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Post by dragonkid11 on Mar 5, 2017 6:21:14 GMT
modded materials still allow. depends how modded Oh, I just meant >100km/s velocities in general being impossible, because the almighty code god qswitched fixed the 1000000% efficient guns. Still possible actually, I have a railgun that can fire projectile at 180 kmps and still within law of conservation of energy.
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Post by gedzilla on Mar 5, 2017 8:58:35 GMT
It was supposed to be a laser skiff equivalent... however it evolved in to something way more agressive, hence the name. The idea is the same as my larger ships: snipe the enemy's lasers, engines, then everything else, pound with railguns. Dodge like mad at the same time. If handled properly wins against much larger opossition, I consistently fly it against my laser frigate and gunship equivalents and win. The main damage dealer is this railgun. That railgun doesnt work. i copied it down exactly. yours has an accel of 5e+008, mine has an accel of 6e+008, with copying every value i saw exactly. the only thing i can think of is that the came rounded up some fine tuning adjustments, so i dont see the EXACT values (dont to the tiny digits). mind posting the code ?
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Post by concretedonkey on Mar 5, 2017 9:09:43 GMT
... It was supposed to be a laser skiff equivalent... however it evolved in to something way more agressive, hence the name. The idea is the same as my larger ships: snipe the enemy's lasers, engines, then everything else, pound with railguns. Dodge like mad at the same time. If handled properly wins against much larger opossition, I consistently fly it against my laser frigate and gunship equivalents and win. The main damage dealer is this railgun. That railgun doesnt work. i copied it down exactly. yours has an accel of 5e+008, mine has an accel of 6e+008, with copying every value i saw exactly. the only thing i can think of is that the came rounded up some fine tuning adjustments, so i dont see the EXACT values (dont to the tiny digits). mind posting the code ? sure, probably the payload... : RadiationShieldModule 2.00 mm Diameter 12.0 cm Radiation Shield UsesCustomName false Composition Lithium Dimensions_m 0.001 0.12
CraftBlueprint RgP 200mg 12cm LI Modules 2.00 mm Diameter 12.0 cm Radiation Shield 1 0 null 0 Armor
RailgunModule RgP 15MW 200mg Short C UsesCustomName true PowerConsumption_W 5.8e+006 Capacitor Count 1 DielectricComposition Hafnia Dimensions_m 0.42 0.2 Separation_m 2.9e-006 Rails Composition Aluminum Copper Lithium Thickness_m 0.14 Length_m 3.64 BarrelArmorThickness_m 0.635 Armature Composition Vanadium Chromium Steel BoreRadius_m 0.00559 Mass_kg 0.001 Tracer null Payload RgP 200mg 12cm LI Loader PowerConsumption_W 1.4e+005 Turret InnerRadius_m 1.24 Extruded true ArmorComposition Nitrile Rubber ArmorThickness_m 0.1 MomentumWheels Composition Nickel RotationalSpeed_RPM 250 AttachedAmmoBay Capacity 10000 Stacks 1 TargetsShips true TargetsShots true
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Post by dragonkid11 on Mar 5, 2017 9:48:34 GMT
After designing several coilgun and railgun in the game, it seems that coilgun has consistently far lighter weight than railgun of similar spec.
However, coilgun now need to use nickel iron molybdenum just to have reasonable stat, because iron is crap now.
So the price of coilgun get jacked up, especially for heavy projectile coilgun.
Buttt, with the lighter weight of coilgun, they used less fuel to get carried around than railgun.
So it's a matter of balancing price and mass again.
I STILL CANNOT FIGURE OUT HOW TO MAKE PROPER COILGUN WITH MORE THAN ONE STAGE!!!
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Post by thorneel on Mar 5, 2017 10:13:49 GMT
All the high-performing railgun seem to have needle payload. Are they based on the needle bug where some calculations are made from the end of the needle instead of the entire barrel?
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Post by lieste on Mar 5, 2017 12:33:52 GMT
All the high-performing railgun seem to have needle payload. Are they based on the needle bug where some calculations are made from the end of the needle instead of the entire barrel? Obviously so. The worst instances include zero mass, zero stiffness spacers, and then also 'cheese' the total mass calculations. Adding any mass to an armature should increase the gun stresses from increased forces to obtain equal acceleration and should have no benefit to the local conditions at the rear of the short circuit which is the significant part of the rail-armature conditions (even if you had a 50m long spacer IRL with zero mass), the second short circuit exiting the muzzle would be irrelevant to the armature. That said, I have obtained 141km/s from a tolerably accurate if impractically heavy railgun with a solid armature with no payload, which approximates the medium/large target accuracy levels of the old 134km/s equivalent, so high performance is possible at a cost. (Small target accuracy ranges are lower, even for 'perfect' weapons than the earlier values).
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Post by lawson on Mar 5, 2017 17:52:19 GMT
*snip* However, coilgun now need to use nickel iron molybdenum just to have reasonable stat, because iron is crap now. *snip* I STILL CANNOT FIGURE OUT HOW TO MAKE PROPER COILGUN WITH MORE THAN ONE STAGE!!! I think Iron would work well now if we had some other alloys. It's accelerated just fine in my tests if you substitute it and ignore the "projectile will shatter" error. So we just need a stronger cheap magnetic iron alloy. First hit on Matweb for "transformer steel"I'm stumped on how to build multi-stage coil guns too. Extra stages appear to have no effect at all. I still need to try a high resistance coil-gun, back EMF might be capping the speed with identical low resistance stages.
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Post by Enderminion on Mar 5, 2017 21:12:44 GMT
A problem with the new turrets is they want to broadside on the broadside so I made a tiny laser, I cannot extend the armour up to limit the angle at which you can fire into the optics, so only two inches of armour Edit: no you can't see it because PB threw an error when I tried
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Post by Rocket Witch on Mar 5, 2017 22:45:40 GMT
Trying out some armour ideas when I got these intriguing ring patterns from Devastator contact detonations. The main belt producing the pattern consists of 1mm of microlattice between two 1cm diamond plates.
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Post by vegemeister on Mar 5, 2017 22:58:15 GMT
*snip* However, coilgun now need to use nickel iron molybdenum just to have reasonable stat, because iron is crap now. *snip* I STILL CANNOT FIGURE OUT HOW TO MAKE PROPER COILGUN WITH MORE THAN ONE STAGE!!! I think Iron would work well now if we had some other alloys. It's accelerated just fine in my tests if you substitute it and ignore the "projectile will shatter" error. So we just need a stronger cheap magnetic iron alloy. First hit on Matweb for "transformer steel"I'm stumped on how to build multi-stage coil guns too. Extra stages appear to have no effect at all. I still need to try a high resistance coil-gun, back EMF might be capping the speed with identical low resistance stages. I think the problem with multi-stage coilguns is that the later stages need faster rise times than the early stages, so they should be fewer turns of larger wire, or have higher voltage capacitors. But we're forced to make them all identical. Rise time gets handwaved away with line-powered coilguns, though. And resistance seems to be a lot less of a handicap than for railguns. I was able to make this thing: Efficiency is poor compared to capacitor railguns, but it's not super heavy, and the amorphous carbon barrel makes it very rigid. Also the rounds are super-thin needles, so they have extreme sectional density that should give good armor penetration, assuming that's modeled. You can improve efficiency and muzzle energy at the cost of weight and muzzle velocity by increasing the projectile mass and diameter and the barrel armor thickness.
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Post by someusername6 on Mar 6, 2017 3:16:17 GMT
Not sure if this is a bug: increasing the loader energy on the coilgun below causes its projectile velocity to fall off a cliff (and the acceleration chart to not look degenerate): Edit: also, made a 109% efficient coilgun with negative heat jump; posted it on technical support as a bug.
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Post by bigbombr on Mar 6, 2017 12:34:41 GMT
Super Capital Laserstars are awesome. Cost: 520 Mc
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Post by Enderminion on Mar 6, 2017 12:39:08 GMT
bigbombr that looks like it has no CB lasers, how do you deal with tiny lasers slagging your optics?
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Post by David367th on Mar 6, 2017 13:58:16 GMT
Super Capital Laserstars are awesome. Cost: 520 Mc 1.77TW of waste heat? Missiles won't have trouble finding that thing. Though they might have trouble getting near it lol.
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Post by The Astronomer on Mar 6, 2017 14:10:45 GMT
Super Capital Laserstars are awesome. Cost: 520 Mc 1.77TW of waste heat? Missiles won't have trouble finding that thing. Though they might have trouble getting near it lol. Where is the laserstar? All I see is a huge square begging to be shot at.
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