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Post by apophys on Aug 17, 2018 10:59:35 GMT
anotherfirefox , coilguns are completely outclassed by railguns for small projectiles (i.e. a few grams) due to muzzle velocity, and mostly outclassed by chemical guns or blast launchers for large projectiles (i.e. small missiles) due to ammo cost. I don't see a proper use case for coilguns in the current game.
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Post by AtomHeartDragon on Aug 17, 2018 11:09:16 GMT
anotherfirefox , coilguns are completely outclassed by railguns for small projectiles (i.e. a few grams) due to muzzle velocity, and mostly outclassed by chemical guns or blast launchers for large projectiles (i.e. small missiles) due to ammo cost. I don't see a proper use case for coilguns in the current game. Projectile aspect ratio?
Plus, I feel somewhat more comfortable with coilguns than railguns at very high velocities - armature sliding along rails at some tens of km/s can't be good for either. Of course, making a very high velocity coilgun is another matter.
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Post by anotherfirefox on Aug 17, 2018 11:53:09 GMT
anotherfirefox , coilguns are completely outclassed by railguns for small projectiles (i.e. a few grams) due to muzzle velocity, and mostly outclassed by chemical guns or blast launchers for large projectiles (i.e. small missiles) due to ammo cost. I don't see a proper use case for coilguns in the current game. How about bigger ordnance ie. Casaba Howitzer?
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Aug 17, 2018 12:48:10 GMT
Casaba Howitzers are broken. Nukes do not propel flak and any payload gets vaporized even if blast launched.
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Post by AtomHeartDragon on Aug 17, 2018 13:00:01 GMT
anotherfirefox , coilguns are completely outclassed by railguns for small projectiles (i.e. a few grams) due to muzzle velocity, and mostly outclassed by chemical guns or blast launchers for large projectiles (i.e. small missiles) due to ammo cost. I don't see a proper use case for coilguns in the current game. How about bigger ordnance ie. Casaba Howitzer? Chemguns generally outclass everything else when it comes to heavy payloads. They have pretty low velocity ceiling and start scaling badly when trying to approach it, but they have modest power requirements and making an absolutely huge one is relatively straightforward, so is powering it. Their only disadvantage other than low muzzle velocity is their touchy (and relatively heavy) magazines. Do note that with increasing intercept velocity (such as around massive bodies, esp. retrograde) the lack of muzzle velocity becomes less of a problem as range advantage doesn't last very long if you're closing at several to tens of km/s, and ship's velocity completely outweighs velocity contributed by the gun, which is degraded to the role of terminal guidance system putting your slugs where you want them. OTOH extra projectile mass becomes especially devastating at this kind of velocities and massive projectiles are a thing chemguns do especially well. Massive projectiles also permit complex and creative payloads - cluster munitions, composite nuke + frag + k-slugs munitions, microturret shells, continuous rods (can be emulated with dense, thin radiators, absolutely devastating against stock armour and more than capable of putting a dent in custom made stuff), etc.
Of course, truly disgustingly huge ordnances are best put on missiles. Do note that small to medium (think stock strikers and flaks) missiles can ALSO be fired out of chemguns with little trouble, although the required turrets will be on the biggish side.
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Post by apophys on Aug 17, 2018 13:02:42 GMT
How about bigger ordnance ie. Casaba Howitzer? Anything large is best on a missile (because dumb projectiles with low muzzle velocity can be dodged; missiles home in). You may choose to give an initial boost to the missile with a chemical gun or blast launcher, though it's not strictly necessary to do so. Launching them normally from an MPD-driven missile-bus drone right before the encounter is the method I recommend.
Alternately, you can shoot the payload out of a gun that you put on a disposable drone with a high velocity intercept, so as to get close to the target and make dodging hard regardless of the nominally low muzzle velocity. (This is vulnerable to lasers killing the drone on approach.)
I haven't personally tried these tactics, though I'm certain they work; I'm more of a laser guy.
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Post by AtomHeartDragon on Aug 17, 2018 13:07:30 GMT
How about bigger ordnance ie. Casaba Howitzer? Alternately, you can shoot it out of a gun that you put on a disposable drone with a high velocity intercept, so as to get close to the target and make dodging hard regardless of the nominally low muzzle velocity. (This is vulnerable to lasers killing the drone on approach.) Putting huge cannons on drones sucks. It's much better to mount blast launcher(s) and some lightweight spinal gun(s) matching launcher's ballistics to act as aim assist.
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Post by gedzilla on Aug 17, 2018 15:14:58 GMT
i made a TINY RTG with an outlet heat of 320 K. what is the best raidiator material to use for such a temp ?
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Post by anotherfirefox on Aug 17, 2018 15:40:44 GMT
I made a Methane 1MN NTR after your code, and it seems that chamber wall shouldn't be diamond. Has something changed or am I missing something?
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Post by someusername6 on Aug 17, 2018 16:22:40 GMT
I made a Methane 1MN NTR after your code, and it seems that chamber wall shouldn't be diamond. Has something changed or am I missing something? This is probably due to the community's material pack mod. It brings down the safe use temperature for diamond (as it turns into graphite, losing some mechanical properties, in higher temperatures). One could argue that the standard modules should not be using diamonds in high temperature applications and that the safe use temperature for diamond should be changed in the base game -- or that the mod should not alter the properties of a base game material, instead.
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Post by anotherfirefox on Aug 17, 2018 16:33:34 GMT
I made a Methane 1MN NTR after your code, and it seems that chamber wall shouldn't be diamond. Has something changed or am I missing something? This is probably due to the community's material pack mod. It brings down the safe use temperature for diamond (as it turns into graphite, losing some mechanical properties, in higher temperatures). One could argue that the standard modules should not be using diamonds in high temperature applications and that the safe use temperature for diamond should be changed in the base game -- or that the mod should not alter the properties of a base game material, instead. Oh cool, thanks. Moar reality wins anyway in my case!
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Post by bigbombr on Aug 17, 2018 17:12:17 GMT
This is probably due to the community's material pack mod. It brings down the safe use temperature for diamond (as it turns into graphite, losing some mechanical properties, in higher temperatures). One could argue that the standard modules should not be using diamonds in high temperature applications and that the safe use temperature for diamond should be changed in the base game -- or that the mod should not alter the properties of a base game material, instead. Oh cool, thanks. Moar reality wins anyway in my case! Amorphous Carbon is the closest material to Stock Diamond for nozzle construction AFAIK.
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Post by AtomHeartDragon on Aug 17, 2018 18:14:27 GMT
One could argue that the standard modules should not be using diamonds in high temperature applications and that the safe use temperature for diamond should be changed in the base game -- or that the mod should not alter the properties of a base game material, instead. I'd argue for both - diamond in base game should account for graphitization, but it's not mod's business changing that.
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Post by bigbombr on Aug 17, 2018 18:34:43 GMT
One could argue that the standard modules should not be using diamonds in high temperature applications and that the safe use temperature for diamond should be changed in the base game -- or that the mod should not alter the properties of a base game material, instead. I'd argue for both - diamond in base game should account for graphitization, but it's not mods business changing that. Or have the 'corrected' diamond as a seperate material, so that it doesn't overwrite the stock diamond and breaks designs.
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Post by apophys on Aug 17, 2018 19:27:25 GMT
i made a TINY RTG with an outlet heat of 320 K. what is the best radiator material to use for such a temp ? I suggest lithium. I'm pretty sure it's the lightest/cheapest valid choice. One could argue that the standard modules should not be using diamonds in high temperature applications and that the safe use temperature for diamond should be changed in the base game -- or that the mod should not alter the properties of a base game material, instead. I'm planning to do a full set of standard modules that use modded materials with realism in mind (safety margins, concerns that CoaDE does not address like the critical point for coolant, etc). This is what the second post in the thread is reserved for.
Yes, I know it's taking me forever to get there. I am not a very hardworking person.
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