elukka
Junior Member
Posts: 73
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Post by elukka on Apr 8, 2017 5:34:58 GMT
What about putting a pancaked NEFP on the back of the nukes to possibly direct the energy a bit better? Got around to experimenting with this. This is actually how the real Orion worked. While I can make a pulse unit which seems to direct a cone of stuff at the ship without immediately making a giant hole through it, I can't make it generate any thrust. The pulse unit goes off, there's a bang at the pusher (even from a longer range than from which a normal nuke would do anything) so I'm pretty sure something is getting flung at the ship. Tried experimenting with yield anywhere from 0.1 to 10 kilotons, different propellant materials, propellant masses from 10 to 1000 kg, various trigger distances... Some combinations will quite handily make a hole through the ship, but nothing seems to push it. Either there's something off with my design or the physics just aren't up for it. For which I couldn't really blame the game, since it's not really designed for any of this. While ablated armor material does impart an impulse on a ship, maybe fragments don't?
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Post by dwwolf on Apr 8, 2017 20:35:37 GMT
Fragments do impart spin.......
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elukka
Junior Member
Posts: 73
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Post by elukka on Apr 9, 2017 3:06:30 GMT
That's true... I think this ties to the greater mystery of NEFPs, and probably only qswitched could say what is actually going on. When you fire off a NEFP ( here as a weapon) it looks like the fragments don't actually get accelerated, but something sure hits the enemy ship. Now that I think about it, it's not certain that fragment impacts themselves impart an impulse. The spin could be accounted for by fragments ablating armor or puncturing propellant tanks, both of which are things that certainly impart momentum. In testing NEFP Orions I haven't been able to get any additional thrust out of any NEFP design compared to a plain nuke. If there is any thrust, it's just ablation from the pusher.
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