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Post by themohawkninja on Nov 29, 2016 7:13:35 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? There's enough power for a full broadside, as the 60 MW power draw is from the reaction wheels only. The power draw for the firing of the gun is around 15 MW for each gun. As for the radiators, I never paid much attention to whether or not the radiators glowed, as I never really noticed a practical effect of it. As for armor, I'm still playing around with that. I thought that the graphite would both resist lasers while also absorbing enough energy from incoming projectiles that the boron would stop it, but I have noticed that even relatively small bursts from hellfire and stinger drones do a lot of damage. The gun barrels are armored, but not the turrets, which again, given the unexpected ease at which I've seen them get destroyed, I might change that as well. I might try splitting the boron layers up to create a more Whipple shield like effect to see how much that increases the armor's effectiveness.
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erik
New Member
Posts: 34
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Post by erik on Nov 29, 2016 7:22:13 GMT
There's enough power for a full broadside, as the 60 MW power draw is from the reaction wheels only. The power draw for the firing of the gun is around 15 MW for each gun. As for the radiators, I never paid much attention to whether or not the radiators glowed, as I never really noticed a practical effect of it. As for armor, I'm still playing around with that. I thought that the graphite would both resist lasers while also absorbing enough energy from incoming projectiles that the boron would stop it, but I have noticed that even relatively small bursts from hellfire and stinger drones do a lot of damage. The gun barrels are armored, but not the turrets, which again, given the unexpected ease at which I've seen them get destroyed, I might change that as well. I might try splitting the boron layers up to create a more Whipple shield like effect to see how much that increases the armor's effectiveness. Ahh I see. The thing about radiator color is that heat dissipation becomes significantly more effective at higher temperatures, and radiators tend to weight more than reactors + radiation shielding. So at higher temperatures you either have more radiator redundancy or less radiator surface and thus mass, at the expanse of less resistance to nuke flash damage. Radiator damage resistance is still largely untested by the community, though. Graphite resists heat and thus laser damage, but lasers are also very good at staying on the targeted component --> the hull armor is mostly for resisting projectiles, flak missile warhead shrapnel and nuke flash. So yeah, you may want to protect both the barrel and the turret itself.
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Post by leerooooooy on Nov 29, 2016 15:36:58 GMT
... Can you also share any of the unique modules you're using for that ship? Here is the album, as promised imgur.com/a/L5p2WData that does not fit into the pics 1 GW Laser: Turret radius 5.1m Armor Silica Aerogel 100 um Reaction wheels Lithium 1rpm Range 1000 km Target all Ship is really laggy in editor but fine in game
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Post by L5Resident on Nov 30, 2016 0:22:15 GMT
Could you post pics/files of the ship and custom parts? I have an idea....
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Post by themohawkninja on Nov 30, 2016 2:38:00 GMT
Here's a very effective 100 km capital range turreted coilgun I have made. It's capable of very accurate fire at that distance, and I recently timed it dispatching 10 stock corvettes in two minutes, or about the time the corvettes hit the 50 km mark. Instead of projectiles, it uses a special payload consisting of a 250g Potassium "flak" bomb that only creates one piece of flak, effectively making them small shape charges.
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Post by ross128 on Nov 30, 2016 16:52:58 GMT
Actually, I think in that situation it just makes them effectively a kinetic penetrator (ie an inert slug). Since there's just a tiny explosive in the center, the explosive simply isn't strong enough to break the shell apart so it exerts no net force, and the inert shell simply impacts the hull.
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Post by themohawkninja on Nov 30, 2016 17:29:12 GMT
Actually, I think in that situation it just makes them effectively a kinetic penetrator (ie an inert slug). Since there's just a tiny explosive in the center, the explosive simply isn't strong enough to break the shell apart so it exerts no net force, and the inert shell simply impacts the hull. I would agree with you, if it wasn't for the fact that decreasing the explosive mass enough yields no shrapnel whatsoever. Although, what difference one piece of "shrapnel" vs. just the round impacting the target has in-game, I have yet to explore.
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Post by targetx on Nov 30, 2016 20:54:04 GMT
Have you got a remote control on that projectile?
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Post by ross128 on Nov 30, 2016 21:22:48 GMT
I'm sure the shell is still there, it's just still attached to the missile when it hits. I suppose it is an interesting quirk of the game engine that the charge can separate the shell from the missile even if it's not powerful enough to fragment the shell, though I guess one way to treat it would be that it's open on the back end, so even if it doesn't fragment it does get a small kick forward.
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Post by themohawkninja on Nov 30, 2016 21:23:43 GMT
Have you got a remote control on that projectile? You don't need remote controls for flak.
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Post by targetx on Dec 1, 2016 12:41:28 GMT
Have you got a remote control on that projectile? You don't need remote controls for flak. Are you positive on that? Mine didnt explode until I put one on them
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Post by Argopeilacos on Dec 1, 2016 13:37:17 GMT
When testing flak shells for antimissile duty, I observed that the flak goes off without a remote control, but I think it did only on impact. You would probably need a remote control to get it to trigger properly.
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Post by themohawkninja on Dec 1, 2016 17:45:31 GMT
You don't need remote controls for flak. Are you positive on that? Mine didnt explode until I put one on them I don't use flak, and they are detonating just before impacting the target. Given that they won't detonate near the enemy if they never get close enough, that would definitely indicate that they don't need a remote control to function.
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Post by newageofpower on Dec 1, 2016 21:08:23 GMT
another practical reality breaker design, you can actually mount these things on more or less practical ships without breaking the bank or the scales: Design does not work at all.
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Post by jasonvance on Dec 2, 2016 2:21:12 GMT
I made a pretty neat laser drone I thought I would share: imgur.com/a/IESulIt has 20x 1,000km lasers (dealing 110MW/m^2 at 1,000km ramping up 20,000 MW/m^2 at 100km) The entire drone has a mass of 204t and a cost of 3.99Mc A flight of 20 of these completes the final mission encounter at 1,000km in under 20 seconds without manual targeting. (130 of them could be fielded total on the mission) Adding more fuel can easily scale the delta-v up to 80+ km/s if needed, but I tried to keep the mass and costs as low as possible while maintaining a reasonable 10km/s+ delta-v. They work very well in both offence and point defense. Let me know what you guys think. *Edit added a video of them in action on the final mission Spoiler Warning*
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