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Post by Enderminion on Sept 26, 2017 1:28:42 GMT
Ah, just late to the party then. Every ship I make from now on will have 2 or 3 remote controls to ensure the ship continues to fight even if the crew dies. On a different note: Wow, that's grim. Redundancy system which effectively says "Yea, you're outgunned, probably you'll all die, but at least the shooty bits will keep going." my big ship has over 5000 nuclear missiles, MAD much?
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Post by dwwolf on Sept 26, 2017 5:35:27 GMT
So your comment about quantity over quality got me thinking, resulting in this design: It's a dirt-cheap KKV with 10 km/s dv, 340c per missile and 13.5 kg dry mass. It's enough to punch through the armor of a gunship in one hit, and you can fire as many of them as you like without running out of money. Which is what the above ship does. It has 24 launchers each firing 6 missiles per second, resulting in a good rate of 144 missiles launched per second. It carries 3000 missiles but still costs a bit under 9 Mc. Below is a video showing how it works against a gunship. Even though 90% of the missiles launched missed completely, there's still enough hits to take out the gunship in one 2-second salvo. Plus the cloud of missiles coming out of the launchers looks pretty great. Turning time might be a tad excessive causing over corrrections and misses.
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seeingstripes
New Member
Starwolf Industries: Designer of the cheapest microdrone ever put on the CDE Steam Workshop.
Posts: 15
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Post by seeingstripes on Sept 26, 2017 16:10:28 GMT
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Post by Rocket Witch on Sept 26, 2017 23:06:35 GMT
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seeingstripes
New Member
Starwolf Industries: Designer of the cheapest microdrone ever put on the CDE Steam Workshop.
Posts: 15
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Post by seeingstripes on Sept 27, 2017 4:05:59 GMT
Rocket WitchActually, it was my own messing around with ADY's Hornet that gave me the idea. I got it down to under 500kc, but it's pretty much literally a soda can that shoots missiles. A good hard sneeze will depressurize the crew cabin.
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Post by jtyotjotjipaefvj on Sept 30, 2017 0:33:51 GMT
So I took my 750kc gun deployer design a bit further and turned it into a missile that carries 60 of the 125mm gun platforms. I also added small thrusters to the guns so that they can compensate for recoil and change between targets more quickly. A single 750kc missile can take two gunships in succession. Even though each gun only has 50 rounds, it's still enough to completely destroy two gunships. The gun platforms are fairly durable too, especially since the RCS thrusters can keep the front aligned towards the enemy. They can't really take kinetic hits, but against lasers they have a few cm of diamond barrel armor, plus some PTFE behind the gun to protect the ammo bin and control systems. Design for the missile and gun in spoilers below. Youtube video showing the guns do their thing. I also noticed that running windowed capped FPS to 30 for no reason, so now I'm back to a steady 60 when there's not much going on.
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Post by Rocket Witch on Sept 30, 2017 21:41:12 GMT
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gorthaff
New Member
I can't for the life of me come up with anything smart or witty. <-THIS-> is all you get.
Posts: 17
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Post by gorthaff on Oct 4, 2017 12:24:00 GMT
So I decided to dump everything I had time to make since my last post here. I feel like I have improved a decent amount since my days of using Hydrogen NTRs. DIsregard the Alphanumerals in front of the names. I just use them to categorize stuff. This thing is a significantly alterred version of a previous design of mine, having improved on many of its aspects. It has insane acceleration with reasonable dV, and enough armour that it can wither frontal railgun fire for a while. For offense it uses the oh so effective kinetic micromissile method. This was my attempt at creating a weight efficient warship that is versatile enough to operate on its own. The dV comes from an MPD, and translates to a meager 3.6 km/s in actual combat. It is not realy supposed to dodge though, just keep that cone of armour between itself and incoming fire. This is an attempt at upscaling the previous vessel. I like how it turned out. Contstructive criticism and snide remarks are equally apperciated.
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Post by Argopeilacos on Oct 4, 2017 14:27:57 GMT
It seems your pictures didn't upload gorthaff. Edit: nevermind, it works on my phone.
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gorthaff
New Member
I can't for the life of me come up with anything smart or witty. <-THIS-> is all you get.
Posts: 17
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Post by gorthaff on Oct 4, 2017 14:40:17 GMT
It seems your pictures didn't upload gorthaff . They show for me, they are still on tinypic too. Ima see what I can do.
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Post by bigbombr on Oct 4, 2017 14:55:06 GMT
It seems your pictures didn't upload gorthaff . They show for me, they are still on tinypic too. Ima see what I can do. I can see them. And about the alphanumerical prefix, I use something similar. Every ship/drone armed with a gun (conventional cannon, coilgun, railgun) gets the prefix K (e.g. K Hailstorm), the ones armed with lasers get the prefix L (e.g. L Sol Invictus), the ones armed with missiles get the prefix M and those with drones get the prefix D. If multiple prefixes apply, I put them in alphabetical order.
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Post by RiftandRend on Oct 4, 2017 19:38:43 GMT
This is an attempt at upscaling the previous vessel. I like how it turned out. i65.tinypic.com/330eonb.jpgContstructive criticism and snide remarks are equally apperciated. This ship is very similar to the ones I make. The front armor could be smoothed out (notice the change in slope near the tip) to increase survivability. Additionally, your ship is underpowered (literally). Everything shrouded the armor cone should be radiators, so keep adding reactors until you can't fit any more. Dump all the power into MPDTs. I imagine your acceleration is very low with that 28 Mw HD MPDT, so if adding more power doesn't bring it up to 4 or 5 mg you should switch the fuel to methane. Also, why do you have 2 kinds of NTRs? One for raw acceleration and one for intermediate performance? Note: the last image doesn't seem to be working.
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Post by bigbombr on Oct 4, 2017 20:06:02 GMT
So I decided to dump everything I had time to make since my last post here. I feel like I have improved a decent amount since my days of using Hydrogen NTRs. DIsregard the Alphanumerals in front of the names. I just use them to categorize stuff. This thing is a significantly alterred version of a previous design of mine, having improved on many of its aspects. It has insane acceleration with reasonable dV, and enough armour that it can wither frontal railgun fire for a while. For offense it uses the oh so effective kinetic micromissile method. This was my attempt at creating a weight efficient warship that is versatile enough to operate on its own. The dV comes from an MPD, and translates to a meager 3.6 km/s in actual combat. It is not realy supposed to dodge though, just keep that cone of armour between itself and incoming fire. This is an attempt at upscaling the previous vessel. I like how it turned out. i65.tinypic.com/330eonb.jpgContstructive criticism and snide remarks are equally apperciated. Have you considered using methane instead of hydrogen deuteride? Also, you can never have too much reactor. Lasers, MPDT's, railguns, ... there's always a use for more power. If you only need your thrusters for keeping the point towards the enemy, a MPDT(cluster) might be sufficient, in which case you might consider using water (fairly poor in thermal rockets, but good in MPDT's with excellent density), heavy water (lower dissociation energy and thus superior performance to water), methane (good thermal rocket propellant that also performs well in MPDT's) or neon (most cost-effective MPDT-propellant). Have you also considered using fewer,more powerful engines to save on crew mass? I believe the crew goes up if you go from 5 to 6 engines. RCS is usually not needed for turning for ships. Cutting crew is an easy way of cutting mass.
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gorthaff
New Member
I can't for the life of me come up with anything smart or witty. <-THIS-> is all you get.
Posts: 17
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Post by gorthaff on Oct 5, 2017 7:57:11 GMT
Indeed I have considered Methane, I even have a few ships using it. It makes for mutch better TWR, but about a fourth of the dV. Might be that my remass fractions are different though. I also knew about Neon and Xenon as Ion engine fuels, I just heavnt gotten around to making any. Heavy water is news to me though. Is it better than Methane? It is less dense as far as I know. About the power. I know these can fit more reactors. They already have radiators for twice of what they have. I just set out to build a ship with one of them. Would that mean that the ship is too large? I do agree that the 4 RCS Vernier engines might be a tadbit unnecesseary. They do let me rotate without changing relative velocity though. I think the armour design kind of necessitates them.
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Post by cyborgleopard on Oct 11, 2017 3:12:04 GMT
This was a ship I created a long while ago, back while I was working on the armor research thread. I don't know what, but I was compelled to come back here and upload it. It was mean to be my own take on the stock gunship using my custom modules with stats that put it more in line with those that we see in most user designs. It masses about the same as its stock counterpart but costs only 171Mc rather than the stock gunship's 286 Mc. Most of the cost and mass are in armor though and the ship is very resilient and has lots of redundant modules. Though I've personally had better luck with wolf-pack tactics and fleets of small ships, I feel it might be useful for more experienced players to have a more formidable gunship to pit their designs against. Comes with launchers for lag-inducing Scarab attack drones, as well as Thunderbolt and Starkiller missiles. Drones sold separately. Edit: Oops wrong screenshot. I don't feel like uploading another so here's the vitals 171Mc 11.5kt 5.21km/sec methane. (Never got around to adding that MPD) 209mg wet acceleration 253m long
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