tili
New Member
Posts: 5
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Post by tili on Oct 11, 2017 9:40:46 GMT
A small kinetic missile, I designed a while ago. It is shot from a (also very small) conventional gun, that accelerates the missile to only 1 km/s . The missile only goes for the biggest heat source, so it doesn't correct course during midphase to avoid heat signature confusion and waste of fuel. When it is close enough to a target, it curves in it and usually directly into the reactors. It works great against multiple enemies and sometimes manages to avoid decoys. Slow targets, like gunships, are taken out in short time from 30km away. A ship that is carrying the missiles costs practically nothing (Corvette Ops with 5 guns just 10 MC), but is still very deadly to most enemies. Only problem with scaling up for more guns (and missiles on screen) is the heat signature of your PC.
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Post by RiftandRend on Oct 11, 2017 19:37:45 GMT
A small kinetic missile, I designed a while ago. It is shot from a (also very small) conventional gun, that accelerates the missile to only 1 km/s . The missile only goes for the biggest heat source, so it doesn't correct course during midphase to avoid heat signature confusion and waste of fuel. When it is close enough to a target, it curves in it and usually directly into the reactors. It works great against multiple enemies and sometimes manages to avoid decoys. Slow targets, like gunships, are taken out in short time from 30km away. A ship that is carrying the missiles costs practically nothing (Corvette Ops with 5 guns just 10 MC), but is still very deadly to most enemies. Only problem with scaling up for more guns (and missiles on screen) is the heat signature of your PC. I recommend switching to a better fuel source. Ethylene Oxide is a flat improvement over nitromethane, and Bi-propellants like oxygen-hydrogen or fluorine-hydrogen are significant better. Additionally, making the nose pointed and using a more mass effective material like polytetrafluoroethylene will provide a huge increase the survivability of the missile.
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tili
New Member
Posts: 5
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Post by tili on Oct 12, 2017 8:32:32 GMT
I recommend switching to a better fuel source. Ethylene Oxide is a flat improvement over nitromethane, and Bi-propellants like oxygen-hydrogen or fluorine-hydrogen are significant better. Additionally, making the nose pointed and using a more mass effective material like polytetrafluoroethylene will provide a huge increase the survivability of the missile. A pointed nose won't help, because the terminal phase isn't blend with a pure guidance law and its always colliding sideways. I sure will try the fuel and armor options though.
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Post by Argopeilacos on Oct 12, 2017 12:51:04 GMT
A pointed nose won't help, because the terminal phase isn't blend with a pure guidance law and its always colliding sideways. The pointed nose allows to better dissipate laser fire and deflect kinetics. Even if it is sideways in the terminal phase, it will allow it to have a better chance to actually reach this phase.
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Post by omnipotentvoid on Oct 12, 2017 20:38:49 GMT
I recommend switching to a better fuel source. Ethylene Oxide is a flat improvement over nitromethane, and Bi-propellants like oxygen-hydrogen or fluorine-hydrogen are significant better. Additionally, making the nose pointed and using a more mass effective material like polytetrafluoroethylene will provide a huge increase the survivability of the missile. A pointed nose won't help, because the terminal phase isn't blend with a pure guidance law and its always colliding sideways. I sure will try the fuel and armor options though. If at all possible, you should attempt to stop missiles from doing this. Most of my missiles used to do this, but I've managed to get about 1km/s of extra relative velocity and a second less TTI out of my KKVs after stoping them from going sideways.
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Post by Rocket Witch on Oct 13, 2017 20:04:13 GMT
If at all possible, you should attempt to stop missiles from doing this. Most of my missiles used to do this, but I've managed to get about 1km/s of extra relative velocity and a second less TTI out of my KKVs after stoping them from going sideways. Is there a how-to on missile guidance anywhere?
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Post by omnipotentvoid on Oct 13, 2017 20:14:45 GMT
How well a missile tracks depends greatly on acceleration. So it's basically trial and error because the acceleration profile of most missiles is drastically different. For me, it will take as much as 2 to 10 times the time to optimize the guidance as it takes to completely design a missile.
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Post by dichebach on Oct 30, 2017 21:21:46 GMT
110 km/s delta-V with 410 milligee acceleration!? How did you accomplish THAT!?
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Post by RiftandRend on Oct 30, 2017 23:53:04 GMT
110 km/s delta-V with 410 milligee acceleration!? How did you accomplish THAT!? That is the game being unhelpful. That ship likely has both NTRs and MPDTs. It is showing the highest Delta-V, coming from the MPDTs and the highest acceleration, from the NTRs.
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Post by ironclad6 on Nov 3, 2017 23:30:27 GMT
110 km/s delta-V with 410 milligee acceleration!? How did you accomplish THAT!? That is the game being unhelpful. That ship likely has both NTRs and MPDTs. It is showing the highest Delta-V, coming from the MPDTs and the highest acceleration, from the NTRs. Still one hell of an achievement. Easily the highest performing design I've seen outside of the pure speculation fusion engine category. This is so high performing that it tends to mess somewhat with my prevailing literary theory that space warships without fusion engines are effectively impossible. I don't think I will rewrite on the strength of it, but damn man. Nicely done.
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Post by darthroach on Nov 5, 2017 9:47:13 GMT
The ship doesn't have anything close to that performance. When operating with NTR it will usually have no more than 10km/s delta v, while operating with MPD it will have acceleration in the microgees. It's not a torchship, it's just got two very different systems of engines - sort of like two gears.
Pretty much everyone puts an MPD on their ships nowadays, because they are very little additional mass and give a ton of additional delta v. You can't use them in deep gravity wells due to the glacial acceleration, though.
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Post by SevenOfCarina on Nov 5, 2017 10:11:38 GMT
The ship doesn't have anything close to that performance. When operating with NTR it will usually have no more than 10km/s delta v, while operating with MPD it will have acceleration in the microgees. It's not a torchship, it's just got two very different systems of engines - sort of like two gears. Pretty much everyone puts an MPD on their ships nowadays, because they are very little additional mass and give a ton of additional delta v. You can't use them in deep gravity wells due to the glacial acceleration, though. That isn't necessarily true. Granted sufficient power, MPDT-equipped craft can achieve acelerations nearing 1 m/s^2 while maintaining tens of kilometres per second of delta-v. As an proof, I present this. Do note though, that this craft later had its low-gear acceleration boosted to 40.1mg-114mg in exchange for a somewhat smaller delta-v budget.
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Post by dichebach on Nov 7, 2017 3:10:50 GMT
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. Its really too bad you couldn't get KMFDM out of that . . . Then you could have KMFDM Ultra, and it would already have its own bitchin' theme song
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Post by Durandal on Nov 10, 2017 2:25:55 GMT
The ship doesn't have anything close to that performance. When operating with NTR it will usually have no more than 10km/s delta v, while operating with MPD it will have acceleration in the microgees. It's not a torchship, it's just got two very different systems of engines - sort of like two gears. Pretty much everyone puts an MPD on their ships nowadays, because they are very little additional mass and give a ton of additional delta v. You can't use them in deep gravity wells due to the glacial acceleration, though. Essentially, yes. The NTRs are only meant for orbital and emergency combat maneuvers. The MPDs are meant for interplanetary travel. Completely untested in Jovian systems due to lag issues, so I don't know how much utility it may have there. I haven't played in a while, but if I recall it had around 12 km/s NTR dV, but at least 10 km/s. Enough to dodge a bit of KE fire and hypervelocity missiles that the lasers can't burn and hopefully have enough propellant to rendezvous with a tender.
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Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 3, 2017 4:36:08 GMT
I wonder if a .22 long rifle could penetrate an AR 500 plate if it was going 1.1 kilometers per second and was made of depleted uranium
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