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Post by thorneel on Dec 10, 2017 10:23:26 GMT
Source? CNT within Damascus steel sounds very interesting, adding graphene to copper increases its yield strength by a factor of 500x, while not even making up 0.1% of the total mass up. It's one of those situations where there are so many pop-sci articles about the study on the internet that it's impossible to find the original study, but here's two articles from reputable sources news.nationalgeographic.com/news/2006/11/061116-nanotech-swords.htmlwww.nature.com/articles/444286aNobody has managed to recreate it as far as I know, modern "damascus" steel is just pattern welded steel that imitates the look of real damascus. I read somewhere that in 2008 a lab had managed to recreate it, but can't find the source back at the moment...
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Post by dragonkid11 on Dec 21, 2017 16:09:13 GMT
Finally made a dumb-fire rocket drone. It's not something that's very impressive but it sorta work even if the micro missiles are weak enough that several barrages (90 per drone) are needed to destroy the enemies.
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Post by jtyotjotjipaefvj on Dec 22, 2017 2:25:19 GMT
I updated my patterned fragment missile to the fuse age. Thanks to the 1-gram fuse module, I can switch from platinum pellets to 1-kg frag warheads as my launched submunitions while still keeping the package light enough. This has the added benefit of limiting the amount of ship-type objects in the game, meaning the design is mostly lag-free as well. The missile itself is not that special, it's the same fixed-mount main thruster with 8 smaller RCS thrusters design I've used quite a bit. It's got enough delta-v and acceleration to be comfortable to use from 200 km, resulting in a 30-ish second travel time. It also has enough armor to get through the Gunship's railguns and lasers without significant damage. Missile design: The blast launchers are carefully timed so that they produce a tight spread pattern but have time to deploy all four rings of submunitions. I ended up with a 2.5 km trigger range, which gives roughly 250 milliseconds for the munitions to deploy and detonate. Put together, the missile has a 500-kg KE impactor along with 192 kilos of fragments in a roughly 10-meter spread around the kinetic impact. This gives a nice dual-purpose effect, as the fragments tend to do a lot of damage even if the missile itself doesn't hit anything vital. Thanks to the armor and RCS design, it's accurate and durable enough to usually take down a Gunship with a single missile, but it's fairly cheap so there's no reason not to fire a bunch of them at the same time. Below are results from a few combat tests I did. Traffic jam at the carrier. Due to the tight homing parameters, they're fairly slow to get start homing. First they want to get clear of the ship, and then get an accurate heading before turning on the main engine. First missile hits the bullseye, knocking out the gunship in one hit. Second test, a couple of missiles in: And a few more: All in all, the fuse modules seem like a very versatile addition to the game. Most of all they make life a lot easier when dealing with smaller explosives, as you no longer need to pay the 1-kg tax to get your explosives to detonate on time.
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Post by newageofpower on Dec 22, 2017 4:10:34 GMT
Thanks to the armor and RCS design, it's accurate and durable enough to usually take down a Gunship with a single missile, but it's fairly cheap so there's no reason not to fire a bunch of them at the same time. Below are results from a few combat tests I did. Wat. Unmodded, omnipotentvoid has killed a gunship with a 29.5 credit missile. Your missile is roughly 695 times less cost efficient. Okay, I'm perhaps being too hard on the newbie, but how many of your missiles does it take to kill one of these drones?
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Post by dragonkid11 on Dec 22, 2017 4:15:38 GMT
I think that at some points of playing game, instead of killing giant capital ships s efficiently as possible, you just want to kill things with as much style as possible while still being somewhat effective.
That missile design get a 10/10 on style from me for literally making a target from targeting the warship with missiles.
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Post by RiftandRend on Dec 22, 2017 5:41:43 GMT
If it's time to brag about how cheaply we can kill gunships, I present the Pila KKV.
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Post by RiftandRend on Dec 22, 2017 5:49:34 GMT
Thanks to the armor and RCS design, it's accurate and durable enough to usually take down a Gunship with a single missile, but it's fairly cheap so there's no reason not to fire a bunch of them at the same time. Below are results from a few combat tests I did. Wat. Unmodded, omnipotentvoid has killed a gunship with a 29.5 credit missile. Your missile is roughly 695 times less cost efficient. Okay, I'm perhaps being too hard on the newbie, but how many of your missiles does it take to kill one of these drones? The workshop file for that drone seems to be bugged. It looks like this.
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Post by newageofpower on Dec 22, 2017 6:51:05 GMT
The workshop file for that drone seems to be bugged. Hmm. Do you have the Apo-chan standard module library?
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Post by RiftandRend on Dec 22, 2017 7:35:34 GMT
The workshop file for that drone seems to be bugged. Hmm. Do you have the Apo-chan standard module library? No, what modules does it use?
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Post by newageofpower on Dec 22, 2017 8:09:36 GMT
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Post by jtyotjotjipaefvj on Dec 22, 2017 10:49:40 GMT
Thanks to the armor and RCS design, it's accurate and durable enough to usually take down a Gunship with a single missile, but it's fairly cheap so there's no reason not to fire a bunch of them at the same time. Below are results from a few combat tests I did. Wat. Unmodded, omnipotentvoid has killed a gunship with a 29.5 credit missile. Your missile is roughly 695 times less cost efficient. Okay, I'm perhaps being too hard on the newbie, but how many of your missiles does it take to kill one of these drones? That's a bit condescending, isn't it? The missile is still around 15,000 times cheaper than the Gunship so I don't see what difference the cost makes at that point. Both are basically free compared to any warship. You should also note that killing a gunship from side-on is totally trivial, since both reactors are located exactly where all missiles will home due to the radiator placement. Obviously, if any missile that can penetrate the armor will do, you can use the cheapest KKV you can make in the game. As for the micromissile, my submission cost 4 credits more than omnipotentvoid's, but that's mainly because I used a frag warhead, he did a pure KKV which is obviously a bit cheaper. See here: childrenofadeadearth.boards.net/thread/1573/challenge-micromissiles?page=3&scrollTo=28951As for the drone, I haven't tested against that one but I did beat deep fryers with various drones and warships, as well as a custom laser drone I designed myself based on the deep fryer (with and without the railgun). Thread linked here, starting with my favourite ship, with which I managed to beat 11 deep fryers at once: childrenofadeadearth.boards.net/post/27305/thread
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Post by Rocket Witch on Dec 22, 2017 11:29:40 GMT
Okay, I'm perhaps being too hard on the newbie >jtyotjotjipaefvj >newbie Lurk moar.
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Post by dragonkid11 on Dec 22, 2017 15:10:25 GMT
Well, tried out some dumb-fire rocket in my drones anddd the results are
Would honestly be more spectacular if the game isn't running 1 frame per second from the sheer amount of rockets.
I pretty much need multiple times more rockets than missile in mass just to get somewhere with the damage.
However, against stock ship with flare, missiles are wildly inaccurate no matter how I tweak it so dumb-fire rocket would work well against them.
Would honestly work better with conventional cannon but sometimes you just want to fire loads of rockets.
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Post by samchiu2000 on Dec 22, 2017 16:14:50 GMT
My dumbfire micro rocket. "Effective and overwhelming." A small RTG is in fact more than enough Rocket Witch (Although it's far from a few grams )
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Post by Rocket Witch on Dec 22, 2017 21:21:03 GMT
A small RTG is in fact more than enough Rocket Witch (Although it's far from a few grams ) Huh? What did I say about RTGs before?
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