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Post by theholyinquisition on Jan 13, 2017 23:59:59 GMT
Yeah, stock designs are really unable to survive anything player-designed.
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Post by newageofpower on Jan 14, 2017 0:11:00 GMT
Yeah, stock designs are really unable to survive anything player-designed. Survival vs player designs using player-made armor schema/geometry is considered great if it survives more than a few seconds of gigawatt power (whether fed through rails/coils, delivered through missile impacts, or sent by laser beam) attack.
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Post by someusername6 on Jan 14, 2017 0:34:02 GMT
Here's a coilgun I built using the 90% Iron magnetic metal glass proposed here, made both to test the material and to unashamedly advertise it. Please let me know if you build anything interesting with it, coilgun or material.
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Post by caiaphas on Jan 14, 2017 1:58:09 GMT
Yeah, stock designs are really unable to survive anything player-designed. Survival vs player designs using player-made armor schema/geometry is considered great if it survives more than a few seconds of gigawatt power (whether fed through rails/coils, delivered through missile impacts, or sent by laser beam) attack. I will point out that those KKVs were launched from a 100 MW coilgun.
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Post by newageofpower on Jan 14, 2017 2:18:15 GMT
I will point out that those KKVs were launched from a 100 MW coilgun. A 1.9 kg shell being fired at 13 km/s (since you have about 14.3 km/s terminal velocity and what looks like 1.3 km/s max dv on each shell) contains about 160.6 MJ of energy. Assuming a duty cycle of 1 shell per second and 100% input/output efficiency, we obtain a nice even power minimum power rating of 160.6 MW... and your duty cycle looks far faster than 1 shell per second. Thus, physics has been broken, go home.
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Post by David367th on Jan 14, 2017 2:19:55 GMT
Can we just stop complaining about physics breaking kinetics until qswitched fixes them? I think he knows they're broken by now.
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Post by teeth on Jan 14, 2017 2:27:44 GMT
Speaking of the fixes, qswitched do we have an ETA on the next update?
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Post by caiaphas on Jan 14, 2017 2:29:46 GMT
I will point out that those KKVs were launched from a 100 MW coilgun. A 1.9 kg shell being fired at 13 km/s (since you have about 14.3 km/s terminal velocity and what looks like 1.3 km/s max dv on each shell) contains about 160.6 MJ of energy. Assuming a duty cycle of 1 shell per second and 100% input/output efficiency, we obtain a nice even power minimum power rating of 160.6 MW... and your duty cycle looks far faster than 1 shell per second. Thus, physics has been broken, go home.Yeah, it's actually worse than that. That's the dry mass I'm quoting there, wet mass is about twice that, and you are correct about the duty cycle, it fires two rounds a second.
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Post by theholyinquisition on Jan 14, 2017 4:17:53 GMT
Unless qswitched fixes the physics bugs before adding more advanced physics, how long until someone makes railgun-based infinite energy systems?
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Post by jasonvance on Jan 14, 2017 4:40:03 GMT
Meh, imo people are way overblowing the actual impact of the railgun/coilgun bug. It leads to much faster rate of fires than what should be possible, true, but in most cases that doesn't really help that much in time to kill. The big limiting factor on projectile weapons is still the projectile travel time to targets. Unless you are micro managing your guns manually 95% of your shots are wasted overkill shots. Assuming it takes 20 seconds to get your first shot to the target and 1 second of sustained fire to kill with a physics legit weapon. Having a 2x faster rate of fire (or really any higher multiplier) doesn't really impact your total TtK that much (21 sec vs 20.5 sec). And it causes you to consume 2x more ammo which are wasted in overkill.
Yes, it will be nice when it gets fixed, and I would like it to be fixed but I don't think it is a big enough problem to require people to redesign with 3rd party calculators.
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Post by newageofpower on Jan 14, 2017 4:44:36 GMT
What we need is a) barrel structural reinforcement and b) energy storage simulation
It may be possible to store gigajoule+ pulses for usage in a BFG/BFL (of course, pulsed lasers have other issues) making combat hilariously more lethal than it already is.
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Post by theholyinquisition on Jan 14, 2017 5:29:43 GMT
On the topic of mag-guns, I can't seem to build a good needlegun. Or, for that matter, good needles.
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Post by someusername6 on Jan 14, 2017 5:33:08 GMT
On the topic of mag-guns, I can't seem to build a good needlegun. Or, for that matter, good needles. Last I played around with that type of design I had this; can probably be optimized more: ExplosiveModule 200mg 5cm Needle UsesCustomName true Length_m 0.05 ExplosiveMass_kg 0.0001 ExplosiveComposition Octogen ShrapnelMass_kg 0.0001 ShrapnelComposition Gold Detonator HardRange_km 1 ActivationRange_km 1.33 MinimumRange_km 0 OverrideTimer_s 0 TargetsShips true TargetsShots true
CraftBlueprint 5cm Needle Modules 200mg 5cm Needle 1 0 null 0 Armor
RailgunModule 140 MW Needle Railgun UsesCustomName true PowerConsumption_W 1.4e+008 Rails Composition Aluminum Copper Lithium Thickness_m 0.52 Length_m 50 BarrelArmorThickness_m 0 Armature Composition Osmium BoreRadius_m 0.0029 Mass_kg 0.001 Tracer null Payload Needle Loader PowerConsumption_W 10 Turret InnerRadius_m 0.8 ArmorComposition Para-Aramid Fiber ArmorThickness_m 0.05 MomentumWheels Composition Osmium RotationalSpeed_RPM 1500 TargetsShips true TargetsShots false
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Post by svm420 on Jan 14, 2017 15:15:27 GMT
Meh, imo people are way overblowing the actual impact of the railgun/coilgun bug. It leads to much faster rate of fires than what should be possible, true, but in most cases that doesn't really help that much in time to kill. The big limiting factor on projectile weapons is still the projectile travel time to targets. Unless you are micro managing your guns manually 95% of your shots are wasted overkill shots. Assuming it takes 20 seconds to get your first shot to the target and 1 second of sustained fire to kill with a physics legit weapon. Having a 2x faster rate of fire (or really any higher multiplier) doesn't really impact your total TtK that much (21 sec vs 20.5 sec). And it causes you to consume 2x more ammo which are wasted in overkill. Yes, it will be nice when it gets fixed, and I would like it to be fixed but I don't think it is a big enough problem to require people to redesign with 3rd party calculators. You are underestimating the effect the bug can have by at least 3 orders of magnitude. Both guns use 100KW, but the 1.3MW gun uses more power to boost fire rate it still only uses 100KW through the solenoid. I can slap that on more drones than you can count and kill anything by hitting ignore range before they can even fire at me let alone the microdrones. The saturation fire from those drones is almost impossible to dodge. I literally can not make a ship capable of killing them all before they unleash death. So it makes the game boring when that is literally a win button.
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Post by lieste on Jan 14, 2017 15:37:28 GMT
Meh, imo people are way overblowing the actual impact of the railgun/coilgun bug. It leads to much faster rate of fires than what should be possible, true, but in most cases that doesn't really help that much in time to kill. The big limiting factor on projectile weapons is still the projectile travel time to targets. Unless you are micro managing your guns manually 95% of your shots are wasted overkill shots. Assuming it takes 20 seconds to get your first shot to the target and 1 second of sustained fire to kill with a physics legit weapon. Having a 2x faster rate of fire (or really any higher multiplier) doesn't really impact your total TtK that much (21 sec vs 20.5 sec). And it causes you to consume 2x more ammo which are wasted in overkill. Yes, it will be nice when it gets fixed, and I would like it to be fixed but I don't think it is a big enough problem to require people to redesign with 3rd party calculators. Completely disagree. For a thoroughly compliant 100MW railgun I have for example, 1g @ 34.8km/s and 9900 rpm or thereabouts @100% efficiency, which can take minutes to chew off the radiators or weapons of a capital that stays out around 250-300km with a crossing rate and modest acceleration... Exploiting the physics bug gives much higher rates of fire, and significantly shortens the TTK. Adding more weapons requires additional 100MW power supplies &/or additional hulls.... but adding a million rounds is only slightly more than 1 ton. With my physics compliant coilgun it matters more - the 100g shells are fired at 35.6km/s and 370rpm and 390MW, adding more guns is not really practical, and hulls are around twice that of the similar railgun ship with 3x railguns. Exploiting the bug gives silly rates of fire, and makes the TTK really short. Ammunition cost is more significant than with the railgun, and weight is higher (4x per second of fire at 100% efficiency) but the additional cost and mass is still far lower than more weapons and their associated power sources.
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