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Post by Enderminion on Sept 7, 2017 18:35:25 GMT
I have guided missiles small enough for super-mega-hyper-extreme bolters pics or heresy. at school, be back at ~1500 hours UTC -8
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Post by jtyotjotjipaefvj on Sept 8, 2017 0:45:48 GMT
I modified the rockets to be smaller and have higher dv, and the launcher to have a higher rate of fire and muzzle velocity. Terminal velocity for the rockets is now 9 km/s, but due to lower mass they only pack a bit over 90 MJ per rocket. Still, with the 19-launcher ship, that's 6.8 GW of kinetic energy output from a 25 MC ship with a 50 MW generator. The 9 km/s projectile velocity makes the rockets a bit more accurate too, they can now take down gunships around 50% of the time before the gunship can thrust far enough to avoid the rockets completely. Although that too is simply due to the stupid targeting AI, with a flight time of ~7 seconds out to 50 km range, they really shouldn't be that easy to dodge. Updated designs for the rocket and gun: Video showing them chew through a meter of VCS in no time:
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Post by Kerr on Sept 8, 2017 12:41:17 GMT
at school, be back at ~1500 hours UTC -8 10 hours and you still didn't post pics. If you don't show pics at 1500 UTC-8 this day you will be marked as an enemy of the empire and an xeno. Hail to the god emperor.
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Post by The Astronomer on Sept 8, 2017 12:46:34 GMT
at school, be back at ~1500 hours UTC -8 10 hours and you still didn't post pics. If you don't show pics at 1500 UTC-8 this day you will be marked as an enemy of the empire and an xeno. Hail to the god emperor. Our civilization does not approve such aggressive move.
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Post by Enderminion on Sept 8, 2017 12:57:01 GMT
the Joke is that guided missiles small enough for super-mega-hyper-extreme bolters are perfectly normal micromissiles, Picture in spoiler
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Post by jtyotjotjipaefvj on Sept 8, 2017 15:18:07 GMT
Your burn time is 11 times longer than mine though, and the dry mass is only about a kilo. This means you'll have to launch around 300 km away, and only get about twice as much projectile energy. Your projectile mass is a lot higher leaving the barrel too, and the diameter is about twice as big, meaning you'll need a heavier gun and will get a slower rate of fire. It's not really comparable.
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Post by Enderminion on Sept 8, 2017 21:57:03 GMT
I wasn't being serious, I was just making fun of bolters
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Post by RiftandRend on Sept 8, 2017 22:26:39 GMT
I wasn't being serious, I was just making fun of bolters How dare you. I'll have you know we take our rocket-grenade machineguns very seriously here.
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Post by Enderminion on Sept 8, 2017 23:46:22 GMT
I wasn't being serious, I was just making fun of bolters How dare you. I'll have you know we take our rocket-grenade machineguns very seriously here. I personally prefer Railguns and Pulse weapons
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Post by madmike on Sept 9, 2017 6:32:34 GMT
How dare you. I'll have you know we take our rocket-grenade machineguns very seriously here. I personally prefer Railguns and Pulse weapons I just want some way to make flamers viable in space. How else are we supposed to purify xenos?
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Post by Kerr on Sept 9, 2017 6:34:14 GMT
I personally prefer Railguns and Pulse weapons I just want some way to make flamers viable in space. How else are we supposed to purify xenos? Chainswords? Exterminatus? Meltas?
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Post by The Astronomer on Sept 9, 2017 6:36:30 GMT
Fusion nuke is the answer
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Post by bigbombr on Sept 9, 2017 6:46:21 GMT
Fusion nuke is the answer Or you can just spray fluorine or FOOF over your target. If your oxidizer is good enough, you don't need to supply fuel. Everything (including rocks) is fuel. Boil it beforehand to increase reactivity.
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Post by madmike on Sept 9, 2017 6:57:51 GMT
Fusion nuke is the answer Or you can just spray fluorine or FOOF over your target. If your oxidizer is good enough, you don't need to supply fuel. Everything (including rocks) is fuel. Boil it beforehand to increase reactivity. Fully comprehensive chemical reactions when? Get on that, qswitched. I want bloody flamethrowers on my fleet corvettes.
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Post by tangentialthreat on Sept 9, 2017 17:44:33 GMT
After a long time of being frustrated at poor homing accuracy in any missile I could put out, I finally managed to make a missile that can reliably hit moving targets even when they're not launched from a collision course. I'm fairly familiar with homing AI, having written a few of them myself, so I have a fairly good grasp of how they should fly and what variables to use for that. In my previous designs in CoaDE though, I have always used missiles with either one gimballed thruster or several without a gimbal, which seems to be a bad idea with this game's homing AI. Since the AI can't plan for velocity changes caused by turning burns, it usually just ends up oscillating on a close enough trajectory, unless you put the damping stupidly high, like it is on all the vanilla RC modules. To circumvent this issue, I designed a missile with a single fixed-mount main thruster, as well as several extremely low-powered thrusters used for turning. Additionally, I made the thrusters use different fuels (methane for the RCS thrusters, hydrogen deuterium for the main one) and kept the burn times of both fuels close enough so that even if the RCS thrusters ran on full power for the whole flight, they wouldn't run out of juice. The low-powered RCS thrusters placed symmetrically ahead and behind the center of mass mean that the missile can turn with almost no linear velocity change. And this allows me to drop the dampening factors for the homing behaviour extremely low, which results in very high accuracy. The result is a homing behaviour that first burns off all tangential velocity relative to the target, and then turns head-on and accelerates as fast as it can afford while maintaining the collision course. This kind of trajectory is quite robust and can land solid hits even when launched from a ship with several km/s tangential velocity. Below are the missile designs as well as some images from a test combat I did. Missile design: dl.dropbox.com/s/e2fwt2zmixflxbr/20170824214926_1.jpgRC module design: dl.dropbox.com/s/xz82ai53ux2tmiw/20170824214934_1.jpgStart of combat. The launch ship has ~5 km/s perpendicular velocity but that's fine. dl.dropbox.com/s/47168a75h5jnrem/20170824214538_1.jpgMissiles start burning sideways to kill the perpendicular velocity: dl.dropbox.com/s/9n6roe645c1lbwt/20170824214555_1.jpgOnce that's done, they turn towards the target and burn some more. This makes a nice curve of missiles heading for the target: dl.dropbox.com/s/r4ftmc7eq9l678v/20170824214649_1.jpgThe first six missiles got lasered, but the seventh missile is a direct hit. dl.dropbox.com/s/hom99mrckayq9x8/20170824214704_1.jpgIn fact every single missile after that hits as far as I can tell. Even after the ship is in pieces, they keep hitting the largest piece: dl.dropbox.com/s/26bqvs97ac6lywc/20170824214738_1.jpgFinally, here's what little remains of the gunship: dl.dropbox.com/s/kxpiybkcrehbok8/20170824214806_1.jpgI tried this and fired 40 missiles at a laser frigate. Only one hit. The other 39 *flew through the massive hole* made by the first missile and came out the other side fully functional. The factors which lead to missiles wobbling in flight or not seem pretty random though and very small changes to the design did not have the same results.
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