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Post by ross128 on Nov 28, 2016 17:38:31 GMT
Those are some awfully large radiators that the 120GW Death Star has to expose in order to fire though. It'd be a shame if something were to happen to them.
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Post by randomletters on Nov 28, 2016 17:43:13 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 or increasing your reactor capacity. Redundancy, same reason for five 1 GW reactors and eight 100 ton propellant tanks. If I bring the optimal amount of lasers for my power output I'm suboptimal the second one gets destroyed.
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Post by Durandal on Nov 28, 2016 18:03:09 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. Long live the broadsides!
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Post by ross128 on Nov 28, 2016 22:05:21 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 or increasing your reactor capacity. Redundancy, same reason for five 1 GW reactors and eight 100 ton propellant tanks. If I bring the optimal amount of lasers for my power output I'm suboptimal the second one gets destroyed. Considering the real estate occupied by each one though, if you take enough damage to take out a powerplant then you've probably lost a few lasers too. Especially since the enemy can prioritize turrets, but they can't prioritize the power plant. So you might as well be able to use them while you got them.
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Post by themohawkninja on Nov 28, 2016 22:30:01 GMT
Here's the first relatively large warship I've felt pretty good about. The name is only a placeholder until I think of something better. The coilguns have capital ship ranges of - 205km (15g)
- 141km (100g)
- 141km (250g)
- 100km (250g K-Penetrator)
- 99.4km (1kg)
The "K-Penetrator" payloads are 250 gram Potassium flak bombs that only make one piece of shrapnel. I've found them to be pretty good at cutting through corvettes. My ship also contains 4 500KW 3mm rail guns for short-range point defense (4.76km small ship range).
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Post by someusername6 on Nov 28, 2016 22:35:29 GMT
What is the mass and the cost of that battleship?
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Post by themohawkninja on Nov 28, 2016 22:41:21 GMT
What is the mass and the cost of that battleship? 7.37 kt, and 185 Mc.
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Post by Durandal on Nov 28, 2016 22:41:49 GMT
Here's the first relatively large warship I've felt pretty good about. The name is only a placeholder until I think of something better. The coilguns have capital ship ranges of - 205km (15g)
- 141km (100g)
- 141km (250g)
- 100km (250g K-Penetrator)
- 99.4km (1kg)
The "K-Penetrator" payloads are 250 gram Potassium flak bombs that only make one piece of shrapnel. I've found them to be pretty good at cutting through corvettes. My ship also contains 4 500KW 3mm rail guns for short-range point defense (4.76km small ship range).
Looks very similair in layout to my own Strike Cruiser designs (except about 80 meters shorter). Mind posting the rest of the specs? *edit* Just saw your other post. Same cost ballpark, about 15kt lighter. No las weaponry or missiles though?
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Post by themohawkninja on Nov 28, 2016 22:52:45 GMT
Looks very similair in layout to my own Strike Cruiser designs (except about 80 meters shorter). Mind posting the rest of the specs? *edit* Just saw your other post. Same cost ballpark, about 15kt lighter. No las weaponry or missiles though? Still trying to figure out lasers, and my only missile designs are large nuclear missiles that I built a whole ship just for launching (although I have been considering building smaller missiles of lesser yield), and tiny 3.4 kg missiles for firing out of a coilgun at long range. I did have the latter on this ship, but because they contain pocket nukes, they add a lot of expense to the ship, and tend to lag battles. I generally have the weapons ignore range as the missiles will actively correct themselves in-flight, but unless I drop the fire-rate down a lot, there ends up being a LOT of missiles on screen across the 200-odd KM that my longest range coilguns will be firing at.
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Post by Durandal on Nov 28, 2016 23:44:48 GMT
Looks very similair in layout to my own Strike Cruiser designs (except about 80 meters shorter). Mind posting the rest of the specs? *edit* Just saw your other post. Same cost ballpark, about 15kt lighter. No las weaponry or missiles though? Still trying to figure out lasers, and my only missile designs are large nuclear missiles that I built a whole ship just for launching (although I have been considering building smaller missiles of lesser yield), and tiny 3.4 kg missiles for firing out of a coilgun at long range. I did have the latter on this ship, but because they contain pocket nukes, they add a lot of expense to the ship, and tend to lag battles. I generally have the weapons ignore range as the missiles will actively correct themselves in-flight, but unless I drop the fire-rate down a lot, there ends up being a LOT of missiles on screen across the 200-odd KM that my longest range coilguns will be firing at. Nice. My gun-cruiser uses similair tactics. If I could add one bit of advice, I'd throw in a small 1Mm "targeting" laser to give it some extra breathing room against enemy missiles. *edit* There's a good guide to lasers in the last few pages of the UNLIMTED POWER thread.
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Post by randomletters on Nov 29, 2016 0:32:16 GMT
[Still trying to figure out lasers, and my only missile designs are large nuclear missiles that I built a whole ship just for launching (although I have been considering building smaller missiles of lesser yield), and tiny 3.4 kg missiles for firing out of a coilgun at long range. I did have the latter on this ship, but because they contain pocket nukes, they add a lot of expense to the ship, and tend to lag battles. I generally have the weapons ignore range as the missiles will actively correct themselves in-flight, but unless I drop the fire-rate down a lot, there ends up being a LOT of missiles on screen across the 200-odd KM that my longest range coilguns will be firing at. Lasers are probably the hardest thing ingame to design. I spent the better part of an hour screwing around with someone else's design, from the 100 megacredit fleet challenge, before I ended up with this and the increases were exclusively from the optical nodes and aperture radius. Edit: Lithium reaction wheels on the smallest possible turret halve the weight of the weapon.
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Post by themohawkninja on Nov 29, 2016 0:50:49 GMT
[Still trying to figure out lasers, and my only missile designs are large nuclear missiles that I built a whole ship just for launching (although I have been considering building smaller missiles of lesser yield), and tiny 3.4 kg missiles for firing out of a coilgun at long range. I did have the latter on this ship, but because they contain pocket nukes, they add a lot of expense to the ship, and tend to lag battles. I generally have the weapons ignore range as the missiles will actively correct themselves in-flight, but unless I drop the fire-rate down a lot, there ends up being a LOT of missiles on screen across the 200-odd KM that my longest range coilguns will be firing at. Lasers are probably the hardest thing ingame to design. I spent the better part of an hour screwing around with someone else's design, from the 100 megacredit fleet challenge, before I ended up with this and the increases were exclusively from the optical nodes and aperture radius. Edit: Lithium reaction wheels on the smallest possible turret halve the weight of the weapon. What I don't get about lasers is what does wavelength have to do about it exactly? It's always been my understanding that the shorter the wavelength, the higher the energy output, so I wonder why we are given any option outside of violet or even UV. In addition, it'd be nice to know how the power output of the device translates into how quickly the target is heated.
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Post by wafflestoo on Nov 29, 2016 1:02:18 GMT
That's not quite true. Shorter wavelength mean less divergence thus higher intensity for a given output; however total output drops at shorter wavelengths. Green seems to be the best compromise (although violet is good if you need a smaller turret)
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Post by randomletters on Nov 29, 2016 1:02:19 GMT
What I don't get about lasers is what does wavelength have to do about it exactly? It's always been my understanding that the shorter the wavelength, the higher the energy output, so I wonder why we are given any option outside of violet or even UV. In addition, it'd be nice to know how the power output of the device translates into how quickly the target is heated. Listen buddy I just click the sliders so the numbers go up and the graph changes. If you want a real explanation check out Apophys' sciency and practical one.
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erik
New Member
Posts: 34
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Post by erik on Nov 29, 2016 7:00:26 GMT
Here's the first relatively large warship I've felt pretty good about. The name is only a placeholder until I think of something better. The coilguns have capital ship ranges of - 205km (15g)
- 141km (100g)
- 141km (250g)
- 100km (250g K-Penetrator)
- 99.4km (1kg)
The "K-Penetrator" payloads are 250 gram Potassium flak bombs that only make one piece of shrapnel. I've found them to be pretty good at cutting through corvettes. My ship also contains 4 500KW 3mm rail guns for short-range point defense (4.76km small ship range).
Is it me or is there not enough power to fire a full broadside? Also even more power is going to get sucked by rotation wheels and loading the guns. Radiators seem to glow orange too, you could raise the reactor output temps a bit, unless the low temp is a design choice. Another thing that can become a problem is the lacking armour - as it has guns instead of missiles, its a ship that is going to get hit back too, and 3,5 cm of boron and graphite wont hold for long. I hope the turrets are armored, at least?
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