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Post by diemosthenes on Sept 14, 2016 8:54:10 GMT
I see the desire for the one-sided armor now after getting to Vesta Overkill. If anyone has given up on Vesta, you can build 8 of these and then sit back and win the level with gold. I'll be seeing how they hold up on later missions or if its a one-time/application deal.
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Post by argonbalt on Sept 14, 2016 13:13:11 GMT
I see the desire for the one-sided armor now after getting to Vesta Overkill. If anyone has given up on Vesta, you can build 8 of these and then sit back and win the level with gold. I'll be seeing how they hold up on later missions or if its a one-time/application deal. this is actually pretty funny, i have an analogous design in use as well, laser CIWS ships are a great tool.
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acatalepsy
Junior Member
Not Currently In Space
Posts: 97
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Post by acatalepsy on Sept 27, 2016 1:44:50 GMT
Some friends and I have been messing with the system for railguns and coilguns, and, uh, I think we broke it? Yes, that coilgun is firing five gram projectiles at one hundred and eleven kilometers per second. Yes, it can engage most targets with a high degree of accuracy at ranges of more than five hundred kilometers. Yes, this breaks every single stock ship into pieces more or less by itself.
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Post by beta on Sept 27, 2016 3:30:08 GMT
Had some fun optimizing too. Got a good 406kps one. Other friend got a 1.01Mmps one (yes, megameters a second). Needless to say, the sandbox scenarios don't really work so well with them.
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Post by argonbalt on Sept 27, 2016 4:35:42 GMT
Had some fun optimizing too. Got a good 406kps one. Other friend got a 1.01Mmps one (yes, megameters a second). Needless to say, the sandbox scenarios don't really work so well with them. So uh everyone's just building doomsday coilguns, it's beautiful
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erin
Junior Member
Smash Mouth Plays From The Depths Of Hell As You Traverse A Deep, Rat-Infested Cave
Posts: 57
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Post by erin on Sept 27, 2016 10:32:30 GMT
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Post by qswitched on Sept 27, 2016 11:23:30 GMT
As mentioned here, these superguns are invalid as they are exploiting inaccuracies in the game's numerical integrator. Will have a fix up soon I hope.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 27, 2016 12:53:25 GMT
As mentioned here, these superguns are invalid as they are exploiting inaccuracies in the game's numerical integrator. Will have a fix up soon I hope. Here's the design screen on the murder machine posted earlier. Hope it helps you sort out the issues with coilgun math.
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Post by boosters on Sept 27, 2016 22:24:52 GMT
The Sky Guardian is a dedicated slugger/capital ship killer with a meter of depleted uranium in the nose. Has excellent survivability against stock craft and railguns, though is potentially vulnerable to missiles. It was an experiment in using graphite as a spaced outer layer, which it functions quite well against near-misses from Devastators. The conic shape works well when oriented towards incoming fire. It can clear out modest missile volleys, but is probably susceptible to large volleys, and untested against drones at the moment. It uses custom methane tanks & crew modules designed for redundancy over durability, and also sports some lighter methane NTRs that enable it to have a ton of delta-v, for purposes of bringing the fight to the enemy. With high dV and 400 flak missiles, it is an effective force projection design. Here is my UserDesigns.txt, if you would like to try it out or improve on it: PropellantTankModule 200 t Methane Tank
Propellant Methane
StructureComposition Aluminum Copper Lithium
ReactionMass_kg 2e+005
HeightToRadiusRatio 20
AdditionalArmorThickness_m 0
CrewModule 10 Crew Module
CrewCapacity 10
Decks 4
StructureMaterial Reinforced Carbon-Carbon
ShellThickness_m 0.07
NuclearThermalRocketModule 6.10 km/s Methane Gimballed Nuclear Thermal Rocket
ReactorCoreHeight_m 0.77
NuclearReactor
Coolant Methane
Moderator Graphite
ModeratorMass_kg 0
Fuel U-235 Dioxide
FuelMass_kg 25.6
FuelEnrichment_Percent 0.52
ControlRodComposition Boron Nitride
ControlRodMass_kg 9
NeutronReflector Pyrolytic Carbon
ReflectorThickness_m 0.593
AverageNeutronFlux__m2_s 1.1e+020
ThermalRocket
ChamberComposition Boron
ThroatRadius_m 0.27
ChamberWallThickness_m 0.00062
ChamberContractionRatio 1.1
NozzleExpansionRatio 24
NozzleExpansionAngle_degrees 15
RegenerativeCooling_Percent 0.45
Injector
Composition Maraging Steel
PumpRadius_m 0.3
RotationalSpeed_RPM 860
Gimbal
InnerRadius_m 0.43
ArmorComposition Titanium Nitride
ArmorThickness_m 0.01
ReactionWheels
Composition Silicon Nitride
RotationalSpeed_RPM 14000
GimbalAngle_degrees 25
CraftBlueprint Sky Guardian
Modules
6.10 km/s Methane Gimballed Nuclear Thermal Rocket 9 0 null 0
200 t Methane Tank 15 0 null 0
10 Crew Module 7 0.1875 null 0
200 t Methane Tank 7 1 null 0
14.0 m Diameter 6.00 cm Radiation Shield 1 0 null 0
13.0 MW 286mm Turreted Coilgun 5 134.5 null 0
13.5 MW Thermoelectric Fission Reactor 3 -0.5 null 0
6x5 Aluminum Radiator 4 58.343 10 Crew Module 0.78
20x10 Silicon Carbide Radiator 4 12.786 13.5 MW Thermoelectric Fission Reactor 0
10.0 m x 0 m Spacer 1 0.375 null 0
39.0 MW 8mm Turreted Railgun 1 134.5 null 0
200 kW Flak Missile Launcher 8 68.028 null 0
3x1 Silicon Dioxide Radiator 4 114.93 200 kW Flak Missile Launcher 0
Armor
ArmorLayers
Reinforced Carbon-Carbon 0.05 0 0 1 1
Depleted Uranium 1 0 0.99 1 1
Graphite 0.001 1 0 1 1
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Post by 314159 on Sept 28, 2016 8:06:11 GMT
Drones are vulnerable to lasers, primarily because they kill their radiators. So, what if you could hide them completely? This drone interposes armour up to about 20-30° from the front, making it difficult to kill with lasers. This is achieved primarily through the use of a nuclear reactor with correspondingly higher output temperature and therefore smaller radiators. Sadly, the higher reactor mass requires almost triple the mass. On the other hand, you're gaining a drone which is pretty resistant - on my tests, three out of five made it to point-blank range against the laser frigate at a closing velocity of 1km/s. The only issue is the far earlier disabling of the weapon, so I decided running some more tests. One (un-screen-shotted) example used five armoured turrets instead, and they managed about four to five seconds each with weapons intact. Better, but still possible to improve. In addition, I'm not that happy with lethality - interestingly, accuracy is too high, resulting in the bullets entering and exiting through the same hole when using focused fire. Some more optimization is necessary, as is armour optimization. On the gripping hand, I handily beat the Venus Defense mission with about twentyfive of those (and a few beam drones built on the same design for cleanup), which is slightly over half of the complement of one of the three Escort Carrier Mk. II I brought.
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Post by themaster6869 on Sept 28, 2016 15:50:27 GMT
My Anti Capital bruiser, Using only stock parts until i can design myself some new ones, tears apart default ships before they can even shoot back Attachments:
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Post by josephw71 on Sept 28, 2016 19:51:03 GMT
Looking for some close range defense against missiles and drones. Started with the flak missile, chopped and souped it up, and the nuke seemed to work better. Against drones, worked great. Quick enough to get to them before they can even open fire. Been able to launch multiple salvos in fact. However two bug I'm trying to figure out. The small bug, once targets are in range, it keeps launching till the magazines go dry, so you have to turn in on just long enough for reasonable response then shut it off. Not a huge deal. The big problem, against missiles, the warhead detonated the moment its launched. Almost seems to target the launching ship. Always looking to share, and looking for advice.
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Post by pokington on Sept 28, 2016 19:52:36 GMT
Where is the UserDesigns.txt file located on disk? I can't seem to find it.
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acatalepsy
Junior Member
Not Currently In Space
Posts: 97
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Post by acatalepsy on Sept 28, 2016 20:34:01 GMT
The problem with using missiles defensively is that they're not really "targeted" the way ships are; they are basically ships that happen to explode into things. Which means that you can't focus on them firing at an incoming missile swarm; instead the "seek heat source" behavior will go for the biggest heat source (modified by distance maybe?) and missiles are cold compared to their big radiating mothership.
It's an idea I'm still okay with playing with, however, especially for dealing with high speed hyperbolic intercepts by big missile swarms. You can't trade on a missile for missile basis with cheap flak missiles - they're less expensive and less massive - but these types of things might make good final defensive options to defeat swarms as they converge. I'd be interested to play around with the detonation range and yield as well. I suspect you'll need to be less than 50 meters to ensure a kill, but that's not too hard if you're directly between the enemy and their target. I'd recommend at least some armor, though, both to counter escorting drones with lasers, and to prevent fratricide if you launch several of these things.
Part of the problem here is that what's viable against a dumb AI isn't against an event remotely intelligent human opponent. Things like suckering a missile swarm by sending a single missile of your own against it wouldn't fly against a real person, who would just cancel the missile's orders, spread out a little, and/or try to actively evade your missile's interception. Past a certain point, testing a lot of missile and counter-missile tactics requires the ability to play both sides in an engagement.
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Post by plastic1d3 on Sept 28, 2016 22:53:48 GMT
I designed some nuclear weapons, they seem much better than the stock ones. I'm not sure if the stock ones are sub-optimal or if this is another supergun-type thing. New striker equivalent, lighter, cheaper, and about twice as powerful. Devastator based, this one is a whole lot cheaper, is lighter, and has almost 4x the yield. I don't want this to be too huge so here's a link with some others:
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