hydrogen was a bit experimental in this missile, hell the whole missile was experimental , I prefer larger missiles (20kg min.)
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Post by concretedonkey on Jul 2, 2017 18:13:31 GMT
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Post by concretedonkey on Jul 2, 2017 18:00:15 GMT
thats ... weird.... no idea , a rounding error shoudn't make it that long... how does it look inside ?
Edit: Maybe one of the tanks has the same name as one of yours... I'll make a new version with renamed components... should have thought about it , probably everybody has a 100g hydrogen tank for example.
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Post by concretedonkey on Jul 2, 2017 17:49:05 GMT
Edited the link, it seems the forum doesn't like it for some kind of reason, switches to blank after sending... anyway, what is the difference in the stats ? I don't think I changed anything after making the screenshot.
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Post by concretedonkey on Jul 2, 2017 17:30:17 GMT
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Post by concretedonkey on Jul 2, 2017 16:37:14 GMT
10km/s with droptanks or without ? I fear that if you want 10km/s of internal fuel the missile with not be classified as a micro missile in any way.
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Post by concretedonkey on Jul 2, 2017 16:32:59 GMT
The last update made possible the creation of dumb missiles without any command module. I may be missing something but I can't seem to make them ignite their engines. I've tried launching them from missile launcers and guns with the same result.
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Post by concretedonkey on Jul 2, 2017 16:27:40 GMT
Before the last update some of my restock ships used missiles with flares instead of warheads. Now all they seem to do is fly forward and do not attempt to hit other missiles at all. I've tried both blast launchers and normal ones.
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Post by concretedonkey on Jul 2, 2017 16:21:03 GMT
This is an old thing. Its the polygons of the lower layer intersecting the upper layer, since the loops no longer overlap eachother. If you want to avoid it put some spacing between them. And you are right I used to use this to get stripes on my ships .
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