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Post by newageofpower on Jan 1, 2018 22:36:15 GMT
a lot of a pain when your ship explodes because it's also a detonatable monopropellant. This is why I raise the flag when people want metallized hydrogen for warships and missiles...
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Post by apophys on Feb 20, 2018 11:47:14 GMT
Update! Collection is now v1.5. Been a while since the last update.
Changelog: - Updated all resistojets (finally). - Added oxygen MPDs. This gives a second option for a realistically-cheap propellant that you can get everywhere in the system. - Added a projectile payload: 152 mg needle. You can swap out the payloads in my railguns for this; they'll get identical muzzle velocity. This should help the few people who get game crashes when my flak rounds hit a target.
Still slowly working on realistic modded reactors... Realism is complicated and I've been taking a break from it.
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Post by AtomHeartDragon on Feb 20, 2018 19:10:52 GMT
- Added oxygen MPDs. This gives a second option for a realistically-cheap propellant that you can get everywhere in the system. OH, no you don't.
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orpaz
New Member
Posts: 2
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Post by orpaz on Feb 26, 2018 4:06:32 GMT
Hi, new to the forum, I just reopened the game for the first time since 1.0 and now all of my old designs (and it seems like the designs here, at least the 1 gig powerplant) no longer work. Did I just plug in some values wrong? It's telling me the rods are overheating.
Are any of these compatible with the current version?
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Post by AtomHeartDragon on Feb 26, 2018 5:34:16 GMT
Hi, new to the forum, I just reopened the game for the first time since 1.0 and now all of my old designs (and it seems like the designs here, at least the 1 gig powerplant) no longer work. Did I just plug in some values wrong? It's telling me the rods are overheating. Are any of these compatible with the current version? With each version there have been less exploitable loopholes in the simulation (like supercoilguns sneering at conservation of energy). At some point mandatory safety margins between nominal module usage parameters and materials failing catastrophically were also introduced. In effect many older, hyper optimized designs won't work any more (this even includes some core modules - for example, 286mm coilgun is no longer with us - it laughed in the face of physics, but physics laughed last, it seems). AE catalogue has been updating to reflect those changes so make sure to grab the newest version.
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orpaz
New Member
Posts: 2
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Post by orpaz on Feb 26, 2018 7:01:40 GMT
Oh, I see, thanks, I was looking at the catalog description, not the catalog itself.
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Post by Enderminion on Feb 26, 2018 14:37:37 GMT
Hi, new to the forum, I just reopened the game for the first time since 1.0 and now all of my old designs (and it seems like the designs here, at least the 1 gig powerplant) no longer work. Did I just plug in some values wrong? It's telling me the rods are overheating. Are any of these compatible with the current version? specifically, the Reactor model changed to move heat from the Fuel rods to the Control rods, Boron Nitrite won't cut the mustard anymore
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Post by jtyotjotjipaefvj on Jul 1, 2018 21:11:00 GMT
most modules, at least reactors and NTRs, cause crashes on editing AE components from ship designer or saving a ship containing them. Creating an identical duplicate through the module designer seems to fix the crashes.
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Post by lawson on Jul 2, 2018 0:47:13 GMT
Apophys "10 Mm lasers require a laser sight blast launcher to make use of their range (with no limit editing)." what is this black magic you speak of? Does laser wobble go away if you can get a lump of armor with a control module closer than 100Km?
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Post by picklesthedrummer on Jul 2, 2018 1:09:18 GMT
Apophys "10 Mm lasers require a laser sight blast launcher to make use of their range (with no limit editing)." what is this black magic you speak of? Does laser wobble go away if you can get a lump of armor with a control module closer than 100Km? A laser's maximum engagement range setting is 1 Mm. A blast launcher can be set to engage at 10 Mm, allowing you to enter combat earlier and use the laser with range ignored. The accuracy is still terrible at that range.
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Post by lawson on Jul 3, 2018 2:45:46 GMT
Apophys "10 Mm lasers require a laser sight blast launcher to make use of their range (with no limit editing)." what is this black magic you speak of? Does laser wobble go away if you can get a lump of armor with a control module closer than 100Km? A laser's maximum engagement range setting is 1 Mm. A blast launcher can be set to engage at 10 Mm, allowing you to enter combat earlier and use the laser with range ignored. The accuracy is still terrible at that range. Thanks for the clarification. That sounds like a cheaper way to start combat than using a mega rail-gun.
Still annoyed by the laser wobble and hard-limit on laser ablation. But for gameplay reasons I guess we'll have to live with it until armor transparency, reflectivity, and active cooling are added. Could have also limited lasers by checking thermal stress in the laser rod, checking if the laser ground-state swamps the lasing absorption lines at the operating temperature, checking for excessive self-focusing, checking for Brillouin scattering, etc. Lots of reasons we don't have death-rays yet, efficiency and turret tracking are the least of the reasons.
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Post by jtyotjotjipaefvj on Jul 3, 2018 9:24:47 GMT
But for gameplay reasons I guess we'll have to live with it until armor transparency, reflectivity, and active cooling are added. Armor transparency and reflectivity are already modeled. It doesn't account for beams passing through plates to other layers, nor interreflection between armor surfaces, but otherwise it seemed to be modeled correctly.
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Aug 16, 2018 4:53:49 GMT
Please update for 1.2.1! The new attachments seem to make rockets more efficient and I yearn to see more min-maxing.
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Post by apophys on Aug 16, 2018 6:45:55 GMT
Working on it.
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Post by anotherfirefox on Aug 17, 2018 10:43:40 GMT
No coil guns for reason?
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