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Post by ash19256 on Nov 24, 2016 1:20:58 GMT
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Post by lawson on Nov 24, 2016 7:26:29 GMT
I'd revise the Exodus to use Hydrogen reaction mass. I've built a small ship with a 25GW reactor, min-crew, 1mg0 acceleration, and >600Km/s delta-v. It used Hydrogen in the MPD to maximise exhaust velocity. Think it hit 211Km/s with only 25GW. With 401GW I just tested that I can get to 449 Km/s using Hydrogen. (And we could get even faster if the game let us build >20M diameter MPD's) Exodus MPD V0.2 I'd also skip most of the armor for greater delta-v and lower cost. Finally, switching to Neon reaction mass instead of Hydrogen might be a worth while compromise to cut costs. Will probably get the ship cost below 10Gc/ship while maintaining at least as much delta-v . (this still screams out for a 2-stage design, a ram-scoop for reaction mass, an open-cycle plasma core fission rocket, or fusion rockets)
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Post by starwhip on Nov 24, 2016 16:38:08 GMT
It isn't a great weapon for every engagement, but it's adequate for a lot of them. Looking into some other ship designs that utilize extremely long-range sluggers or missiles combined with long-range point-defense guns like these. One stress test to consider putting it through: see how it handles anything like its weight/cost in well-optimized long range lasers. Large laser arrays excel at disabling weapons at long range, and that single turret with only 3.1mm of boron carbide doesn't look like it will last more than a second or two; not long enough to get into engagement range even on a very high velocity intercept. (Lasers have their own weaknesses, and can be swamped by large numbers of missiles with good anti-laser armor. Still, that kind of weakness would make me very hesitant to field this craft.) I swapped out that turret for a more powerful coilgun. It is deadly accurate at long range, sniping off weapon modules and radiators from over a hundred kilometers away on fleet carriers or gunships.
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acatalepsy
Junior Member
Not Currently In Space
Posts: 97
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Post by acatalepsy on Nov 25, 2016 14:05:10 GMT
It is deadly accurate at long range, sniping off weapon modules and radiators from over a hundred kilometers away on fleet carriers or gunships. There are two problems here. One, that gun is bugged, taking advantage of an integrator error to create a weapon that is 3000% efficient. Two, a hundred kilometers isn't long range enough against heavy laser ships. I know johen's current lasership has something like nine 1 GW lasers (for less than the cost of a gunship, IIRC) that will fairly easily snipe that coilgun from 800 kilometers or more away. 2.50 centimeters of reinforced carbon-carbon is probably not going to work.
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Post by coaxjack on Nov 25, 2016 18:08:13 GMT
Got a destination in mind for that colony ship?
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Post by ash19256 on Nov 26, 2016 1:58:58 GMT
Not really. I was sort of planning to figure that out once staging was added, because even the proposal two variant, with 500+ km/s of delta-v couldn't get you on a trajectory for the nearest star system with planets that the folks from Children of A Dead Earth could make habitable. Was planning on using a NTR first stage to kick them out towards their destination, and then they'd use the main engines to decelerate on arrival.
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Post by bertle on Nov 26, 2016 13:29:04 GMT
What kind of engines is everyone using for moving big ships? A lot of the early favorites in this thread no longer work. I've tried my hand at it and while I can get high velocities and thrust they're horrific gas guzzlers.
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Post by ash19256 on Nov 26, 2016 15:21:44 GMT
What kind of engines is everyone using for moving big ships? A lot of the early favorites in this thread no longer work. I've tried my hand at it and while I can get high velocities and thrust they're horrific gas guzzlers. I've been using a Methane NTR. I think I posted it in the "Bigger NTR" thread, but I'll see if I can dig up the documentation I have for it. EDIT: It was in the Really Powerful NTR design thread, but here it is. Mass and Cost Breakdowns, Thermal Rocket, and other componentsHere it is if you want to try using it for yourself.
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Post by leerooooooy on Nov 27, 2016 15:51:48 GMT
apophys ty for the 25GW reactor design, you inspired me to do this Its weight and cost are low enough you can bring it on Vesta Overkill, and the MPDs can push it at 20 mg (only time they are marginally useful)
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Post by jonen on Nov 27, 2016 21:04:49 GMT
... Rapidly approaching Honorverse level laserdreadnought.
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Post by ash19256 on Nov 28, 2016 2:52:08 GMT
apophys ty for the 25GW reactor design, you inspired me to do this (SNIP)(SNIP 2)Its weight and cost are low enough you can bring it on Vesta Overkill, and the MPDs can push it at 20 mg (only time they are marginally useful) Uh... Jesus fucking Christ seems appropriate? I mean, just.... you have 120 GIGAWATTS worth of lasers on that thing. WHY DO YOU NEED THAT MANY LASERS?! ... Can you also share any of the unique modules you're using for that ship? I want to see if my computer can handle it. Or the user design thingy for it?
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Post by leerooooooy on Nov 28, 2016 15:21:13 GMT
Uh... Jesus fucking Christ seems appropriate? I mean, just.... you have 120 GIGAWATTS worth of lasers on that thing. WHY DO YOU NEED THAT MANY LASERS?! ... Can you also share any of the unique modules you're using for that ship? I want to see if my computer can handle it. Or the user design thingy for it? I will make an album when I have time, I think pretty much everything in there is custom. Last time I tried sharing via userdesigns it didn't work at all
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Post by randomletters on Nov 28, 2016 16:59:51 GMT
I've been screwing around with making laser ships more survivable. This design has been working very well, except when the game decides that "broadside" is at a 45 degree angle from where the lasers actually are. It's been able to stand up to fire from 15 59 km/s coilguns firing 1.6g rounds long enough to destroy them and survive with delta V and at least three lasers every time it's engaged broadside directly on.
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Post by newageofpower on Nov 28, 2016 17:26:46 GMT
It looks like you have too many lasers and not enough power to feed all of them at the same time. Consider cutting some lasers and/or increasing your reactor capacity.
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Post by wafflestoo on Nov 28, 2016 17:35:22 GMT
I've been screwing around with making laser ships more survivable. This design has been working very well, except when the game decides that "broadside" is at a 45 degree angle from where the lasers actually are. It's been able to stand up to fire from 15 59 km/s coilguns firing 1.6g rounds long enough to destroy them and survive with delta V and at least three lasers every time it's engaged broadside directly on. ...and with the heat boiling off those radiators it must be popular among belters (though... would they still call it a sun-tan?) I sometimes have more luck using the 'Orient' command and manually pointing the ship, of course even then I sometimes get bizarre results. :/
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