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Post by jtyotjotjipaefvj on Aug 19, 2017 20:57:10 GMT
I've had issues with getting detonators to work with cannon-launched payloads. I assumed you'd just have to place a control module to make it work, but I recently noticed apophys's flak guns detonate on time even without a remote control module. So how do you make explosives detonate?
More specifically, I have a 100t nuke I'd like to use as a point defence payload but it just doesn't seem to co-operate. I tried different activation and hard ranges, thinking the projectile either would miss by too much or have time to collide with the target before detonating, but even with a 50-km activation range my nukes just punch through gunship armor instead of detonating. While that does work for gunships, it makes for expensive projectiles and doesn't really help against missiles since they tend to be harder to hit. Any ideas what I'm doing wrong?
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Enderminion on a tablet
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Post by Enderminion on a tablet on Aug 19, 2017 22:36:21 GMT
Hard range plus rc unit should set nuclear and flak units off
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Post by jtyotjotjipaefvj on Aug 19, 2017 22:43:24 GMT
I know that, but putting a 1kg rc on a 700-gram nuke is a bit of a waste. Apophys's flaks somehow work without any RC, so I was wondering how that works.
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Post by apophys on Aug 20, 2017 3:14:08 GMT
Apophys's flaks somehow work without any RC, so I was wondering how that works. The game apparently detonates the flak rounds on impact or closest approach. But because they are traveling very fast (50-200 km/s, depending which gun of mine you use), the physics ticks have some visible spacing, and the game detonates them slightly before impact (which is perfect for spreading damage). Yes, this means that the particular detonation settings on my flak are irrelevant. I haven't tested nukes much, so can't really say anything about their detonation handling. A long while ago, someone discovered that you can use a flare as a fuse to detonate a warhead (flak/nuke) at a set time after launch. (Even long-burning flares can be made smaller and lighter than remote controls.) This behavior may have changed with subsequent patches.
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Post by jtyotjotjipaefvj on Aug 20, 2017 11:11:16 GMT
The game apparently detonates the flak rounds on impact or closest approach. But because they are traveling very fast (50-200 km/s, depending which gun of mine you use), the physics ticks have some visible spacing, and the game detonates them slightly before impact (which is perfect for spreading damage). Yes, this means that the particular detonation settings on my flak are irrelevant. Well that's disappointing to hear. Adding RCs on the nukes means that lasers will target them as well, which means they need to be armored pretty heavily to survive. They also seem to lag quite a bit more. I guess nuclear projectile guns are pretty much useless. Speaking of your flak railguns, have you noticed that the armature doesn't cause any stress (more precisely, internal pressure) on the rails? I noticed this when trying to replicate your railgun with a solid slug, and would have to make the barrel at least ten times as heavy to compensate for the actual pressure the projectile would impart on the rails. It seems that only the 0.15-gram payload causes stress for your railgun, which I would consider a fairly big exploit. Here's a comparison of my railgun clone with or without the payload, with the same total projectile mass. Without the payload, internal pressure jumps by a factor of ten or so. Payload: linkno payload: link
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Post by treptoplax on Aug 20, 2017 12:28:17 GMT
For what it's worth, in my experience, minimal nukes have unintuitively small effective ranges against suitably armored targets. (Tens of meters?)
Here on earth the pressure wave does the bulk of the damage; in space you mostly just get the heat flash and that r^2 just kills you. I find small nukes to mostly be effective against radiators and engines (probably lasers too?). YMMV.
Large nukes are another matter but IMO rarely cost effective; megaton nukes are great but you need them to have a good chance at hitting...
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Post by jtyotjotjipaefvj on Aug 20, 2017 13:04:58 GMT
I noticed the same thing with my PD nuke designs. The 100t-nukes don't cause chain reactions when the missiles die, but they also don't seem to kill anything unless it's a direct hit. I changed to a 1kt design, but that causes all of the nukes to explode the moment the first one does.
I did however make the neat observation that packing the nuke into a minimalistic blast launcher prevents it from going off too early. If the blast launcher is disabled, it just makes a tiny explosion that may disable some fuel tanks on the same drone but won't affect other drones in the same salvo.
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Post by newageofpower on Aug 31, 2017 23:55:18 GMT
I noticed the same thing with my PD nuke designs. The 100t-nukes don't cause chain reactions when the missiles die, but they also don't seem to kill anything unless it's a direct hit. I changed to a 1kt design, but that causes all of the nukes to explode the moment the first one does. Neutron flux-induced nuclear fratricide has not been implemented in game, though the articles talk about it.
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Post by Enderminion on Aug 31, 2017 23:56:36 GMT
I noticed the same thing with my PD nuke designs. The 100t-nukes don't cause chain reactions when the missiles die, but they also don't seem to kill anything unless it's a direct hit. I changed to a 1kt design, but that causes all of the nukes to explode the moment the first one does. Neutron flux-induced nuclear fratricide has not been implemented in game, though the articles talk about it. then how is it that nuclear weapons are good missile defense?
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Post by jtyotjotjipaefvj on Sept 1, 2017 0:00:30 GMT
I noticed the same thing with my PD nuke designs. The 100t-nukes don't cause chain reactions when the missiles die, but they also don't seem to kill anything unless it's a direct hit. I changed to a 1kt design, but that causes all of the nukes to explode the moment the first one does. Neutron flux-induced nuclear fratricide has not been implemented in game, though the articles talk about it. I don't know what causes it but chain reactions definitely happen in-game. Feel free to test it yourself. >10kt nukes fired from a blast launcher have a tendency of going off dozens at a time when one gets shot down by PD, which is really annoying. Worst-case scenario, your launching ship gets fried along with the missiles.
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