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Post by jtyotjotjipaefvj on Oct 20, 2017 12:00:25 GMT
Submission 2, the Yaka. It uses no modded materials and is much more cost effective than the darkshard. One Yaka can kill a gunship in 95% of cases. How does it fare against the gunship laser? The armor layout looks like even the vanilla laser should be able to cook a single missile easily.
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Post by RiftandRend on Oct 20, 2017 18:21:21 GMT
Submission 2, the Yaka. It uses no modded materials and is much more cost effective than the darkshard. One Yaka can kill a gunship in 95% of cases. How does it fare against the gunship laser? The armor layout looks like even the vanilla laser should be able to cook a single missile easily. It can easily tank the gunship's laser. No stock ship can shoot one down before impact.
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Post by dichebach on Nov 6, 2017 3:13:45 GMT
I'd like to see the most powerful nuke missile on the smallest missile. From eyeballing that curve thing in the nuke creation screen it seems like a large nuke should be able to wipe out everything in a fairly large radius. Slap one of those on a small enough missile (with enough dV) and "win button?"
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Post by RiftandRend on Nov 6, 2017 4:13:50 GMT
I'd like to see the most powerful nuke missile on the smallest missile. From eyeballing that curve thing in the nuke creation screen it seems like a large nuke should be able to wipe out everything in a fairly large radius. Slap one of those on a small enough missile (with enough dV) and "win button?" While nukes are good for splashing clouds of micro missiles they extremely ineffective for killing capital ships. Additionally, due to the large size of megaton nukes they are relatively easy targets for flak railguns.
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Post by dichebach on Nov 6, 2017 4:19:48 GMT
I'd like to see the most powerful nuke missile on the smallest missile. From eyeballing that curve thing in the nuke creation screen it seems like a large nuke should be able to wipe out everything in a fairly large radius. Slap one of those on a small enough missile (with enough dV) and "win button?" While nukes are good for splashing clouds of micro missiles they extremely ineffective for killing capital ships. Additionally, due to the large size of megaton nukes they are relatively easy targets for flak railguns. Heh! You should explain that to Admiral Voitenko! Her onslaughts of nuke waves have destroyed my whole fleet more times than I can recall
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Post by RiftandRend on Nov 6, 2017 7:25:15 GMT
While nukes are good for splashing clouds of micro missiles they extremely ineffective for killing capital ships. Additionally, due to the large size of megaton nukes they are relatively easy targets for flak railguns. Heh! You should explain that to Admiral Voitenko! Her onslaughts of nuke waves have destroyed my whole fleet more times than I can recall What missiles. Strikers or devastators? If you have enough of the stock 13 MW 11mm railguns they should be no problem.
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Post by omnipotentvoid on Nov 6, 2017 8:17:14 GMT
I'd like to see the most powerful nuke missile on the smallest missile. From eyeballing that curve thing in the nuke creation screen it seems like a large nuke should be able to wipe out everything in a fairly large radius. Slap one of those on a small enough missile (with enough dV) and "win button?" The problem with nukes is that any ship that is armored to withstand main battery lasers on cap ships for any amount of time, will be virtually impervious to a nuke. This is because the radiation intensity of a nuke flash is far less then that of most lasers. The only reason nukes work against (my) missiles, is because they only have ablative anti laser armor at the front, leaving them vulnerable to nuke flashes from the side and rear.
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Post by dichebach on Nov 7, 2017 1:14:47 GMT
Heh! You should explain that to Admiral Voitenko! Her onslaughts of nuke waves have destroyed my whole fleet more times than I can recall What missiles. Strikers or devastators? If you have enough of the stock 13 MW 11mm railguns they should be no problem. Maybe I'm underpowering my railguns! Back to the drawing board!
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Post by jtyotjotjipaefvj on Dec 20, 2017 1:01:03 GMT
Remote control modules now weight jsut 400 grams, so we can expect some improvements here. The improved module arrangements might help a bit as well.
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Post by omnipotentvoid on Dec 20, 2017 15:01:58 GMT
Remote control modules now weight jsut 400 grams, so we can expect some improvements here. The improved module arrangements might help a bit as well. Turns out that the M11 just got better without me having to do anything. Still, the gives 600g payload reduction gives significant room for improvement. So I made a Mk2 of the M11: PropellantTankModule 300 g Hydrogen Tank 2 UsesCustomName false Propellant Hydrogen StructureComposition Diamond ReactionMass_kg 0.3 HeightToRadiusRatio 7 AdditionalArmorThickness_m 0
SpacerModule 5.00 cm x 0 m Spacer UsesCustomName false Dimensions_m 0 0.05
PropellantTankModule 5.64 kg Fluorine Tank 2 UsesCustomName false Propellant Fluorine StructureComposition Diamond ReactionMass_kg 5.64 HeightToRadiusRatio 20 AdditionalArmorThickness_m 0
CombustionRocketModule CLRM-F18.8/H1 M8 "Longneck LG" Mk1Var2 2.5KM 5Km/s 1.3Kg0 Copy UsesCustomName true Reaction Fluorine Hydrogen StoichiometricMixtureRatio 1 ThermalRocket ChamberComposition Diamond ThroatRadius_m 0.0049 ChamberWallThickness_m 0.0001 ChamberContractionRatio 4.5 NozzleExpansionRatio 120 NozzleExpansionAngle_degrees 9.8 RegenerativeCooling_Percent 1 Injector Composition Lithium PumpRadius_m 0.038 RotationalSpeed_RPM 66 Gimbal InnerRadius_m 0.055 ArmorComposition Graphite Aerogel ArmorThickness_m 0.0001 MomentumWheels Composition Lithium RotationalSpeed_RPM 9600 GimbalAngle_degrees 1.5
RemoteControlModule Swarm test Copy Copy UsesCustomName true AspectRatio 8 HomingBehavior PropellantForBoostPhase_Percent 0.602 BoostPhase GuidanceLaw AugmentedProportionalNavigation Accelerate true DampingEngineMultiplier 8.33 MidcoursePhase GuidanceLaw AugmentedProportionalNavigation Accelerate false DampingEngineMultiplier 7.6 TerminalPhase GuidanceLaw AugmentedProportionalNavigation Accelerate true DampingEngineMultiplier 1.25 IrradianceCutoff_Percent 0.092
CraftBlueprint KKV M11-2 Viper Micro MK2 Modules Swarm test Copy Copy 1 0 null 0 0 CLRM-F18.8/H1 M8 "Longneck LG" Mk1Var2 2.5KM 5Km/s 1.3Kg0 Copy 1 0 null 0 0 300 g Hydrogen Tank 2 1 -0.5 null 0 0 5.64 kg Fluorine Tank 2 1 -0.25 null 0 0 5.00 cm x 0 m Spacer 1 1.7891 null 0 0 Armor Shape Cylindrical Concave false ArmorLayers Spider Silk 0.0005 0 0.8 1 1 0 Silica Aerogel 0.0015 0 0.4 1 1 0 Silica Aerogel 0.006 0 0.6 1 1 0 Silica Aerogel 0.02 0 0.8 1 1 0 Graphite Aerogel 0.009 0 0 1 1 0
The improvements in the M11 Mk2 are not only in the lighter guidance module, but also in the armor layout. The graphite aerogel nuke flash shield was moved to the outermost layer. This reduced the volume of the expencive silica aerogel layers, lowering the price to below 20c, without changing the effectivity of the armor much. The crossection was also reduced, allowing for less armor to be used with only little much loss in durability.
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Post by ironclad6 on Dec 30, 2017 5:18:17 GMT
I have noticed that since the last update my missiles no longer fly reasonably stable. Anyone got any advice?
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Post by RiftandRend on Dec 30, 2017 10:51:52 GMT
I have noticed that since the last update my missiles no longer fly reasonably stable. Anyone got any advice? I suspect the reduced mass of the RC unit after the patch is causing your missile's turn speed to be too high. If the turnabout time is less than 1 second then you will have overcorrection troubles.
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Post by jtyotjotjipaefvj on Jan 3, 2018 11:49:39 GMT
I got mine down to 16.7 credits. I could go lower but I wanted to put on something that at least looks like armor on enemy sensors. It might take a hit or two without getting penetrated, who knows. I also got rid of the frag warhead as it's just dead weight due to the challenge not caring about stopping power. At least it's cheap! Obligatory combat test against a modified gunship. The first missile goes through the usual spot, but since I moved the second reactor towards the nose, it doesn't really hurt the gunship. After around 50 hits, the missiles no longer do any damage, since they all fly through the same hole created by earlier missiles. But the missiles are very cheap!
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Post by RiftandRend on Jan 3, 2018 12:55:17 GMT
With the reduced mass of the Remote control, I was able to create an incredibly light and cheap missile, the Quill KKV. It can kill a gunship in one hit and can easily withstand its laser. Further improvements would likely require limiting editing (higher aspect ratio for the RC and smaller tanks for less mass). If it was possible to reduce the wet mass to ~4.9 kg you would get ~26% less mass in exchange for ~12.6% less Delta-V.
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Post by jtyotjotjipaefvj on Jan 3, 2018 13:40:26 GMT
With the reduced mass of the Remote control, I was able to create an incredibly light and cheap missile, the Quill KKV. It can kill a gunship in one hit and can easily withstand its laser. Further improvements would likely require limiting editing (higher aspect ratio for the RC and smaller tanks for less mass). If it was possible to reduce the wet mass to ~4.9 kg you would get ~26% less mass in exchange for ~12.6% less Delta-V. Partial armor leads to some questionably light armor layouts so I'm not sure if that should be allowed. Well, at least it's cheap!
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