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Post by psycho0222 on Apr 8, 2017 13:33:08 GMT
After browsing the design thread I tried out ndeo's Strategic NEFP. It vaporized both the target and my fps, so I decided to make a smaller version using the 10.3 Mt nuke from his missile.... And after numerous testing I found that a 10Mt+ high yield nuclear device with heavy reflector materiel can boost projectiles to relativistic speed and destroy any target instantly. Design and code for my version: Silver Bullet.txt (4.73 KB) Basic formula: 1x10Mt+ nuke with heavy reflector materiel like DU/Osmium/Tungsten Rhenium + many flaks in front , Pure pursuit for boost phase.Launch one missile, manually detonate the flak when missile is pointed at target, receive swiss chees/paste/whatever is left of the target Effect on a ship 1Mn away: Using a 9.6 Mt nuke: 5 Mt nuke: Close range test, cut through 10m VC steel + 10m aramid fiber like butter: Added 10m Osmium: Video demonstration:
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Post by samchiu2000 on Apr 8, 2017 14:15:18 GMT
Casaba Howitzer in CDE is now officially born...
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Post by dragonkid11 on Apr 8, 2017 14:17:56 GMT
What did you used for flak projectile material?
I tried something similar once but found my projectile seemingly vapourised when using nuke of above 20kt.
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Post by psycho0222 on Apr 8, 2017 14:19:54 GMT
What did you used for flak projectile material? I tried something similar once but found my projectile seemingly vapourised when using nuke of above 20kt. Tungsten ExplosiveModule 200 mg Nitrocellulose Flak Bomb UsesCustomName false Length_m 0.01 ExplosiveMass_kg 0.0001 ExplosiveComposition Nitrocellulose ShrapnelMass_kg 0.0001 ShrapnelComposition Tungsten Detonator HardRange_km 0 ActivationRange_km 10 MinimumRange_km 0 OverrideTimer_s 0 TargetsShips true TargetsShots true
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Post by samchiu2000 on Apr 8, 2017 16:10:51 GMT
BTW I am really curious of why the damage of the 10.3 MT version is way larger than the 9.6 MT one as their yield is quite similar of each other...
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Post by psycho0222 on Apr 8, 2017 16:43:25 GMT
BTW I am really curious of why the damage of the 10.3 MT version is way larger than the 9.6 MT one as their yield is quite similar of each other... Did more testing, it's not just the yield. I dialed down the 10.3Mt nuke to 9.31Mt and it's still as effective as the original.
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Post by samchiu2000 on Apr 8, 2017 16:46:02 GMT
Maybe it is because of different material or the mass of material used to make the nuke psycho0222 .
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Post by Durandal on Apr 8, 2017 17:08:30 GMT
I tried this myself and was unable to get consistant results. While I did copy ndeo's nuke and flak designs I did not use an identical missile configuration. In my tests I found that there is initial (and instant) impact that may or may not strike the ship (out to 100km away) accompanied by the nuke flash from the 10Mt warhead.
I did get decent results using a flattened 1 ton flak charge to produce a single visible "Lance spear".
I also *did* manage to reconfigure my existing nuke fleet with a actual working short-range NEFP effects though. (Turns out that I already had them loaded with inert radshield slugs I'd forgotten about. A quick change to equivalent 54kg flak slugs was a major improvement.
My only worry with these is that it is using some sort of bug similar to the old glitch where an exploding weapon would transpose the explosion onto the launching ship.
Has the effect been tested with friendly ships in the combat zone? I'm wondering if they would get flash fried as well.
*edit*
I'll be away from the computer most of the day, but somebody should try slapping an enderminion style microlaser on the nose of this thing to set up 1Mm engagment ranges without relying on the target ship.
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Post by subunit on Apr 8, 2017 17:25:07 GMT
So- is the physics system here bugged, or is the very large yield of the warhead overcoming the lack of shaped charge effects to produce a legit CH? These seem unreasonably effective, but it's hard to say what's going on.
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Post by Enderminion on Apr 8, 2017 19:58:43 GMT
I tried this myself and was unable to get consistant results. While I did copy ndeo's nuke and flak designs I did not use an identical missile configuration. In my tests I found that there is initial (and instant) impact that may or may not strike the ship (out to 100km away) accompanied by the nuke flash from the 10Mt warhead. I did get decent results using a flattened 1 ton flak charge to produce a single visible "Lance spear". I also *did* manage to reconfigure my existing nuke fleet with a actual working short-range NEFP effects though. (Turns out that I already had them loaded with inert radshield slugs I'd forgotten about. A quick change to equivalent 54kg flak slugs was a major improvement. My only worry with these is that it is using some sort of bug similar to the old glitch where an exploding weapon would transpose the explosion onto the launching ship. Has the effect been tested with friendly ships in the combat zone? I'm wondering if they would get flash fried as well. *edit* I'll be away from the computer most of the day, but somebody should try slapping an enderminion style microlaser on the nose of this thing to set up 1Mm engagment ranges without relying on the target ship. I did a good!?!?! I am honered that you thought my idea was good enough
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Post by subunit on Apr 8, 2017 22:48:25 GMT
Tested "Silver Bullet". Appears to be bugged- I still score hits on targets that are 90 degrees off the nose of the round. I also get very different results- big patches of hot armor but few penetrations, same at all ranges. No ship bisections.
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Post by Durandal on Apr 8, 2017 22:55:40 GMT
Tested "Silver Bullet". Appears to be bugged- I still score hits on targets that are 90 degrees off the nose of the round. I also get very different results- big patches of hot armor but few penetrations, same at all ranges. No ship bisections. It may not matter the direction that the nose is facing nessesarily. The momentum of the missile and direction of travel that the missile is in "could" act to keep the rounds on target if that makes sense...but it wouldn't really be an NEFP/casaba howitzer. As much as I love this concept I still feel this might be a bug.
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Post by subunit on Apr 8, 2017 23:17:26 GMT
Tested "Silver Bullet". Appears to be bugged- I still score hits on targets that are 90 degrees off the nose of the round. I also get very different results- big patches of hot armor but few penetrations, same at all ranges. No ship bisections. It may not matter the direction that the nose is facing nessesarily. The momentum of the missile and direction of travel that the missile is in "could" act to keep the rounds on target if that makes sense...but it wouldn't really be an NEFP/casaba howitzer. As much as I love this concept I still feel this might be a bug. Hmm. I just tested a fleet of 5 SBs rotated 180 deg from target vessel (need a fleet to keep the 1mM laser from burning out the backside of single SBs) and intercepting at 150m/s- after detonating one of these, scored zero hits. Then I tried another SB rotated 90 deg from target vessel intercepting at 150m/s and scored a bisection. Intercept velocity doesn't seem to matter (150m/s should not give momentum enough to cross 1mM perpendicularly in one frame, presumably), but orientation appears to, at least to the extent that you don't get frags coming out the backside of the missile. I'm getting wildly different results with multiple vs single target ships. Something is weird here but I don't think its a guaranteed-hit fragment teleportation bug.
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Post by subunit on Apr 9, 2017 0:14:32 GMT
URrgggh. Fleets of SBs behave totally differently than single SBs. If I launch 5 SBs and detonate them one at a time (bizarrely, the others in the fleet tend to survive the next-door 10Mt detonation), I don't get the bisection kill shot until the very last SB, whereas a single SB is now consistently giving me those bisection shots. This makes no sense whatsoever.
edit: OK, yeah. I tweaked my target vessel's 1mM laser power down to the point where the unshielded aft end of the missile could withstand lasing at 1mM. Single missiles will still 1-shot a target vessel with 10m of diamond armor facing 180 degrees away from the target. This does not work detonating individual missiles in a fleet of missiles, which is why I didn't see this before. Thing is bugged.
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Post by psycho0222 on Apr 9, 2017 0:25:04 GMT
Did more testing on a superheavy target (10m VC Steelx2+10m Osmium), changing reflector composition on the same 9.79Mt nuke from DU to osmium results in more break ups, while using light materiel like UHMWPE produces no damage.
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