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Post by jtyotjotjipaefvj on Aug 18, 2017 22:13:12 GMT
While fiddling around with other things, I ended up making this old gun, that (sort of) fits into the heavy conventional guns category I guess: It's not all that special by itself but when you mount it on a ship going 6 km/s, you can push projectile energy up to 20 GJ. And that's not even the top limit of what you can do, since the gun isn't all that heavy. The ship I tested it with has six guns, pushing out 240 GW worth of projectiles with just a piddly 3 GW power generator. With the starter velocity, it can make this kind of work from cyborg's heaviest (I guess?) armor: Every single shot punched through both sides of the ship and destroyed everything inside as well. The best thing is those holes look like actual bullet holes, which is definitely a big bonus.
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Post by treptoplax on Aug 20, 2017 12:46:09 GMT
While fiddling around with other things, I ended up making this old gun, that (sort of) fits into the heavy conventional guns category I guess: [pic snipped] It's not all that special by itself but when you mount it on a ship going 6 km/s, you can push projectile energy up to 20 GJ. And that's not even the top limit of what you can do, since the gun isn't all that heavy. The ship I tested it with has six guns, pushing out 240 GW worth of projectiles with just a piddly 3 GW power generator. With the starter velocity, it can make this kind of work from cyborg's heaviest (I guess?) armor: [pic snipped] Every single shot punched through both sides of the ship and destroyed everything inside as well. The best thing is those holes look like actual bullet holes, which is definitely a big bonus. It's a good point. Especially with conventional guns, at times it can be useful to think of them not as a standalone weapon but as the terminal guidance on a multi-stage KKV. I have a drone that's very effective against heavy armor - the conventional cannon fires 35g projectiles at only 700 m/s (!), but that's plenty to put them on target when you're charging in at 5-10 Km/s....
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Post by thehardestmetal on Aug 20, 2017 17:43:18 GMT
Here's a few big conventional cannons I like to play around with in the sandbox. They're extremely heavy, insanely expensive(10s of Gc range), have improper use of materials (railgun armature graphene for the barrel and railgun armature osmium for the projectile which is basically cheating the system), have crazy recoil( enough to actually push your ship away from the enemy in a few shots) and are very slow turning. I use these for my own personal amusement against whatever I want to absolutely destroy. Here's gun #1. It shoots a 1 ton slug of osmium at 3.37km/s with 5.72 GJ of kinetic energy. The propellant is 5 tons of octanitrocubane which is absolutely crazy in itself. It has a pretty crazy rate of 1 round every .9 seconds. Here's gun #2. It shoots a 5 ton slug of osmium at 2.65 km/s. Its projectile has 17.5 GJ of kinetic energy. Propellant is still 5 tons of octanitrocubane. Firing rate is roughly one round every 2 seconds. If gun #2 wasn't crazy enough for you, here's gun #3. It shoots 5 tons of graphene at 3.25 km/s. Projectile energy is 26.3 GJ. Propellant is the same as the rest. It will fire a round once every 6 seconds. For some reason, this cannon's projectile breaks up and turns into a giant space shotgun. A single direct hit with cannon #3 on the stock Orbital Attack Craft destroyed the entire nose section and nearly busted the crew compartment. You can probably see the multiple separate hits caused by the shotgun effect. Here's some more damage from cannon #3, this time on the stock Orbital Defense Craft. The first direct hit destroyed the entire nose section, nearly took out the crew compartment, and sent the ship spinning. The second hit came in through the rear opening and knocked the ship out. On hit#2 you can clearly see multiple holes, even though only one projectile is fired.
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siskinedge
New Member
Working on a All conventional guns single ship campaign run
Posts: 18
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Post by siskinedge on Dec 5, 2017 22:05:13 GMT
I'd like to make a entry for light conventional cannons: Accurate to 1m at 4km, 25g projectile, 224kc cost, 12.9t (without ammo, the magazines have a tendency to go boom unless kept under armour) steamcommunity.com/sharedfiles/filedetails/?id=1222578447Screenshot below: from testing it seems to have decent impact against the stock ships but It's useless against drones however due to the low velocity and low turn rate. might be able to go faster if I used the full 25t available but then it would counteract the point of a conventional gun.
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Post by Rocket Witch on Dec 10, 2017 19:17:49 GMT
My howitzer is now on the Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=1227859490It has been lightened and cheapened greatly by a change of barrel material, though it fires a little more slowly. It also no longer overheats after half an hour of sustained firing, just in case you end up in some weird asteroid-trench-warfare scenario.
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Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 11, 2017 0:37:15 GMT
Here's a few big conventional cannons I like to play around with in the sandbox. They're extremely heavy, insanely expensive(10s of Gc range), have improper use of materials (railgun armature graphene for the barrel and railgun armature osmium for the projectile which is basically cheating the system), have crazy recoil( enough to actually push your ship away from the enemy in a few shots) and are very slow turning. I use these for my own personal amusement against whatever I want to absolutely destroy. Here's gun #1. It shoots a 1 ton slug of osmium at 3.37km/s with 5.72 GJ of kinetic energy. The propellant is 5 tons of octanitrocubane which is absolutely crazy in itself. It has a pretty crazy rate of 1 round every .9 seconds. Here's gun #2. It shoots a 5 ton slug of osmium at 2.65 km/s. Its projectile has 17.5 GJ of kinetic energy. Propellant is still 5 tons of octanitrocubane. Firing rate is roughly one round every 2 seconds. If gun #2 wasn't crazy enough for you, here's gun #3. It shoots 5 tons of graphene at 3.25 km/s. Projectile energy is 26.3 GJ. Propellant is the same as the rest. It will fire a round once every 6 seconds. For some reason, this cannon's projectile breaks up and turns into a giant space shotgun. A single direct hit with cannon #3 on the stock Orbital Attack Craft destroyed the entire nose section and nearly busted the crew compartment. You can probably see the multiple separate hits caused by the shotgun effect. Here's some more damage from cannon #3, this time on the stock Orbital Defense Craft. The first direct hit destroyed the entire nose section, nearly took out the crew compartment, and sent the ship spinning. The second hit came in through the rear opening and knocked the ship out. On hit#2 you can clearly see multiple holes, even though only one projectile is fired. I noticed that you used railgun armature stuff... lol
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Post by thehardestmetal on Dec 11, 2017 5:05:40 GMT
I noticed that you used railgun armature stuff... lol Yep. This was just me trying to push the largest and heaviest possible projectile as fast as possible with no regards to reality or common sense. I play around with those guns when I want to absolutely shred stuff for fun or do an insane worst possible scenario kinetic armor test. No real use otherwise, but I'll sometimes slap one on my largest ship and play around with it for awhile.
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Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 11, 2017 6:14:49 GMT
I noticed that you used railgun armature stuff... lol Yep. This was just me trying to push the largest and heaviest possible projectile as fast as possible with no regards to reality or common sense. I play around with those guns when I want to absolutely shred stuff for fun or do an insane worst possible scenario kinetic armor test. No real use otherwise, but I'll sometimes slap one on my largest ship and play around with it for awhile. you should see how much armour it can penetrate
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Post by thehardestmetal on Dec 11, 2017 18:50:20 GMT
you should see how much armour it can penetrate With the way the game handles extremely high projectile energies, its too inconsistent to really be worth major testing. I've made some even more powerful conventional cannons with similar payloads(projectile energies ranging from 30- 53GJ) and they will either bounce off or do nothing at all a significant portion of the time. One shot can very inconsistently punch a hole in 50-75cm of Vanadium Chromium Steel unsloped. Spalling and other damage is also very inconsistent. A single hit may wipe out an entire ship or punch a hole clean through the armor with no further damage. In reality, these large projectiles should be able to brute force their way through much more armor or just shatter the hull in its entirety, but CDE's simulation breaks down pretty badly when pushed to the extreme.
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Post by Rocket Witch on Dec 31, 2017 23:39:03 GMT
Introducing the Beryllium Blaster 1000! I didn't make this for the challenge so technically it's 5MW outside of fitting into the light category, but still by far the lightest kilogram shooter I think anyone may have made? Accurate to 4.92km on 1m target. 1kg projectile. 652kc & 12.3t sans ammo. Cost & mass with the default 1000 round magazine is something like 1.18Mc & 13.5t. Code: CoilgunModule 30MW [1kg] C-Coilgun E-Turret UsesCustomName true PowerConsumption_W 3e+07 Capacitor DielectricComposition Hafnia Dimensions_m 0.6 0.682 Separation_m 1e-07 Coil Composition Beryllium WireRadius_m 0.0195 NumberOfTurns 100 NumberOfLayers 2 NumberOfStages 1 BarrelArmor Composition Amorphous Carbon Thickness_m 0.1 Armature Composition Magnetic Metal Glass BoreRadius_m 0.005 Mass_kg 1 Tracer Gadolinium Payload null Loader PowerConsumption_W 29500 ExternalMount false InternalMount false Turret InnerRadius_m 0.5 Extruded true ArmorComposition Amorphous Carbon ArmorThickness_m 0.15 ElectricActuators PermanentMagnet Neodymium Iron Boron PowerConsumption_W 1.4e+05 AttachedAmmoBay Capacity 1000 Stacks 1 TargetsShips true TargetsShots true
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Post by september on Jan 1, 2018 0:13:20 GMT
Introducing the Beryllium Blaster 1000! I didn't make this for the challenge so technically it's 5MW outside of fitting into the light category, but still by far the lightest kilogram shooter I think anyone may have made? Accurate to 4.92km on 1m target. 1kg projectile. 652kc & 12.3t sans ammo. Cost & mass with the default 1000 round magazine is something like 1.18Mc & 13.5t. This is awesome! Do you know what type of barrel and turret armor would be best for this coilgun? I was wondering what it would take to stop projectiles from the same coilgun from destroying it.
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Post by AdmiralObvious on Jan 1, 2018 0:52:01 GMT
Introducing the Beryllium Blaster 1000! I didn't make this for the challenge so technically it's 5MW outside of fitting into the light category, but still by far the lightest kilogram shooter I think anyone may have made? Accurate to 4.92km on 1m target. 1kg projectile. 652kc & 12.3t sans ammo. Cost & mass with the default 1000 round magazine is something like 1.18Mc & 13.5t. This is awesome! Do you know what type of barrel and turret armor would be best for this coilgun? I was wondering what it would take to stop projectiles from the same coilgun from destroying it. It's pretty difficult to stop a 10 Mj projectile from running your day. Even if it doesn't actually penetrate the armor, it's got a very solid chance to completely deflect the target (EG, make it spin out of control).
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Post by shynung on Feb 12, 2018 7:05:57 GMT
This is an older version of a heavy coilgun I recently made (current version used graphite aerogel barrel, which is banned). 5kg round @7.75km/s, accurate to 8.32km on a 1x1m target. Shoots once a minute or so. Pics below.
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Post by Enderminion on Feb 12, 2018 12:57:58 GMT
This is an older version of a heavy coilgun I recently made (current version used graphite aerogel barrel, which is banned). 5kg round @7.75km/s, accurate to 8.32km on a 1x1m target. Shoots once a minute or so. Pics below. Using Diamond should increase rate of fire (for barrel armor)
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Post by shynung on Feb 12, 2018 14:01:29 GMT
Using Diamond should increase rate of fire (for barrel armor) Tried, but I get 'barrel will shatter from thermal expansion stress' error.
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