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Post by dragonkid11 on Jan 16, 2018 10:29:10 GMT
So I took another look at dumbfire rockets and wondered... Well, the hit chance of dumbfire rockets are low because of the notorious inaccurary of spinal weapon aiming. But then missiles go comepletely inaccurate when enemies throw out flare and renders them useless. So whatever, let's make giant dumbfire missile and hope it works. The result is pretty... ...Trash. Because... 1. The giant dumbfire rockets are so large that the aiming system I used for my rocket drone ended up SHOOTING IT DOWN. 2. The giant dumbfire rockets ended crashing with each other and promptly destroyed themselves for some magical reasons. 3. This thing won't even work in the first place because I forgot that the fuse only trigger engine and not, well, the cluster submunition release of the rocket. So this entire project is practically useless..... Fuck, I really want this to work but without even the most basic aiming system, dumbfire rockets are near impossible to use. But then again, I can't really figure out how to prevent flare from making even my most advanced missile from going haywire so..... BALLISTIC WINS!
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Post by zappy99 on Jan 23, 2018 19:29:14 GMT
The munitions aren't as evenly spread as in jtyotjotjipaefvi's missile, so instead of concentric circles you get these hexagonal gashes. Not as aesthetically pleasing, but still pretty deadly. The design uses 10*50g and 10*100g submunitions which are fired 1 km from the target for a relatively tight and even spread, though the 10*100g submunitions have a tendency to over-penetrate. The missile is generally pretty overpowered against smaller ships, often cutting them into pieces. One thing to note is that the missile often manages to hit even after being disabled before it can deploy its munitions, sometimes killing the ship (though in one test with my custom 500 ton gunboat, the ship managed to survive getting hit by three disabled missiles with barely any damage. I then sent a 20-missile salvo that vaporized it. In another test, the gunboat managed to dodge the entire salvo by whipping its tail around). So overall, these things are way better than regular flak missiles. So overall, fuses are a pretty great addition What are the sub-munitions like? Do they simply explode after a set time or do they go off based on proximity to the target? I ask this because I was similarly inspired by jtyo's design, but my sub-munitions don't seem to explode at all. The munitions use 100 ms fuses. At the speed my missiles are usually going, that's enough time for all the munitions to detonate before impact. As far as I know, you need a control module for proximity fuses to work, which drastically increases the weight. Proximity fuses aren't very practical anyway, because the setup is already extremely time sensitive. The munitions are released 1 km away from the target, at 5 km/s that's 200 milliseconds before impact and in that time the first of the 1kg sub-munitions have travelled more than 16 meters - slightly more than the radius of a gunship. If you increase the travel time just a little bit the missile starts losing effectiveness, and if you decrease it too much the spread is way too tight and you overpenetrate. You are already calibrating the launchers so that you have the right travel time at the expected velocity, so you simply time the fuses so that they detonate within that travel time.
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Post by captinjoehenry on Jan 26, 2018 3:00:18 GMT
Man I really want to make a sub-munition missile but I can't get them working correctly. Can you folks up load the design text for them or screen shots of the blast launchers, sub munitions and the delta V of the missiles so I can get a better idea of how to design them?
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Post by jtyotjotjipaefvj on Jan 26, 2018 11:17:07 GMT
Man I really want to make a sub-munition missile but I can't get them working correctly. Can you folks up load the design text for them or screen shots of the blast launchers, sub munitions and the delta V of the missiles so I can get a better idea of how to design them? There's this thread with some useful advice, and an export of a missile ship including my sub-munition missile: childrenofadeadearth.boards.net/thread/1945/rcs-tracking-on-missiles
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Post by bigbombr on Jan 27, 2018 21:50:49 GMT
I had a broadside design propelled by two methane NTRs and armed with two lackluster 10 MW railguns. Tests revealed that replacing the two railguns with a single 20 MW laser improved performance. Then I started wondering if I could replace the NTR's with a MPDT for better endurance (dodging for only a few minutes seems too short to ensure survival). In order to achieve a decent acceleration, I replaced the 20+ MW powerplant with a 1.05 GW powerplant, giving me enough juice to power a 1.01 GW water MPDT and one 20 MW laser. But I was uncertain the acceleration (20.9 mGee) was sufficient to dodge incoming rounds. Tests revealed that it could easily dodge 8.04 km/s shots at less than 350 km (implying it can easily dodge 40 km/s rounds at 1.75 Mm). To me, this implies that MPDTs are viable dodge thrusters. Later I added a second 20 MW laser, doubling firepower while having a negligible impact on delta-v and acceleration.
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Post by Kerr on Jan 27, 2018 22:06:25 GMT
I had a broadside design propelled by two methane NTRs and armed with two lackluster 10 MW railguns. Tests revealed that replacing the two railguns with a single 20 MW laser improved performance. Then I started wondering if I could replace the NTR's with a MPDT for better endurance (dodging for only a few minutes seems too short to ensure survival). In order to achieve a decent acceleration, I replaced the 20+ MW powerplant with a 1.05 GW powerplant, giving me enough juice to power a 1.01 GW water MPDT and one 20 MW laser. But I was uncertain the acceleration (20.9 mGee) was sufficient to dodge incoming rounds. Tests revealed that it could easily dodge 8.04 km/s shots at less than 350 km (implying it can easily dodge 40 km/s rounds at 1.75 Mm). To me, this implies that MPDTs are viable dodge thrusters. Later I added a second 20 MW laser, doubling firepower while having a negligible impact on delta-v and acceleration. 17MW? Ce:LFF? I am not pleased
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Post by Enderminion on Jan 27, 2018 22:10:10 GMT
I had a broadside design propelled by two methane NTRs and armed with two lackluster 10 MW railguns. Tests revealed that replacing the two railguns with a single 20 MW laser improved performance. Then I started wondering if I could replace the NTR's with a MPDT for better endurance (dodging for only a few minutes seems too short to ensure survival). In order to achieve a decent acceleration, I replaced the 20+ MW powerplant with a 1.05 GW powerplant, giving me enough juice to power a 1.01 GW water MPDT and one 20 MW laser. But I was uncertain the acceleration (20.9 mGee) was sufficient to dodge incoming rounds. Tests revealed that it could easily dodge 8.04 km/s shots at less than 350 km (implying it can easily dodge 40 km/s rounds at 1.75 Mm). To me, this implies that MPDTs are viable dodge thrusters. Later I added a second 20 MW laser, doubling firepower while having a negligible impact on delta-v and acceleration. 40km/s is too slow, my long range railguns fire at 75km/s to 150km/s
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Post by bigbombr on Jan 27, 2018 22:12:11 GMT
17MW? Ce:LFF? I am not pleased If I use more powerful lasers, I have 1) heavier radiators, meaning less acceleration and 2) less juice for the MPDT, meaning less acceleration. I'm sure you can do something similar with stock materials, but aren't there plenty of 40% efficient fiber lasers in use IRL? So I don't see the issue with Ce:LFF. This was mostly meant as proof of concept, and I'd say it turned out well.
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Post by Kerr on Jan 27, 2018 22:14:06 GMT
17MW? Ce:LFF? I am not pleased If I use more powerful lasers, I have 1) heavier radiators, meaning less acceleration and 2) less juice for the MPDT, meaning less acceleration. I'm sure you can do something similar with stock materials, but aren't there plenty of 40% efficient fiber lasers in use IRL? So I don't see the issue with Ce:LFF. This was mostly meant as proof of concept, and I'd say it turned out well. Get the mass of the laser module and divide it by the beam output in kW... also I don't think CDE models power consumption this way. A 1GW power source can power multiple things at once, if it can't. Why not turn the MPDT off for the few seconds?
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Post by bigbombr on Jan 27, 2018 22:19:57 GMT
40km/s is too slow, my long range railguns fire at 75km/s to 150km/s I've currently 2 iterations, one massing 155 t and the other massing 158 t. I can easily scale this up to lasers with 10 Mm. 150 km/s is slow when compared to 300 Mm/s.
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Post by bigbombr on Jan 27, 2018 22:24:50 GMT
Get the mass of the laser module and divide it by the beam output in kW... also I don't think CDE models power consumption this way. A 1GW power source can power multiple things at once, if it can't. Why not turn the MPDT off for the few seconds? The concept of this design is a craft that can continuously dodge while in combat and lasing. Since it seems decently succesful for dodging and can dodge for a little longer than a day, this might be useful.
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Post by Enderminion on Jan 27, 2018 22:26:28 GMT
40km/s is too slow, my long range railguns fire at 75km/s to 150km/s I've currently 2 iterations, one massing 155 t and the other massing 158 t. I can easily scale this up to lasers with 10 Mm. 150 km/s is slow when compared to 300 Mm/s. my fastest railguns cross 10Mm in 12.5 seconds
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Post by Kerr on Jan 27, 2018 22:27:48 GMT
Get the mass of the laser module and divide it by the beam output in kW... also I don't think CDE models power consumption this way. A 1GW power source can power multiple things at once, if it can't. Why not turn the MPDT off for the few seconds? The concept of this design is a craft that can continuously dodge while in combat and lasing. Since it seems decently succesful for dodging and can dodge for a little longer than a day, this might be useful. How much power do you have anyways?
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Post by bigbombr on Jan 28, 2018 7:56:17 GMT
How much power do you have anyways? 1.05 GW, 1.01 GW goes into the MPDT, 20 MW (iteration 1) or 40 MW (iteration 2) goes into the lasers. It doesn't have enough firepower to be a serious combattant, but it works fine as a proof of concept.
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Post by jtyotjotjipaefvj on Jan 30, 2018 10:26:26 GMT
My quest for laser removal advances again. I can now beat a Deep Fryer with a single 92 kc drone, although I could probably get the cost ratio down radically from there. Still 27:1 is already quite decent, and right now the drone will likely do very well against conventional capships too. I switched my railguns to fire 6-gram frag payloads instead of solid slugs, which instantly gives me roughly tripled muzzle velocity. A 15 km/s railgun and a 15 km/s dv gives the laserstar 30 seconds to live until the frag warheads start raining down on it. Additionally, since the drone's front is covered in anti-laser armor and the railgun has 11 cm of Polyethane on its barrel, it could very likely survive all the way to a 100 km intercept, giving the target laserstar only 3 seconds of dodging time. I'd say this is the best way to get rid of any laserstar design I've met. Designs for drone and railgun below: Combat test: Orbital intercept. Note the speed of the intercept. 90 minutes to reach target around 40 Mm out. You can stop telling me to put MPDs on every single thing ever now. Start of combat at 1 Mm. Both the deep fryer and my drone start firing immediately, since my railgun will only take 30 seconds to reach the laserstar. Rounds underway to the laserstar. It has switched targets to the tiny bullets now, but can't get good hits thanks to laser wobble. A low-intensity small aperture point-defence laser might be able to deal with this kind of attack though? Although the rounds do have 3mm PE armor, so it might be difficult to get through quickly enough. 30 seconds later the deep fryer is dead with 0 damage to my drone. It did manage to shoot down a few of the frags but there's far too many to stop them all.
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