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Post by airc777 on Nov 7, 2018 19:12:19 GMT
I've just built my first successful true laser star. By which I mean I built a ship which can both out laser duel an equal tonnage of my smaller laser ships and did complete the mission Vesta Overkill. Granted how I completed Vesta Overkill was entirely a fluke, it did not have the thrust to dodge the enemy volley of kinetics, but the first round that hit vented the 8kt Neon tank which was enough to push it out of the way of the rest of the kinetics. I guess it counts? Testing lasers is exhausting, I'm going to count it.
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Post by airc777 on Nov 26, 2018 20:54:21 GMT
This is the end results of my attempt to make an armor profile that can defeat apophys needle railguns. It uses up armored 158 km/s guns and it's armor is proofed against it's own guns for several seconds of sustained fire. It can defeat my biggest laserstar, but it gets disarmed by a lower tonnage swarm of my smallest laser drones. Caused game crash for some reason when I tried to add drop tanks, so I've refitted it with larger internal tanks.
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Post by bigbombr on Nov 26, 2018 21:39:36 GMT
This is the end results of my attempt to make an armor profile that can defeat apophys needle railguns. It uses up armored 158 km/s guns and it's armor is proofed against it's own guns for several seconds of sustained fire. It can defeat my biggest laserstar, but it gets disarmed by a lower tonnage swarm of my smallest laser drones. Caused game crash for some reason when I tried to add drop tanks, so I've refitted it with larger internal tanks. Drop tanks are known to cause severe lag and drop tank collisions may cause crashes. Have you considered replacing the nitrile rubber with spider silk? And that delta-v is looking pretty low. How much interreflection are your radiators suffering from and what are the stats of those railguns?
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Post by airc777 on Nov 26, 2018 22:01:15 GMT
This is the end results of my attempt to make an armor profile that can defeat apophys needle railguns. It uses up armored 158 km/s guns and it's armor is proofed against it's own guns for several seconds of sustained fire. It can defeat my biggest laserstar, but it gets disarmed by a lower tonnage swarm of my smallest laser drones. Caused game crash for some reason when I tried to add drop tanks, so I've refitted it with larger internal tanks. Drop tanks are known to cause severe lag and drop tank collisions may cause crashes. Have you considered replacing the nitrile rubber with spider silk? And that delta-v is looking pretty low. How much interreflection are your radiators suffering from and what are the stats of those railguns? Attached is a picture of the guns stats. Additionally the guns are armored with 30cm of vanadium chromium steel, if you didn't care about making the turrets resistant to their own guns you could make them a lot lighter armoring them against lasers. The delta V is very slightly better then the stock gunship for exactly the same mass as the stock gunship and 30% reduced cost from the stock gunship, hence the "Improved Gunship" name. Nitrile rubber is there as additional laser protection not the spall liner, the boron filament is what I was using as a spall liner in addition to having 2cm amorphous carbon crew modules. My largest laser star can actually burn through the hull and hit the crew and reactors by targeting the engines faster then it can disarm the turrets. Reactor radiators lose 12.3% efficiency to inter reflection, craft has three times the reactor radiator area and six times the crew radiator area it actually needs.
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Post by doctorsquared on Nov 27, 2018 3:35:50 GMT
Been tinkering with multibarreled coilguns. Here's a 50MW model that throws a 25g slug at a decent muzzle velocity at a somewhat rapid rate of fire. Overall, I find that a multibarrel approach coupled with boron nitride as barrel armor is a bit more mass-efficient than a thick outer jacket of boron nitride at dissipating heat
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Post by airc777 on Dec 2, 2018 18:47:19 GMT
I tried to build a pretty ship. It did not go well. Edit: Well it isn't as pretty as I wanted, but 110Km/s delta V and 0.5g acceleration and 1 megameter weapons absolutely slaughters The Fall of Titan mission.
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Post by dragonkid11 on Dec 8, 2018 11:13:15 GMT
After some dabbing in capital ship building, I decided to reattempt subcapital drone design that actually looks decent instead of... what I previously had. It has two railguns for long range attack, four conventional cannons for devastating close range attack, blast launchers packed with small class attack missiles, medium class cluster munition missiles, and micro class anti missile missiles. Works pretty well, if a bit expensive at its 2 millions credit price for a 100 tons drone...
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Post by AtomHeartDragon on Dec 8, 2018 12:33:02 GMT
I tried to build a pretty ship. It did not go well. Odd, it works on my end. Also Homeworld 1 >> Homeworld 2 Silmarillion In SPAAACE! After some dabbing in capital ship building, I decided to reattempt subcapital drone design that actually looks decent instead of... what I previously had. It has two railguns for long range attack, four conventional cannons for devastating close range attack, blast launchers packed with small class attack missiles, medium class cluster munition missiles, and micro class anti missile missiles. Works pretty well, if a bit expensive at its 2 millions credit price for a 100 tons drone... Nice. Although, if you are launching unpowered munitions, you might find it useful to put in spinal gun(s) with the same exit velocity and have it be the longest range weapon to ensure correct orientation. Of course, that's incompatible with high-powered RG drones.
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Post by AtomHeartDragon on Dec 29, 2018 22:28:32 GMT
I have decided to upload my heavy railgun I determined to be in holiday spirit. It's X-masy because it shoots lumps of coal 1kg amorphous carbon slugs at over 20km/s each 894ms at anyone I deem naughty, gifting them 200MJ of kinetic energy (almost 50 Ricks of blam) each - I thus named it "Santa". It is a bit on the large-ish and expensive side, but not heavier nor bigger than stock 13MW 1mm Turreted Capacitor Coilgun (which I recently ended up bolting onto my stock "Garuda" Dreadnought as it is actually less disappointing than 34mm heavy coilgun, and which I therefore consider borderline practical) and not that much more expensive, and it can actually track fast enough to keep the editor happy and warnings free. Keeping the rails from flopping about has proven somewhat challenging (I tried osmium as it is both strong, stiff and has low thermal expansion, but being so stiff it actually tends to explode from thermal expansion anyway, despite its strength - it is damn heavy too) so it isn't very accurate weapon (comparable with most stock EM guns, actually). Link:steamcommunity.com/sharedfiles/filedetails/?id=1607067371Pichurz:
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Post by AtomHeartDragon on Jan 1, 2019 0:13:31 GMT
I have a series of similar RGs, mostly slower (at 10km/s), ranging from 0.5 (but capable of somewhat automatic fire) to 4.4kg (1 shot per second), all around 20% efficient (though I haven't pushed any others).
At these scales, with with lightweight aerogel barrel bracing, overheating becomes a serious concern for a railgun and multi-barrel mounts become actual solution to existing problem rather than fashion statement.
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Post by doctorsquared on Jan 1, 2019 2:58:22 GMT
I've been tinkering around with Rocket Witch's proposal for a Combustion Light Gas Gun (IE, a conventional cannon that leverages the higher specific impulse of liquid/gaseous bipropellants to achieve higher muzzle velocities. The current result is a 120mm cannon that utilizes liquid hydrogen and fluorine as propellants, in an ideal application the fuel charge would be transferred from separate fuel and oxidizer tanks into a pair of accumulators where it would then be injected into the chamber where it would combust. Pros:- Similar performance to low-powered coilguns with greatly reduced energy costs.
- Avoids thermal expansion stress issues of EM guns and thus can use a much lighter barrel.
- Can be used to fire heavy projectiles at higher speeds than a conventional gun.
Cons:
- Weapon requires bore above 100mm to achieve higher muzzle velocities.
- Payloads need to be designed with a 'sabot' that allows for a gas seal that will propel it forward at a higher speed without causing it to tumble in the barrel.
- Heavier than similar designs for a solid propellant gun.
- Having fluorine/hydrogen as a propellant is hilariously dangerous in the event that propellant containment is breached.
ChemicalReactions.txt ChemicalReaction Fluorine Hydrogen Liquid Mix Reactants Fluorine Hydrogen Liquid Mix ReactantCounts 1 Products Hydrogen Fluoride ProductCounts 2 ActivationEnergy_kJ__mol 82.8 AutoignitionTemperature_K 773 Combustibles.txt Material Fluorine Hydrogen Liquid Mix Elements F H ElementCount 2 2 Density_kg__m3 1581.1 EnthalpyOfFormation_kJ__mol -273.3 SpecificHeat_J__kg_K 7970.86 MeltingPoint_K 14.01 BoilingPoint_K 20.28 ThermalConductivity_W__m_K .067205 RefractiveIndex Hydrogen RoughnessCoefficient .9
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Post by airc777 on Jan 17, 2019 20:47:10 GMT
Down scaled my Gunship to Corvette mass. Debating about using unarmored turrets to reduce the mass and turn this into a two gun warship. Would need to double the power.
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Post by doctorsquared on Jan 20, 2019 22:45:08 GMT
Still working with Combustion Light Gas Gun (CLGG) tech.
ConventionalGunModule [SQ] CLGG/155mm UsesCustomName true Barrel Composition Vanadium Chromium Steel Length_m 4 Thickness_m 0.023 BarrelArmor Composition Boron Nitride Thickness_m 0.001 Propellant Composition Oxygen Hydrogen Gas Mix Mass_kg 0.263 GrainRadius_m 0.00044 Projectile Composition Amorphous Carbon BoreRadius_m 0.0525 Mass_kg 0.05 Tracer Iridium Payload null Loader PowerConsumption_W 1.2e+05 ExternalMount false InternalMount false Turret InnerRadius_m 0.435 Extruded true ArmorComposition Polytetrafluoroethylene ArmorThickness_m 0.005 AttachmentCount 1 ElectricActuators PermanentMagnet Neodymium Iron Boron PowerConsumption_W 43000 TargetsShips true TargetsShots true
Combustibles.txt
aterial Oxygen Hydrogen Gas Mix Elements O H ElementCount 2 4 Density_kg__m3 1218.01 EnthalpyOfFormation_kJ__mol 0 SpecificHeat_J__kg_K 9845 MeltingPoint_K 14.01 BoilingPoint_K 20.28 ThermalConductivity_W__m_K 2.835 RefractiveIndex Hydrogen RoughnessCoefficient .9
ChemicalReactions.txt
ChemicalReaction Oxygen Hydrogen Gas Mix Reactants Oxygen Hydrogen Gas Mix ReactantCounts 1 Products Water ProductCounts 2 ActivationEnergy_kJ__mol 295 AutoignitionTemperature_K 773
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Post by airc777 on Jan 21, 2019 19:33:04 GMT
Still working with Combustion Light Gas Gun (CLGG) tech. Why LOX/LH2 and not LF2/LH2?
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Post by doctorsquared on Jan 22, 2019 0:16:46 GMT
Still working with Combustion Light Gas Gun (CLGG) tech. Why LOX/LH2 and not LF2/LH2? For practical reasons, if the gun actually had to feed from a pair of accumulator tanks it'd be easier and more inert to carry a tank of water with an electrolysis setup and producing propellant as needed rather than storing LF2 and LH2. Plus water is easier to come by than fluorine and the byproducts don't necessitate high-temperature corrosion resistant materials like nickel chromium cobalt (Inconel) or nickel chromium molybdenum (Hastelloy). The not so practical reason is that the LOX/LH2 seems to give me a little bit better velocity at lower loadings of propellant than my LF2/LH2 designs. Partially because I have to play around with grain size due to the game not being able to simulate gas guns accurately.
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