|
Post by dragonkid11 on Nov 15, 2016 15:36:01 GMT
Though, main feature of the Scout Quiver is that it focuses its armor to the front only to reduce the weight as well as giving the giant hydrogen deuteride tank some relieve space.
It was never meant to be fight directly as it tends to send out its drones to handle that job.
But I decided to test the ship in a direct fight against several stock corvettes.
The result is that...well.
The osmium shield works perfectly.
The problem is that it seems it was the armor AROUND the crew modules that eventually bulked from the sheer amount of firepower from corvettes.
Then again, under the firepower of 4 corvettes, it actually lasted pretty long and the fuel tanks were quite intact until it breaks and spins.
So I say this is a successful enough design for its job.
EDIT:
After double-checking the result, I said it's the problem of the gun getting shot off and caused the ship to not aim its armored front properly, thus causing shot to rip into the sides and tear the top off.
Also I found that more often than not, I used number of corvettes as the effectiveness of my ships and drones.
Like for examples, how many corvettes can my drone solo in one run without targeting any modules specifically?
It's weird really. To reduce stock ship into target practice.
|
|
|
Post by shiolle on Nov 16, 2016 23:06:27 GMT
I have used a fleet centered around hydrogen deuteride, and while they were fine, I found them too light, too fragile and too costly. Then, as I began to experiment with RCS thrusters and engines resilience against nuclear blasts, I switched to methane. While RCS and nuke-surviving thrusters didn't really pan out, I wanted to share one design. It's not as much a finished ship as it is a test bed for various weapons I'm experimenting with, yet in my tests I grew to like it a lot. It's not innovative or powerful as some other designs posted here, but it is quite fun. It's also a nuke-less design, i.e. I tried to make it as good as I can without using nuclear weapons. It still has reactors and NTRs of course, but no nuclear warheads on-board. I will talk about the armaments later, but they are not the point. I was surprised how sturdy (compared to my previous designs) this ship turned out to be given its light armor. Pounded by a salvo of thirty 1.5 MT nuclear missiles, and still in business: The flares weren't launched on purpose. The nose is cut off by enemy fire, but it keeps fighting. The crew survives the ordeal, and it even has delta-V left. The two types of railguns are nothing exceptional, and both are well within physics limits. In fact, I could greatly increase their rate of fire before they start breaking physics, but I'm mostly preoccupied with missiles for now. The front cannon is a broken coilgun I need to replace. It fires guided fragmentation rounds that shred gunships like no tomorrow. If I'm able to make the payload two times lighter and decrease rate of fire to 60 RPM, it won't break the laws of physics. The missiles were designed as counter missiles, and originally used fragmentation warhead. I was not satisfied with the results and for now I'm experimenting with pure KKV designs. So far, they seem to work surprisingly well against small targets and in addition are devastating against capital ships. They can be further optimized as well, but I won't probably miniaturize them to much. The flares are stock. For them to work, you need to shutdown two of the main radiators (this is a bug) as well as engines.
|
|
|
Post by shiolle on Nov 16, 2016 23:14:53 GMT
By the way, I made a small spreadsheet to check when my weapons break conservation of energy. Here it is if you need it WeaponCheck.xlsx (10.79 KB) Fill the orange fields. If the minimum power turns red, then you have problems. Don't forget to convert units.
|
|
|
Post by wafflestoo on Nov 17, 2016 5:52:58 GMT
By the way, I made a small spreadsheet to check when my weapons break conservation of energy. Here it is if you need it Fill the orange fields. If the minimum power turns red, then you have problems. Don't forget to convert units. Nicely done (yup, my railgun is as I suspected, about 650% efficient). You might add a bbl length and do a check on muzzle energy as well. If my understanding is correct you shouldn't be able to generate more than [2*Power*(rail length (m)) / (muzzle velocity (m))] and even that would require your rails and armature to be 100% efficient.
|
|
|
Post by wafflestoo on Nov 17, 2016 5:55:42 GMT
I have used a fleet centered around hydrogen deuteride, and while they were fine, I found them too light, too fragile and too costly. Then, as I began to experiment with RCS thrusters and engines resilience against nuclear blasts, I switched to methane. While RCS and nuke-surviving thrusters didn't really pan out, I wanted to share one design. It's not as much a finished ship as it is a test bed for various weapons I'm experimenting with, yet in my tests I grew to like it a lot. It's not innovative or powerful as some other designs posted here, but it is quite fun. It's also a nuke-less design, i.e. I tried to make it as good as I can without using nuclear weapons. It still has reactors and NTRs of course, but no nuclear warheads on-board. I will talk about the armaments later, but they are not the point. I was surprised how sturdy (compared to my previous designs) this ship turned out to be given its light armor. Pounded by a salvo of thirty 1.5 MT nuclear missiles, and still in business: The flares weren't launched on purpose. The nose is cut off by enemy fire, but it keeps fighting. The crew survives the ordeal, and it even has delta-V left. The two types of railguns are nothing exceptional, and both are well within physics limits. In fact, I could greatly increase their rate of fire before they start breaking physics, but I'm mostly preoccupied with missiles for now. The front cannon is a broken coilgun I need to replace. It fires guided fragmentation rounds that shred gunships like no tomorrow. If I'm able to make the payload two times lighter and decrease rate of fire to 60 RPM, it won't break the laws of physics. The missiles were designed as counter missiles, and originally used fragmentation warhead. I was not satisfied with the results and for now I'm experimenting with pure KKV designs. So far, they seem to work surprisingly well against small targets and in addition are devastating against capital ships. They can be further optimized as well, but I won't probably miniaturize them to much. The flares are stock. For them to work, you need to shutdown two of the main radiators (this is a bug) as well as engines. Wow, after getting nuked to heck Sparrow's all like, "Where ya goin'? I'm still standin'..."
|
|
|
Post by shiolle on Nov 17, 2016 14:55:14 GMT
You might add a bbl length and do a check on muzzle energy as well. If my understanding is correct you shouldn't be able to generate more than [2*Power*(rail length (m)) / (muzzle velocity (m))] and even that would require your rails and armature to be 100% efficient. This formula assumes that the projectile is of negligeable length compared to the barrel, right? Also, is it valid for coil guns too?
|
|
|
Post by wafflestoo on Nov 17, 2016 17:27:38 GMT
You might add a bbl length and do a check on muzzle energy as well. If my understanding is correct you shouldn't be able to generate more than [2*Power*(rail length (m)) / (muzzle velocity (m))] and even that would require your rails and armature to be 100% efficient. This formula assumes that the projectile is of negligeable length compared to the barrel, right? Also, is it valid for coil guns too? It does, and I'm assuming it would be. I'm just looking at it as a simplistic application of E < P*t formula.
|
|
|
Post by magusunion on Nov 17, 2016 19:47:42 GMT
Yeah, my main Dreadnaught cannon is 243% more efficient than it should be. Thankfully, I can buff the power input with a few of my GW reactor designs.
BTW: what's a good countermeasure against laser (if any, since that seems to be the current meta atm)...
|
|
|
Post by shiolle on Nov 18, 2016 6:13:13 GMT
It does, and I'm assuming it would be. I'm just looking at it as a simplistic E < P*t formula. The problem is, when you apply this formula even stock railguns look broken.
|
|
|
Post by wafflestoo on Nov 18, 2016 6:16:09 GMT
It does, and I'm assuming it would be. I'm just looking at it as a simplistic E < P*t formula. The problem is, when you apply this formula even stock railguns look broken. That's because stock railguns ARE broken I think the 39Mw gun is the only gauss weapon in the game that doesn't violate basic thermodynamics. That's a big part of why I stopped worrying about it so much.
|
|
|
Post by wafflestoo on Nov 18, 2016 17:16:53 GMT
It does, and I'm assuming it would be. I'm just looking at it as a simplistic E < P*t formula. The problem is, when you apply this formula even stock railguns look broken. ...and doing a little more reading and research I'm not convinced I'm looking at it correctly. I'll get back to you once I have a better understanding (unless someone who already knows wants to chime in that is)
|
|
|
Post by wafflestoo on Nov 18, 2016 18:35:24 GMT
It does, and I'm assuming it would be. I'm just looking at it as a simplistic E < P*t formula. The problem is, when you apply this formula even stock railguns look broken. I can't get my head around it. I read through a few articles on the railgun the USN is testing and it isn't adding up. They're quoting a power-input of 25 MW, muzzle energy of 20-32 MJ, and a muzzle velocity of 2 km/s. Looking at pictures of it I'm estimating the barrel length to be about 6m. Low-balling the energy output at 20 MJ, With an average velocity of 1000 m/s, the projectile spends about 6ms in the barrel. Power = Energy / time so 20,000,000 J / 0.006 s gives us ~3.33 GW of power... NOT 25 MW. The only thing I can think of is either they are using capacitors to deliver the three DeLoreans worth of power each shot takes and 25 MW is the steady power draw to recover the capacitors between shots (putting its sustained rate-of-fire at one round every two+ minutes) or I am flat wrong about how I am going about things. HELP!
|
|
|
Post by Durandal on Nov 18, 2016 18:40:45 GMT
The problem is, when you apply this formula even stock railguns look broken. I can't get my head around it. I read through a few articles on the railgun the USN is testing and it isn't adding up. They're quoting a power-input of 25 MW, muzzle energy of 20-32 MJ, and a muzzle velocity of 2 km/s. Looking at pictures of it I'm estimating the barrel length to be about 6m. Low-balling the energy output at 20 MJ, With an average velocity of 1000 m/s, the projectile spends about 6ms in the barrel. Power = Energy / time so 20,000,000 J / 0.006 s gives us ~3.33 GW of power... NOT 25 MW. The only thing I can think of is either they are using capacitors to deliver the three DeLoreans worth of power each shot takes and 25 MW is the steady power draw to recover the capacitors between shots (putting its sustained rate-of-fire at one round every two+ minutes) or I am flat wrong about how I am going about things. HELP! The DoD could just by fudging the numbers to cover up some advanced superconductor in the gun.
|
|
|
Post by redparadize on Nov 18, 2016 18:40:59 GMT
Yeah, my main Dreadnaught cannon is 243% more efficient than it should be. Thankfully, I can buff the power input with a few of my GW reactor designs. BTW: what's a good countermeasure against laser (if any, since that seems to be the current meta atm)... I made a tread just for that! The way to defeat laser, or anything else really, remain the same.
|
|
|
Post by wafflestoo on Nov 18, 2016 18:51:01 GMT
I can't get my head around it. I read through a few articles on the railgun the USN is testing and it isn't adding up. They're quoting a power-input of 25 MW, muzzle energy of 20-32 MJ, and a muzzle velocity of 2 km/s. Looking at pictures of it I'm estimating the barrel length to be about 6m. Low-balling the energy output at 20 MJ, With an average velocity of 1000 m/s, the projectile spends about 6ms in the barrel. Power = Energy / time so 20,000,000 J / 0.006 s gives us ~3.33 GW of power... NOT 25 MW. The only thing I can think of is either they are using capacitors to deliver the three DeLoreans worth of power each shot takes and 25 MW is the steady power draw to recover the capacitors between shots (putting its sustained rate-of-fire at one round every two+ minutes) or I am flat wrong about how I am going about things. HELP! The DoD could just by fudging the numbers to cover up some advanced superconductor in the gun. I'm sure I'll be getting a visit from some nice men in black ski-masks tonight. Everyone, it's been a pleasure. (superconductor or no, energy is energy, you can't produce it from nothing)
|
|